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Daniel Ralph Herfield's Walkthrough (Source: Here) Formatted By Ganesh for HTML
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Daniel Ralph Herfield copyrights this FAQ Sunday 29th October 2000. This FAQ may not be used by anyone but me to make money. If you want to post this walkthrough on your website then you must notify me and wait for my agreement before you post it on any website at all. This walkthrough may not be published in any magazine without my written consent. If you do not follow these rules then legal action will be taken because I have spent a lot of time on this document, and to be honest, who would be so stupid as to take someone else’s walkthrough as their own? You, maybe… ME-I am 14 years old and this is the first walkthrough/FAQ that I have ever written so if there are mistakes then just bear with me or, even better, email me and tell me what I am doing wrong and how I can remedy it. If you are emailing me then please make it legible and easy to understand because there is nothing worse than an email that you cant read because of a few spelling mistakes and also, please include your email address because I am not psychic and I do not know everything. If you are reading this FAQ and it is unfinished then don’t think about not emailing me about a query you have that hasn’t been covered in the FAQ yet as I know all about this game and just because I haven’t written about it doesn’t mean I don’t know about it. So basically email me with me any questions you have about the game whether the FAQ is finished or not. Oh yes and please put your subject heading as “Planescape torment” or “torment” or something like that. Version history- 1.0(Saturday 28th October2000)-not very much, just wrote the intro and stuff like that. Put Morte into the Character Section, wrote the Character Generation section. 1.1(Monday 30th October2000)-added Dak’kon to the Character Section, added some questions to the FAQ department, added some items to the Item List, added a Weapons List, a Tattoo List and an Accessory List, added the Full Install Method, included tables on how stats affect your to hit and stuff like that and the all important first part of the Walkthrough, added a Spell List with details on how to get them at the request of Sorcerer (http://www.sorcerers.net, great website, visit it if you can, most of your queries will be answered on the message boards), minor revisions. 1.2(Tuesday 9th November2000)- more on the Walkthrough, nearly completed the Spells List but I still need the location of some of the spells (if you can help me on this then DMAL (drop me a line) at imheREMOVE_ME__Till_mail_TO_prevent_junkmailrf@yahoo.com), minor revisions, added some questions to the FAQ section. 1.3(Sunday 22nd May 2000)- completed the Spells List by request of Sorcerer, added some stuff to the Character Section. Now, on to the good stuff… List of contents- 1.Full Install. 2.How To Generate A Good Character. 3.Walkthrough. (UNFINISHED) 4. (A) Items List, (B) Weapons List, (C) Accessory List, (D) Tattoo List, (E) Spells List and How To Get Them. (UNFINISHED) 5.Useable Characters and Where To Find Them. (UNFINISHED) 6.FAQ’s. (UNFINISHED) 7.Thanks. (UNINISHED) 8.List of Enemies. (UNFINISHED) 1.FULL INSTALL- One thing I learned from the excellent folks at The Baldur's Gate Chronicles (http://www.bgchronicles.com/torment/) Is how to do a custom full install of Planescape: Torment. Provided you have the extra hard disk space (2+ GB), I'd highly recommend doing this. Again according to the wonderful people at BGC, this solves minor bugs and improves game play tremendously. "Sounds great," you say, "but how do you do it?" Simply install as normal, following the default instructions before throwing in a twist or two. Next, find something else to occupy your mind while you copy the contents of disks 2, 3, and 4 onto your hard drive. Finally, edit the torment.ini file using the invaluable Notepad application and edit the file paths for the appropriate CDs (they are near the beginning of the file). Normally, the default file paths will look something like this: CD2: =E:\CD2\ CD3: =E:\CD3\ CD4: =E:\CD4\ Depending on where you placed the contents of the CDs, you should have something like this (changes made are in lower case): CD2: =c:\games\black isle\torment\cd2\ CD3: =c:\games\black isle\torment\cd3\ CD4: =c:\games\black isle\torment\cd4\ I think you can probably figure it out from here. :) Of course, if you don't want to clog up all of your hard drive, you can just copy one or two of these CDs instead of all three. If you do the complete full install, you'll only need to leave CD 2 in your CD drive whenever you play. Also, this will drastically improve game play speed, as it will be loading data locally, unless of course you're one of those lucky bastards with a 40+ speed CD-ROM. I have a pretty decent 32X CD drive, but I noticed a marked improvement after doing the full install. Thanks, Baldur's Gate Chronicles! (Note-thanks to Nicholas Yu for letting me cut and paste his method of the full install, cheers!) 2.GENERATEING THE NAMELESS ONE- When you start a new game you have 9 in all the statistics and 21 points to be spent on them. Here are the stats and what they do> Strength (str); this little beauty of a stat helps you do more damage and also gives you a to-hit bonus. When starting your generation your strength can go up to (18/00). Thanks a lot to Brandon Aiken for explaining what the second set of numbers does. You noticed that Strengths of 18 can give you odd scores when you create the character. This score is known as Percentile Strength. In the pen & paper AD&D game, when a Fighter-type character starts the game with an 18 Strength, he rolls 1d100 (called a percentile roll), and then lists his strength by that. Basically, when they first made the game (D&D... not AD&D), 18 was the highest stat (and 3 was the lowest), and this is what they did to make Strength go higher. When they added stats for 1, 2, and 19 - 25, they just tacked it on top of percentile. (HINT-if you pump your strength up to 18 on the generation with no second set of numbers then when you get your level 7 class bonus for fighters your strength will go up one and miss out all the second numbers i.e. /00, /99, /50 and so on, so basically you will be saving yourself a lot of ability points in the long run) but strength is by far not the best statistic in the game. Dexterity (dex); this stat is one of the most crucial in the game, it controls your speed for the in-game dialogue (which helps more than you would imagine), and also your armour class, when your dexterity goes over 15 then you start to get dexterity bonuses. Your armour class starts at 10 and goes down (NOTE- the lower the number for your armour class the better, if it goes into minus numbers then even better) to the minuses, the lowest I have ever got is –16 and I hardly ever got hit. Dexterity does not contribute to your THACO when using hand-to-hand combat tools i.e. hammers, daggers etc, but when you are using long range weapons i.e. crossbows and fireballs, and it does contribute. Constitution (con); this little wonder of a baby helps you regain hit points quicker (at con 25 my hit points were being healed at 2 every 2 seconds). Also whenever you level up you get a bonus amount of hp if your con is high enough (15 con= +1 extra hp every time you level up! 25 con= +7 extra hp every time you level up!). Wisdom (wis); this is the BEST STAT IN THE WHOLE GAME AND THE MOST IMPORTANT! Basically the more Wis you have the more experience you get and the more experience you get the more levels you go up. (I remember seeing a chart somewhere telling you what percentage of the experience got added on depending on the wis, I remember seeing that if you had a wisdom stat of 25 then your experience was added to by 35%, so that means- 100experience (exp) would become 135exp with the help of wisdom). Wisdom also helps you regain memories which give you experience and not to mention the brilliant raise dead spell. Charisma (chr); this is the stat I liked least of all in the game. This stat helps you bluff out of situations and can help you lie to people without changing your alignment. It also makes people give you better rewards but that doesn’t really matter much in this game. The only good point about charisma that I could see is that at the start of the game the thugs don’t attack you as much if you have high charisma. Intelligence (int); this is the second best stat in the whole game, it lets you get a lot of experience that you obviously wouldn’t get if you didn’t have a high intelligence rating. Intelligence also lets you regain memories and you will find that most of the time you can talk your way out of a fight in such a way that you will get a lot more exp, not to mention the fact that having a high int rating gives you bonus mage spells. Intelligence also affects your lore bonus, the more lore you have (up to and including 100) then the more items you can identify without the aid of an identify spell. That about covers what the stats do, so here are the stats that I usually use when playing the game (note-these stats are designed to let you complete most of the quests in the game and to get the most exp possible from the quests). Str Dex Int Chr Wis Con 9 16 16 9 16 9 Here’s a table on what the stats do- Strength Ability point to hit+ damage+ weight bashing% 3 -3 -1 5 3% 4 -2 -1 15 4 5 -2 -1 15 4 6 -1 0 30 6 7 -1 0 30 6 8 0 0 50 8 9 0 0 50 8 10 0 0 70 10 11 0 0 70 10 12 0 0 90 12 13 0 0 90 12 14 0 0 120 14 15 0 0 120 14 16 0 +1 150 16 17 +1 +1 170 18 18 +1 +2 200 20 18/ 01-50 +1 +3 220 25 18/ 51-75 +2 +3 250 30 18/ 76-90 +2 +4 280 35 18/ 91-99 +2 +5 320 40 18/ 00 +3 +6 400 45 19 +3 +7 500 50 20 +3 +8 600 55 21 +4 +9 700 60 22 +4 +10 800 65 23 +5 +11 1000 70 24 +6 +12 1200 75 25 +7 +14 1600 80 Dexterity Constitution miss attack ac bonus hp+ at level up 3 -3 +4 -2 4 -2 +3 -1 5 -1 +2 -1 6 0 +1 -1 7 0 0 0 8 0 0 0 9 0 0 0 10 0 0 0 11 0 0 0 12 0 0 0 13 0 0 0 14 0 0 0 15 0 -1 +1 16 +1 -2 +2 17 +2 -3 +3 18 +2 -4 +4 19 +3 -4 +5 20 +3 -4 +5 21 +4 -5 +6 22 +4 -5 +6 23 +4 -5 +6 24 +5 -6 +7 25 +5 -6 +7 Intelligence Wisdom Spell level Max spells/level Lore+ Bonus spells lore+ 3 - - -20 - -20 4 - - -20 - -20 5 - - -20 - -20 6 - - -20 - -2- 7 - - -10 - -10 8 - - -10 - -10 9 4th 6 -10 0 -10 10 5th 7 0 0 0 11 5th 7 0 0 0 12 6th 7 0 0 0 13 6th 9 0 1st 0 14 7th 9 0 1st 0 15 7th 11 +3 2nd +3 16 8th 11 +5 2nd +5 17 8th 14 +7 3rd +7 18 9th 18 +10 4th +9 19 9th all +12 1st,4th +12 20 9th all +15 2nd,4th +15 21 9th all +20 3rd,5th +20 22 9th all +25 4th,5th +25 23 9th all +30 5th,5th +30 24 9th all +35 6th,6th +35 25 9th all +40 6th,7th +40 3.WALKTHROUGH- (not finished) Mortuary second floor-When you get of the slab learn what you can from Morte (quest-find your missing journal, find Pharod) the talking, floating skull, Morte, then search the shelves in the room for 2 bandages (heal +3 hp) and the scalpel, when you pick up the scalpel Morte will automatically talk to you and tell you to get the key for the room. (Note-do not kill any zombies that you do not have to as a lot of them are worth serious experience later on in the game when you learn how to talk to them, in a later version of this walkthrough I will give you a list of the zombies that you can kill but for now just don’t kill them unless you have to) The key is on the zombie in the southern part of the room, zombie number #782. Leave the room by the western exit and Morte will yet again bombard you with his useless prattle about the dustmen and female zombies, if you talk to a female zombie Morte will talk a load of crap about her looking at him in a meaningful way. The zombie in the northern part of this room will be walking in a triangle, talk to it and learn about rule of three and the dustmen. In the next room you should search the shelves on the left hand wall to find the receiving room log book, fist irons and 13 copper pieces (note-copper pieces are immediately added to your money, right top of your inventory, so it doesn’t take up room in your inventory). Zombie #1201 has a note in its lips so you need to use the scalpel to cut through them and get the note (250xp), when you look at the note in your inventory you will have the chance to “use it”, do so and bend the corners in the following way- upper right, lower right, upper left, upper right, doing this will gain you (250xp) and the triangle earring. Talk to zombie #396 to get 1 more bandage. Ignore Morte’s warning and talk to Dhall, you will learn a lot from him including that you have been brought into the mortuary many times, he carries Dhall’s quill pen, a magical item that ups your lore by a permanent +1, you can get it by either killing him now or coming back to steal it from him later in the game. Head out the door and take a note from corpse #1664 and learn about your arrival into the mortuary. Next room please. Zombie #985 can be pushed, pulled and beaten up to make it give you its arm as a club. Nice. Number #506 (this is starting to sound like the Borg from Star Trek isn’t it i.e. 7 of 9 or number #506, see???? Didn’t think so…) can be sliced open to give you yet more bandages, 1 to be exact, if you search the shelves you will find another measly bandage. Talk to Ei-vene and get (quest-fetch embalming fluid and needle for Ei-vene) and learn a little bit about these things called Tieflings (or is it Fiendlings that Morte mentions here?). If you talk to her again and watch the motion of her hands you can regain a memory of placing some items into a worker here in the mortuary, the workers number is #42 (250xp). Onward to the next room, now here is a strange thing, a zombie that’s not a zombie… if you make conversation with the only zombie in this room you will find out that it is an anarchist spy who is, wait for it, spying on the dustmen. There are a number of things you can do now, but the one thing that you definitely should do is to ask him how to leave (250xp), if you want his help you will have to go get a key from Ei-vene and give it to him (250xp), she will just give you the key if you ask, or you can get him to disguise you as a zombie (500xp) but the catch is that you can’t run or talk to anyone lest your disguise be broken. For him to disguise you as a deader you need some thread and some embalming fluid. You should already have the thread and the embalming fluid is in the next room, but if you want a hp bonus first then go back to Ei-vene, play dead and she will mend some of your scars and a +1hp bonus and (250xp). All right there’s one more thing you can do with Vaxis, turn him over to Dhall (250xp), which will make you more lawful for all you do-gooders out there. What I done is to get him to disguise you as a zombie and then turn him over to Dhall, so you get (750xp). Am I smart or what??? Whatever you decide to do with Vaxis, if you do anything at all, the next thing you have to do is go into the next room, don’t forget to search the shelves for 2 jars of embalming fluid which you need for Ei-vene or Vaxis and an Ancient Copper Earring (closed), which you will need in a little while, and then go up the stairs. Mortuary third floor-Now, the first thing you do when you come up the stairs is to search all the cupboards in the wee room you are in, doing this you will find a Charcoal Charm. Now if you leave the little room then the first thing that you should see is a bony skeleton with a big club ; P. you can talk to these bony critters and Morte will jump in and talk a load of bull about him taking the body, when Morte has finished you can talk directly to the skeleton, but if you ask about the smock then you will become more Chaotic. Walk around and get a feel for the level, you will meet some dustmen, they will approach you and ask you what you are doing, as far as I know the only way to stop them from setting of the alarm is to break their necks (dex 15 me thinks, could be wrong, if I am then DMAL). When you break their necks then you will get (15xp), but the very first time you do it you will get a bonus of (250xp). You should keep any items that you get from the dustmen, except their robes and their knives; I mean you should keep things like Clot Charms and Dirty Rat Charms. On the outside of the room that you came up in are two storage type thingies, search them to get a needle and a piece of junk, keep the junk because it will come in useful later on, in fact you need it to carry on with the story. If you uncover the whole map then you will see that the level is basically square shaped, with four rooms at north, east, south and west. The east and west rooms are the stairs leading down to the second floor, so common sense dictates that you should search rooms in the north and south. Go down to the south room first, search the containers to get the pry-bar, dustmen request and two clot charms. Now talk to zombie #79 and examine the fanged circle on its forehead (250xp), and guess what, they match the grooves on the Ancient Copper Earring (closed), then just go to your inventory and “use” the earring, put your fingernails into the grooves and lo and behold, it will open and become the Ancient Copper Earring (hollow) (250xp). Now make your way into the centre of the level and search all the skeletons until you find #45, when you do all you have to do is to choose the first dialogue option and then mimic its actions, then its chest will open letting you take out the items inside it (250xp). You will get a Green Steel Knife, a Bloody Rags and two Clot Charms. Now carry on up to the northernmost room and search the cupboards there, you will find the Mortuary Task List, a Dustman Embalming Charm, Lesser bracelet, a Clot Charm, 53 copper pieces, THE BONECHARM (note-you need this if you wan to get out of the mortuary with the most experience points possible), a Corpse Fly Charm and 1 Bandage. Leave the room and look on the right hand wall and you should see a cabinet; in it you will find 1 Needle and Thread. Make your way over to the southern room and to the north of it you should find skeleton #863, he will have a note in his mouth, take it and you will see it is the Mortuary Reminder Message, now go to the southernmost room, outside it on the wall will be yet another cabinet, search it to get the Mortuary Sanctum Key, now use it to open the door, in the cabinets in there you will find a hammer. Simply go down the stairs on the right hand side of the map. When you get to the second floor open the gate to the right of the stairs and go down to the first floor. Mortuary first floor-When you com down the stairs the first thing you are going to see is a zombie standing right next to you, his number is #732 and if you talk to him you can take the book he is holding, The Tome of Bone and Ash, this book will come in useful if your intelligence is below 15. Now work yourself anti-clockwise around this circular type map. When you have gone about half way around the map you should come to a large stone coffin type thingy (forget what you call it). If there is no one there then you should just wait for a minute or two, the longest I have had to wait is 30-40 seconds. When the ghost of the woman appears then talk to her, it turns out she used to be your lover of sorts, talk to her and use all the dialogue options available and you should learn the raise dead spell (1000xp), when you have learnt it you should then ask her how to leave, then tell her you are in danger, she will tell you about the portal and how to open it (500xp). Now leave and she will give you one of her predictions, a lot of crap about meeting enemies three, its all true of course but until you have played through the entire game and completed it none of it will make any sense at all. Now continue your journey anti-clockwise and you should come to the kind of receiving room where you see a dustmen walking around and two guard dustmen. Go up to the guards and break their necks (35xp each + an extra 250xp each for some reason), loot their stuff and then go into the middle room but do not even attempt to speak to the dustman named Soego. When you uncover the map in the centre of the screen you should have seen at least 1 giant skeleton, there are four in all, one in each side. Behind the northern skeleton the wall is a storage type thingy that has the Crescent Hatchet, a very bad axe as it adds to your THACO. Anyway onto the skeletons. This part is quite tricky so take pay careful attention. When you initiate dialogue with the skeleton, do not touch it in any way unless I have said so, touching it will bring it to life and you will have to fight it, it gives good xp but not nearly as much as killing it through dialogue. Here goes- when you talk to it you should examine the skeleton, then examine the armour, then see if you can dispel the enchantments (500xp but you only get this the first time), you have to choose the dialogue option that reads exactly like this “3.Mar the runes maintaining the warding enchantment first, then work backward through the rune pattern, cancelling the necromantic, then the armouring enchantment.” (800xp) If your intelligence isn’t high enough then you can use the tome of bone and ash but you wont get as much experience points. When the skeleton dies you will rummage through the remains (in dialogue) and you will find an armour type plate thingy, this will let you learn the spell either “shield” or “armour”, but only if you are a mage. You get an item from all four skeletons, two “shield’s” and two “armour’s”. Now you go and talk to Soego, if you choose your dialogue options right then you should get him to open the gates for you (500xp) DO NOT GO THROUGH THE GATE!! Instead make your way to above Deionarra’s tomb and a portal should open because you have the Bone Charm in your possession, if you don’t then you are stupid. Just click on the blue swirl thing (the portal duh!!). Watch the cinematic, lovely people them shadows. In the tomb you can rest and you will also find Penn’s Note to Vaxis, remember the zombie that wasn’t a zombie? There is also 30 copper pieces that can come in useful. You and Morte should have both levelled up so you should rest until you have full hp’s. Then leave the tomb; you can come back here to rest for free at any time in the game. HIVE(Cue Jamaican accent…) welcome to da hive people, we have all sorts of wonders here, we have eight feet tall dragon blokes that are dead ‘ard to kill, if the Hive Thugs don’t get you first dat is. We have da dustmen and a great mausoleum for storing dead people. We have mad floating people that give you tattoos and we also have a lady of pain who as lots of blades around er head, lovely. (Remove Jamaican accent). There are five parts to the hive, Northeast Quadrant, Northwest Quadrant, Southeast Quadrant, Southwest Quadrant and the Alley Of Dangerous Angles. You start of in the Northeast Quadrant. The thugs will attack you if you go near them, they all have knives and some have Clot Charms etc. the thugs wont attack you as much depending on your charisma. The higher your charisma, the less they will attack you, also they are harder to kill at night I noticed. NORTHEAST PART OF THE HIVERight, first thing to do is to uncover all the map, if thugs attack you then just go for it and attack them right back, if you are in trouble then you could use Morte’s litany of curses. If you need to heal then go back into the tomb that you came out of and rest. You should talk to all the Hive Dwellers as they are a pretty good source of information and some of them give you items like scrolls of magic missile and clot charms. The best source of information are the frightened hive dwellers, there are also hive touts in each part of the hive that can point out the most important buildings in the area for 1 copper piece a time. The man standing outside of the mortuary gate is called Pox and if you want to you can go back inside the mortuary, he will either disguise you as being dead or he can actually kill you and then take you inside. Talk to the zombie standing outside the Gathering Dust Bar called The Post, talk to it and take the cobblestone out of its head (250xp), now look at the notices and look at the notices for the Smouldering Corpse, the zombie will point to it, then look at the graffiti and ask it about Pharod (500xp). Look at all the other notices as well; you should see one that has the name “Narochj” in it and also something about help wanted or something along those lines. Now talk to one of the Dabus’ and learn their language (1000xp), this helps quite a lot during the game and I think that you need an intelligence of 16 to learn it, if you don’t have a high enough stat then get some Cranium Rat Charms and pump it up to 16. Down in the southeast corner of the screen is Angyar’s House, go inside and talk to Angyar, but do not fight him, when he has finished ranting talk to his wife but do not fight her, instead find out what is wrong with Angyar and get the (quest- free Angyar from his dead contract and return it to him and his wife). There is a weird looking girl called Annah near the monument, you can trade insults with her or pay her 20 coppers for some info on Pharod. She will appear in the PC’s section but she doesn’t join you until later in the game so don’t worry too much. There is a woman running around the north part of the screen called Ingress, if you talk to her you will find out that she has been stranded in Sigil for years and she wont even go through a doorway in case it is another portal. Agree to help her (quest- find a way to help Ingress). I would definitely do this quest if I were you as it gets you a superb set of teeth for Morte quite early on in the game and the teeth level up as Morte levels up so they will suit you for the whole game. There is an eyesore man called Baen the Sender who is trying to find a man called Craddock, agree to help him (quest- find Craddock for Baen the Sender). There is a little tiny square area near enough in the middle of the screen, go to it and talk to Death of Names (sweet name!), find out his profession, now talk to Sev’tai, agree to help her (quest- help Sev’tai get her revenge). Now that you’ve got all the experience and quests possible on this screen you should now go in to the Gathering Dust bar. Search the barrels and you will find 2 rags. Once inside you should go and talk to Emoric, he is near the back of the bar, he sees himself as the spirit owner of the bar (smile and nodJ). Talk to him about Pharod and he will give you a quest (quest-find the “source” of Pharod’s bodies for initiate Emoric at the Gathering Dust bar), then ask him about joining the dustmen faction, recite their philosophy and then he will tell you to talk to Narochj (quest-talk to Narochj for Emoric, and do what Narochj asks of you). These quests are coming in very fast aren’t they, but that’s very good because more quests mean more experience and more experience means more level ups and more level ups means more ability points and ability points are excellent. Now go and talk to Narochj, don’t talk to him about the posting yet, but instead say that Emoric sent you, he will give you a quest (quest- track down a thief disguised as a dustman), now talk to him about the posting outside, agree to help him and (quest- look into the mater of the mausoleum’s walking dead). Wait, there's a lot more to do inside this bar so stick with it for a while longer, talk to Mortai Gravesend, tell him that Angyar is not ready for the true death (500xp) and he will give you his dead contract. Now talk to Sere the Skeptic, talk her back into believing the dustmen philosophy (500xp), then talk to Awaiting-Death, talk him out of killing himself (500xp). That’s about it, now you can leave. Go to Angyar’s house, rip up his contract (750xp), but don’t tell him that his wife wanted you to do it, then ask him about Pharod (500xp), you will now be able to rest in his house and his wife will sell you bandages, needle and thread. Rest if you want to, leave Angyar’s house, now you can either go into the mausoleum or you can go and get some more experience and a new party member who is a fighter/mage which is very useful in the mausoleum. So you figure out what you want to do, if you wan to go into the mausoleum then skip the next part of the walkthrough and read the bit about the mausoleum. Otherwise keep reading. I would say to go and get Dak’kon first then go into the mausoleum. SOUTHEAST PART OF THE HIVEWhen you enter, head east, you should see Damsel-in-Distress, talk to her and uncover her motives, then give her some pointers (500xp), then talk to Mourns-for-Tress, ask him what is wrong, then care for the trees (500xp), keep going and you should see the Starved Dogs Barking Wilders or something like that, but don’t fight them yet, you aren’t strong enough right now. Don’t bother with Fell’s tattoo parlour yet as you cant afford anything. Keep going and you should reach the Smouldering Corpse Bar. Enter. There are some weird patrons (regulars) here, so here is a quick run down- Drusilla- She is standing on the right of you as soon as you come in, the only thing that you learn from her is some stuff about the burning corpse, Ignus, I think that she used to be Ignus’s lover before he became Mr.Crispy. Candrian- Talk to this guy about Ingress as he is an experienced plane walker, he will tell you to go and tell Ingress to come to him, then talk to him about his travels and then spark up the dialogue option about the negative material plane, ask him how he survived and he will give you the negative token which he describes as a piece of nothing. Ebb Creakknees (pronounced “ebb creak-knees, get it?)- This guy is a kind of tout and is a must-talk-to for people playing the game for the first time round, he is also an ex-mercykiller, I think he left because he was too old but I’m not to sure about that. Alais- this guy is an adventurer; he is clueless in every sense of the word but don’t tell him that or he will get angry with you, instead talk to him until you get the dialogue option that reads like- “No, no…planes as in planes of existence. They are planes of the imagination, of thought and belief. They are not physical prairies or grasslands, but other dimensions.” This will net you (250xp). 4. (A) ITEMS LIST- (not finished) A Adder’s tear Invokes: “adders kiss” Weight:0 This glistening green tear is as hard and as smooth as a pearl. When placed on the tongue, it dissolves instantly and gives the user the ability to spit forth-spiralling bolts of acidic green energy at an enemy. Angyar’s dead contactWeight: 0
This crisp parchment has a musty smell about it, like it has been stored in an attic for too long. From what you can make out from the tiny, cramped writing, this document seems to be a contract between two parties: The Dustman faction and a man named "Angyar." In exchange for thirty copper pieces, Angyar has signed away the rights to his corpse to the Dustmen, presumably so that they can use him as a worker in the Mortuary. Annah’s vestArmour Class: 8 Weight: 10 Usable only by Annah
Annah's vest is similar to leather armour, but it seems more flexible and allows her greater freedom of movement. You're not certain what creature's hide (if any) was used to make the vest, but it seems durable enough. Three straps help secure the front, and a staggered series of bracers run down the left arm. If necessary, Annah can slip her punch daggers into the bracers to conceal them.
B Bandages Special: Heals 3 hit points Weight: 0 This is a roll of bandages, rather useful for staunching minor wounds. Battered tankardWeight: 3
This battered tankard is covered with dents, and its handle looks ready to fall off. Judging from the size of some of the dents, it looks like it was used to bash in someone's skull.
Black barbed seed Weight: 0
This tiny black seed has a series of small barbs sprouting from its surface. Blood charmSpecial: Heals 18 hit points Weight: 0 This glistening drop of blood is as hard and as smooth as a pearl. When placed on the tongue, it dissolves instantly and spreads through the character’s veins and heart. Like it’s younger cousin, the clot charm, the blood charm simulates the user’s blood into clotting scabbing over existing wounds, healing damage the user may have suffered before consuming the charm. However, while the blood charm’s initial healing effect is greater than the clot charm, there are no lasting effects. Blood fly charmSpecial: Heals 3 hit points Increases regeneration Weight: 0 Blood fly’s are pests believed to have originated on the lower planes, in many ways they resemble mosquitoes with an insatiable appetite – a cloud of blood flies can suck all the blood from a human body within minutes. Their stingers are capable of penetrating even the skin of fiends. Despite their vicious appetite and temperament, healers to draw forth-diseased blood from use blood flies and individual or even drain blood from a dead body. On occasion, blood flies are used to siphon off rare types of blood and are hen paralysed with powders or spell to be kept in storage for future use.
This particular blood fly seems to hold the blood of a lesser fiend, an Abishais, in its food sac. When this paralysed fly is consumed, the user heals a small amount of damage immediately and also gains the ability to regenerate for a certain period of time. If the character is already able to regenerate, then the regeneration rate is increased.
Bone charm Special: +2 to Armour Class +2 to Armour Class vs. Crushing Attacks +15% Resistance to Crushing Attacks Weight: 0
This old finger bone charm has been hollowed out and tiny symbols have been scratched on its surface. A user must snap it in two to activate it.
When snapped, the bone charm temporarily strengthens the user's skeleton and acts as a ward against breaks and fractures. The charm gives the user an overall bonus to their armour class and additional resistance against crushing attacks. Bone framed journal Weight: 2
This appears to be some sort of journal. Sheets of dried human skin have been stretched across a framework of bone, and strangely enough, it appears the sheets of skin have healed together at the seams, forming the spine of a makeshift book. It looks like the outer sheets of skin form a cover for a series of other skin sheets locked inside the bone frame.
A series of symbols have been written in blood across the exterior of the sheets of skin, but you can't make them out; they appear to be some form of writing, but they seem to be written upside down, right to left, and at odd angles that make your eyes hurt.
Despite the crudity of the writing, you have to admit the design of the bone frame is actually quite intricate; the bones have been carved so that they snap neatly together. It looks like the bones can be unhooked from each other, allowing the book to be opened and read.
Bodice of the god less priest Armour Class: 5 Special: Memorize 3 Additional 1st Level Priest Spells Memorize 2 Additional 2nd level Priest Spells Weight: 5 Usable only by Fall-From-Grace
This is a bodice much like the one Fall-From-Grace, Madame of the Brothel of Slating Intellectual Lusts, often wears. The enchantments woven into it by Goncalves allow Fall-From-Grace to memorize twice the number of 1st and 2nd level spells per day as she normally could.
Bodice of the perilous quest Armour class: 5 Special: Increases Regeneration Weight: 6 Usable only by Fall-From-Grace
This is a bodice much like the one Fall-From-Grace, Madame of the Brothel of Slating Intellectual Lusts, often wears. Goncalves took great care in enchanting the weave of this particular piece of clothing; not only does it clean itself and repair minor tears in its fabric, its magic will slowly heal Fall-From-Grace, as well. C Charcoal charm Special: +50% Resistance to Fire +25% Resistance to Magical Fire Weight: 0
This piece of charcoal is a charred bone fragment of some creature, perhaps a finger bone or a talon. Various symbols have been scratched onto its surface... the scratching are so faint you almost missed them.
This charcoal charm temporarily protects the user against flames and extreme heat. To use the charm, the charred bone is snapped and both halves are ground to powder, then the charcoal dust is rubbed over the heart of the user.
Charm of infinite recall Special: Lore Skill set to 100 Weight: 0
While practicing, some Mage students discovered a means to condense and store knowledge into a charm form. This particular charm contains the entire resource library of the famed Charon School of Mages. Unfortunately, the effects of this charm are fleeting and the user is rendered unintelligible for a short period of time.
Cleaning rags Weight: 0
This damp mass of rages looks like it has been used to mop up blood and other less savoury bodily fluids.
Clipped copper charm Special: Minor Copper Blessing +1 to Luck (temporary) Weight: 0
This copper piece has been "clipped"... most of the copper has been shaved off, no doubt to still keep the appearance it is a coin and allowing the 'clipper' to use the shaved copper to make another coin. Although many Hive dwellers practice this method "making money," when the Fated faction practices it, they do so with a frightening sense of purpose, creating charms that reflect their own miserly natures.
In order to create these charms, the fated faction seeks out failed business owners and other individuals who once possessed great wealth, then has a reversal of fortune and were left destitute. These individuals are then given enchanted carving blades and asked to "clip a copper" for the Fated in a tedious daylong ritual, which infuses the copper coin with the last traces of their former luck. The ritual and the nature of the individual clipping the copper allow a minor enchantment to seep into the coin and affect the fortune of whoever uses it.
When the clipped copper charm is flipped into the air, it will spill into a rain of copper pieces, and bestow some luck upon the user.
Clot charm Special: Heals 9 Hit Points +5% Resistance to Slashing Attacks +10% Resistance to Piercing Attacks Weight: 0
This glistening blood drop is as hard and smooth as a pearl. When placed on the tongue, it dissolves instantly and spreads through the character's bloodstream.
The charm stimulates the user's blood into clotting and scabbing over existing wounds, healing any minor damage the user may have suffered before consuming the charm. Furthermore, as long as the charm is in effect, the player's blood becomes more "aware" Of new wounds that occur, especially any attacks that draw blood. The charmed individual becomes more resistant to slashing and piercing attacks, as their blood clots and scab over the wound as soon as the flesh is torn.
Cobblestone Weight: 3
This is a polished cobblestone that was lodged in the zombie's skull. It still has traces of brain matter dripping from it.
Cockroach charmSpecial: +4 to Armour Class +2 to Armour Class vs. Crushing Attacks +10% Resistance vs. Crushing Attacks Weight: 0
Cockroaches are as common on the Planes as other scavengers. The shell of this particular dead cockroach has been dotted with paints and faint arcane symbols. The magic contained within the charm is activated when the roach is consumed.
When swallowed, the recipient temporarily gains the protection of the cockroach. Their skin hardens, taking on the strength of a suit of chain mail armour, and the charmed individual becomes difficult to squash, giving them added protection vs. crushing attacks. Corpse fly charmInvokes: "Swarm Curse" Weight: 0
This corpse fly looks like it was frozen; it appears to be dead, but you can't be sure. The magic contained within the charm is activated when the insect is consumed. When swallowed, the recipient suddenly becomes extremely nauseous... a few seconds later, the charmed individual expels a stream of insects from their nose and mouth. Provided the charmed individual can keep their wits about them after the casting, the caster can send this cloud to attack a target.
Cranium rat charm Special: +5% Detect Traps Skill Bonus +5 to Lore Skill +1 to Intelligence Weight: 0
The body of this cranium rat has been specially prepared: its insides have been hollowed out and stuffed with various herbs and shreds of papyrus containing arcane symbols.
When the charm is consumed, the user gains a temporary increase to their reasoning and perception abilities; it feels as if the player is looking through several pairs of eyes and sifting through several minds at once... the sensation is somewhat dizzying for a minute or two, but there are no harmful side effects.
Cranium rat-tail Weight: 0
This is a tail from a cranium rat.
D Dak’kon’s zerth armour Armour Class: 5 Weight: 25 Usable only by Dak'kon
Dak'kon's ceremonial zerth armour. It is fashioned of interlocking metal rings, formed of the same substance that Dak'kon's blade is made of. (Unlike the blade, however, it does not appear that the armour changes based on the mental state of the wielder.) The armour is worn over a padded red tunic, and spiked bracers and shoulder pads have been added to give greater protection to the arms and upper body.
While Dak'kon's armour is similar to chain mail, it is lighter and more flexible, allowing him to wield his sword more effectively. It seems that when the sword and armour are used in tandem, the armour actually becomes lighter in weight and more flexible, more like cloth than chain mail. Whether this is a unique property of karach, or whether this is some magical effect of the two items, is unknown. Dead nations key Weight: 0
This heavy iron key came from Hargrimm the Bleak, Skeleton Priest of the Dead Nations. Dirty rat charm Special: +10% Stealth Skill Bonus +5% Pickpocket Skill Bonus -1 to Charisma Weight: 0 Usable only by Thieves
This cranium rat-tail charm is particularly filthy and smells faintly of vomit. The tail is stiff; like a wire, and it can be bent into different shapes... it would almost make a great lock pick, except it is too thick.
When this rank charm is consumed, the user temporarily becomes much stealthier and shiftier, giving them a greater chance of success with hiding in shadows and picking pockets. People viewing the charmed individual will detect something unsavoury about him, however, reducing first impressions accordingly. This unsavoriness will last only as long as the charm is in effect, however. Divine censerInvokes: "Raise Dead" Weight: 3
When lit, this censer has the power to entice the soul back of the recently departed. Unfortunately, there is only a limited amount of incense left in it. Dustmen embalming charm, lesserInvokes: "Embalming, Minor" 3 Charges Weight: 0 Usable only on Nameless One and Morte
This strange metal bracelet has directions inscribed on the side of it. Judging from the crude text, it appears that the bracelet works by being held by a living creature, then while pronouncing a mantra to the 'True Death,' it is touched to the forehead of a zombie or skeleton. When this is done, the minor enchantment held within the item spreads through the corpse, strengthening their bones, killing traces of corpse rot and/or grave mould, and helping to seal minor tears in the skin.
Dustmen request Weight: 0
A note written on a scrap of dry parchment:
"Contact the necromancer responsible for raising contractual worker 42. I know he's examined the skeleton before, but I am certain the initial Raising of the body was warped. The worker still responds to commands, but when it has completed a task, it resumes pacing in the same circular pattern as it did before.
"Dhall recently informed me that worker 42 exhibited that same walking pattern when it was a zombie decades ago. There may be a soul echo in the marrow or the skeleton's age may have caused the magic animating him to decay. One of the Initiates suggested it may be following an order issued by a higher-ranking Dustman in the past, but I have found no records of such an order.
"Whatever the reason for its behaviour, the matter is to be resolved or the worker replaced."
E Embalming fluid Special: +2-8 to Hit Points +1 to Armour Class Weight: 1 Usable only by the Nameless One and Morte
This is a sealed jar of embalming fluid. It is used as a preservative for dead bodies. As an added benefit, the smell of the fluid is more than sufficient to mask the smell of any rotting bodies it is used on. Effects are temporary.
Embalming key Weight: 0
This long, thin key has a spiral head and smells faintly of embalming fluid. It looks extremely old, and numerous scratches cover its surface.
Eye Weight: 0
This is your eye. It looks like it’s seen better days. F Fall-from-grace’s chastity bodice Armour Class: 5 Weight: 5 Usable only by Fall-From-Grace
Fall-from-Grace's bodice is made from the tanned hide of some creature. Despite its prim and proper appearance, it does little to detract from Grace's sensuality. The bodice possesses no known powers other than some minor enchantments that prevent it from becoming dirty and repairs minor tears in the fabric.
Finger bone Weight: 0
This is a well-decayed and nearly meatless finger bone from a humanoid of roughly your size. There is still some sort of odd ring on the finger. It is an intricate thing, sculpted with dozens of tiny, ornate flanges and decorative protrusions. Oddly enough, it seems firmly rooted to the finger, and no amount of pulling or prying will budge the thing... almost as if the ring's jagged edges have dug into the lifeless finger itself and refuse to release it. GH Heart charm Special: Heals 27 Hit Points Reduces Fatigue +10% Resistance to Slashing Attacks +20% Resistance to Piercing Attacks Weight: 0
This glistening drop of blood is as hard and smooth as a pearl. When placed on the tongue, it dissolves instantly and spreads through the character's veins and heart.
The heart charm is more powerful than the blood and clot charms, and it heals a number of wounds instantly, even serious or critical injuries. Furthermore, the user will also gain a rush of energy, removing any fatigue they may be otherwise feeling. I Ink filled tankard Weight: 4
This battered tankard is covered with dents, and its handle looks ready to fall off. Judging from the size of some of the dents, it looks like it was used to bash in someone's skull.
This tankard is currently holding a mass of ink from a *brogota-fin* fish. Hopefully, this is the last damn thing Mebbeth needs from the marketplace. Intestines Weight: 2
This ropy mass of bloody intestines appears to be yours. You have to admit it makes you uncomfortable to see them outside of your body. J Jerkin of the brazen rogue Armour Class: 4 THAC0: +1 Weight: 12 Usable only by Annah
This piece of sturdy leather armour was clearly fashioned for a woman. It is a piece of remarkably skilful craftsmanship; small metal plates and bands are carefully concealed here and there over the jerkin's surface, providing a great deal of protection without hampering mobility. The armour seems best suited for a 'flashy' fighter who would make the full use of the free movement it would afford them. The enchantments woven into it by Goncalves not only serve to protect such a combatant, but aid them in their balance and the striking of their foes, as well. Jerkin of the flitting shadow Armour Class: 6 Special: +15% Pick Pocket Skill Bonus +25% Stealth Skill Bonus Weight: 8 Usable only by Annah
This piece of light leather armour was clearly fashioned for a woman. Even at a glance one can tell it is of the highest quality; every part of it, from its supple leather banding to its quadruple-stitched seams and padded silk lining, speaks of impeccable craftsmanship. Goncalves wove a number of enchantments into the lining of the jerkin so that its wearer is more prone to blend into surrounding shadows, making them difficult to spot and often allowing them to pass by others entirely unnoticed.
Junk Weight: 1
This is a collection of junk... small springs, broken bolts, and a cracked gear or two. It looks like someone felt these pieces might be useful one day, but they seem pretty useless to you.
K Knot charm Invokes: "Strength" Weight: 0
This charm is made from a small piece of hemp knotted into a loop. No matter how much you study it, however, you cannot seem to figure out how the knot was tied... it looks like it has been wrapped around, inside and even *through* itself several times.
Ironically, despite the knot's complexity, it comes undone easily when pulled. The person undoing the knot charm temporarily gains a rush of strength, allowing them to do more damage with melee attacks and carry more weight. L Leather strap Weight: 1
This is a leather strap used to bind the skeleton worker's bones together. Although the strap is frayed along the edges, it still looks pretty strong. Lower planes vermin armour Armour Class: 5 Weight: 10 Usable only by Annah
This armour has been woven from the hides of various Abyssal vermin. The stitching thread appears to be a single white hair (though the type of creature is unknown). There are no metal fixtures, studs, or buckles anywhere on the armour... it is composed solely from the remains of living creatures.
M Mebbeth’s wash Weight: 15
This is a flattened mass of green rags, thin as paper, yet so stiff they look like they could double as wooden boards. The rags are so caked with a greenish-lime starch that they look like it would take years of soaking to relax them. Perhaps Mebbeth can find a way to salvage them, but you think that would be beyond anyone's abilities.
Morridor’s ruby Weight: 0
This is a fairly large ruby recovered from Morridor’s Box. Gems of this quality are valued by practitioners of the 'art' as a component for various spells.
Mortuary front gate key Weight: 0
This is a large, unimaginative iron key. For some reason, its sombre appearance reminds you of the Mortuary.
Mortuary reminder message Weight: 0
This rolled up piece of parchment appears to be some sort of message the skeleton in the Mortuary was supposed to deliver:
"This is the third and *last* request for the pry bar; if it has been misplaced, *tell*me and I shall go to the Hive market and purchase another. I have no objection to maintaining the Contracted workers, but I've been trying to repair the skeletons, and the bolts are wedged in so tight I can't get them out.
"Also, some of the locks on the storage cabinets on the third floor have become stuck again due to the heat, and I need the pry bar to snap them open as well. If the pry bar is indeed lost, I will see about procuring the services of a locksmith and having the cabinet locks replaced.
"Your aid in the matter would be appreciated,
An unreadable signature has been scrawled beneath the message.
Mortuary sanctum key Weight: 1
This heavy key is a strange fusion of bone and an unidentifiable blood-red metal. Its jagged C-shaped head looks like its ready to clamp down on whoever holds it. This key is used to open the inner gates in the Mortuary.
Mortuary task list Weight: 0
Someone has penned a series of tasks in red ink on this scrap of parchment:
- I would like the Contracted Workers to be inspected thrice daily, at the end of each work shift when the new Initiates come on duty. We have experienced too many Contracted collapses while engaged in heavy labour as of late, and I fear the embalming enchantments initially used on the corpses may be decaying or may have been warped somehow.
- If the Contracted workers could be inspected every eight hours and Raised if they have collapsed, then this would prevent the backlog of shells in the Preparation Rooms and free up more Contracted workers for other duties.
- I do not wish collapsed bodies to be disposed of; when possible, the original Contracted shells are to be raised and be made to resume their duties.
- I have included spare embalming charms within the shelves for the Initiates on duty. They are to be used only when the shells cannot be repaired with stitching, bandaging, or applications of embalming fluid. N Needle and thread Special: Heals 6 Hit Points Weight: 0
This is a spool of thread and a small bone needle. They look like they're used for stitching up wounds... in living or dead bodies. When used on a creature, it heals 6 hit points of damage.
Note from corpse #1201 Weight: 0
This is a foul-smelling note retrieved from the mouth of one of the Mortuary zombies; it looks like it was sewn into the corpse's mouth by accident. Despite its condition, the writing is legible:
"Please, to whatever Dustman reads this; I beg of you. I know of my legal obligation under the terms of the Dead Contract, but I am prepared to offer *more* than my signing fee if you will cremate my body rather than Raising it. I have arranged for this note to be left with my body upon my death. If you are reading this, then please use this note as instructed and accept the result in exchange for my Contracted duty. Let my Contract number serve as the key."
It looks like the corpse was too late to prevent the Raising... but you notice that beneath the writing is a diagram. It looks like directions for folding the parchment into a strange pattern.
O Ornate box Weight: 2
This appears to be a small wooden box. Intricate designs etched in gold adorn the box. At one time this box would have been worthy enough to be displayed at any aristocrat's estate. However, years of neglect have taken their toll and it appears to be falling apart. If not for the large ruby mounted to the front of the box, it would be worthless.
Feelings of dread seem to emanate from the box. P Penn’s note Weight: 0
This note has been written with remarkable penmanship upon the finest parchment:
Vaxis,
If you are reading this, then you have undoubtedly failed in your task and have been forced to use the escape route I arranged. I told you that your little disguise idea was ridiculous. In any case, you'll need to lay low for a while. The Dustmen may be deluded, but they are not fools, and they will certainly seek retribution for our intrusion. I've left you some coins. Use them to secure a hiding place in the Hive, preferably in Ragpicker's Square. The Dustmen will be unwilling to look for you there.
Once you have secured a new hiding place, I have a new mission for you: find out where Pharod is getting those bodies he's delivering to the Mortuary. It's apparently causing the Dustmen a great deal of upset, and I wouldn't mind knowing myself. Reports are that that stone-faced Dustman at the Gathering Dust Bar -- Initiate Emoric, I think the fool's name is -- has been sending out finders to try and mark Pharod's movements. See if you can find out how far along he is and hinder his efforts until we know more about Pharod's activities. I don't want Emoric finding out something before we do.
- Penn
Prayer beads Weight: 1
This is a necklace of red and black prayer beads. A web of black lines swirls around the edges of the prayer beads as you hold them, moving in some strange pattern you cannot decipher.
Preparation room key Weight: 0
The head of this bronze key has been twisted around itself several times, so that it resembles a screw. If Morte is to be believed, it unlocks one of the doors in the Preparation Room.
Pet Lim-lim Weight: 5
This is your pet Lim-Lim. Q R Rags Weight: 1
This thick mass of rags looks as if they were torn from a tapestry or someone's robes. Receiving room log page Weight: 0
This ragged page looks like it was cut neatly out of a book. It is written in a tight, crabbed script:
16537, 5th Night: Drunk -- Chest Wound -- Cause of Death: Mauling/Abishai? -- Collector: Pox -- 3 Commons Paid -- No possessions.
16538, 5th Night: Desiccated Corpse -- Cause of Death: Indeterminable - Age of Shell prevents identification* -- Collector: Pharod -- 3 Commons Paid -- No possessions (Stripped? Knife marks evident from dissection.)
16539, 5th Night: Scarred Shell -- Cause of Death: Indeterminable (scars do not appear to be cause of death - shock trauma?) -- Collector: Pharod -- 3 Commons Paid -- Possessions Logged: - Fist Irons - Thirteen Commons - Middle Table, Receiving Room.
16540, 5th Night: Desiccated Corpse #2 -- Cause of Death: Indeterminable - Age of Shell prevents identification* -- Collector: Pharod -- 3 Commons Paid -- Possessions Logged: Knife marks evident from dissection, but the dissection was not thorough enough - Copper earring found lodged in abdomen; earring has been locked in Southeast Preparation Room. Have an Initiate from the Third Circle examine it; it has strange markings, like those on Contracted Worker #79.
16541, 5th Night: Skeleton -- Cause of Death: Indeterminable - Age of Shell prevents identification* -- Collector: Pharod -- 3 Commons Paid -- No possessions (Stripped? Knife marks evident from dissection.)
* As with the previous entries, these shells Pharod has brought also shows signs of having been prepared. I have asked that Initiate Emoric launch an investigation into the matter. Furthermore, Entry 16542 is one of Pharod's gang. I have seen the individual before - I would ask Emoric to pay heed to how the man died.
16542, 5th Night: Tiefling, Male -- Cause of Death: Slash marks/discoloration of wounds are consistent with grave rot (ghoul claws?) -- Collector: Pharod -- 3 Commons Paid -- No possessions (Stripped? Knife marks evident from dissection.)
RECEIVING ROOM LOG BOOK Weight: 2
This huge logbook lists Mortuary procedures in a tight, crabbed script:
- All shells entering the Mortuary are to be delivered to the Receiving Room and logged with the scribe on duty before being embalmed or cremated.
- The records are to be checked to determine if the shell is one of the Contracted, and if so, do not prepare the shell. Move the shell to one of the Preparation Rooms, contact the scribe on duty, and notify him that a Contracted shell is to be raised.
- Be certain that a shell is thoroughly stripped of its possessions before being sent to the Preparation Rooms. The Contracted workers are intended for simple manual labour and do not have the capacity to search and strip a shell.
- The faction is not responsible for any possessions lost or items stolen by Collectors who have brought the shells to the Mortuary.
- The shell's possessions are to be stored in the Receiving Room until an Initiate can be sent to claim them. Please catalogue all possessions in the logbook.
Following this list is thousands of entries of bodies that have been sent to the Receiving Room. As you flip through the rest of the book, however, you notice the last page has been cut out. S Sadistic frame Invokes: "Pain Mirror" Weight: 1
When used, this item causes an attacker to feel the same pain and hurt that he has inflicted upon the user. Shamanic rod Invokes: "Magic Missile" Damage: 2-5 Points of Damage per Missile Range: 180 ft. + (30 ft. / level) Duration: Instant Speed: 1 Area of Effect: 1 creature Saving Throw: None Weight: 1 Usable only by Mages
This is the severed foot of some large bird. For whatever reason, someone has enchanted it, making it capable of casting the spell "Magic Missile" for a limited number of times. Skull Weight: 2
This is a generic human skull. It is not as talkative as Morte, but perhaps that's just as well. Soego’s skull Weight: 2
This skull used to be attached to Soego's body before his unfortunate... "Accident." Strahan’ diary Weight: 1
This leather-bound tome is cracked and worn with age. Some sort of crest has been burned into the cover. You can make out a series of interlocking triangles cantered around the initials SR. The writing upon its pages has faded considerably, but the last few entries seem to have been penned recently.
Day 2 of the 127th Year of Factor Hashkar's reign:
At last, I have found it! The missing page of the Ap'Tarj Grimoire is now in my possession. As I had guessed, the page detailed the necessary components for the casting of the final transformation spell. I have all but one of the components. A drop of an immortal's blood is all that stands between me and the eternal power of lichdom. But where can I find such a rarity? Perhaps I should seek the answer through divination.
Day 14 of the 127th Year of Factor Hashkar's reign:
After days of taxing divination spells, I finally have my answers. The divination revealed the location of an immortal to be somewhere within an ancient Mausoleum located in the Hive section of Sigil. I must make haste. I must find this creature and draw its blood before it moves on.
Day 15 of the 127th Year of Factor Hashkar's reign:
I have arrived at the Mausoleum. Immediately, I was set upon by a shade that guards the remains of those interred within this place. I managed to elude the spirit and found my way into what appears to have been some sort of inner sanctum. Protected by some minor wards to prevent any further interruptions by that supernatural twit, I have set about raising some of the locals to conduct a search for the immortal. If the divination was accurate and the immortal is here, then likely it is interred within one of the many crypts that line these halls. It is only a matter of time now.
Day 17 of the 127th Year of Factor Hashkar's reign:
I am not alone. Someone has entered the Mausoleum and is interfering with my servants. Could this be the one I seek? The divination revealed only that I would find the immortal here. Could it be that MY presence in this place has prompted that which I seek to seek ME out? What a delightful twist, I shall have to
The ink of this last entry is still wet. T Tears of sorrow Invokes: "Elysium's Tears" Weight: 1
Contained in this bottle are the tears of sorrow that were shed by these person’s relatives. All the rage and anguish of this person's senseless death in battle are contained in this smiling bottle. By throwing this bottle at an enemy, their wrath can be unleashed.
Thrice blind charm Invokes: "Blindness" Weight: 0
These three cranium rat-tails have been woven into a small charm. Despite the separation from their owners, however, they still twitch occasionally, as if irritated.
To use this charm, the caster must select a target within his line of sight, then, while remaining focused on the target, untie the charm. The target's vision will turn black for several minutes, rendering them helpless and reducing their combat ability drastically.
Tome of bone and ash Weight: 5
This worn, leather-bound tome lists diagrams and charts detailing several minor wards and enchantments. There are numerous drawings of skeletons, bones, and the manner by which they may be preserved over time.
Of particular interest is the section regarding "guardians." Apparently, the Dustmen animate corpses of fallen giants to serve as guardians for the Mortuary. To make them even deadlier, armouring enchantments are woven into their breastplates to help shield them from attacks.
The book is much too complex for you to absorb all at once, but it looks as if you could refer to certain sections when the need arises.
U Unbroken circle of Zerthimon Weight: 2 Usable only by Dak'kon
This small round stone is the "Unbroken Circle of Zerthimon." The Unbroken Circle is a *zerth* religious text, containing teachings of Zerthimon, the founder of the Githzerai people. The Circle is made up of a series of interlocking circles that fold out from one another, depending on which branch the reader wishes to follow in the path of teachings... it is said that some zerths spend years poring over the combinations of the plates, looking for new significance in the teachings.
Dak'kon seems to use the text as a means of focusing his spell casting abilities, for he pores over the tablet occasionally, memorizing the words. V Vhailor’s mercykiller armour Armour Class: 2 Weight: 75 Usable only by Vhailor
This archaic suit of armour is animated by Vhailor's life force. It bears numerous minor dents and scratches, but otherwise, it seems to have withstood the test of time...at least better than Vhailor's physical body.
Blades decorate the shoulders of this suit of armour, and the symbol of the Mercykiller faction (a red dragon with its wings outspread) is emblazoned on the chest piece.
This suit of armour is part of Vhailor... destroying Vhailor (if such a thing were possible) would most likely result in the destruction of the armour. W Wererat skull Weight: 2
This is a Wererat skull. Man, are they ugly critters. Whispering flask Invokes: "Aid" Special: +2 to Strength Usable only by Githzerai
This container holds a peculiar powder called "Whispering Motes" (loose translation of the Githzerai expression), a form of healing powder commonly used by the Githzerai on the Plane of Limbo. When the stopper is pulled and the spice touched on the skin of a wounded person, the spice travels through the injured person's body, generating raw matter to fill up the "holes" in his physical form, no matter how small or large. In order for the spice to work, the user must concentrate on its healing effects... with the proper discipline; a practiced Githzerai can even heal the greatest of wounds. In addition to its curative properties, it is also the element in several of their rites of passage... it is believed that the spice also fills in the "holes" in a person's psyche, removing doubts and giving them focus and purpose.
X Y Z (b) Weapons- Fist- ANNAH'S PUNCH DAGGERS Damage: 1-4 Piercing Speed: 2 Weight: 2 Proficiency: Fists Usable only by Annah
Annah's common weapons are a pair of jagged dagger blades mounted on iron knuckles. The blades are well oiled and razor-sharp; in addition, their relatively small size allows them to be concealed quickly when a guard patrol makes a sudden appearance.
ASSASSIN'S KNUCKLES Damage: 1-10 Piercing Enchanted: +3 Special: Causes Stunning Silence Poison THAC0: +3 Speed: 1 Weight: 1 Proficiency: Fists Usable only by Thieves
A totally redesigned version of ordinary iron knuckles, these knuckles have long razor sharp blades attached to them.
In addition, powerful spells have been placed on this weapon to better assist any would be assassin. When used correctly this weapon will stun an opponent making him easier to hit. A spell of silence is also placed on the victim to prevent him from crying out for help or in the case of mages from casting spells. To finish the job, the blades are coated with an exotic poison to ensure a quick death.
ENCHANTED PUNCH DAGGERS Damage: 1-4 Piercing Enchanted: +1 Special: +1 Piercing Damage THAC0: +1 Speed: 2 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves
This weapon is a pair of jagged dagger blades mounted on iron knuckles. The blades have jagged edges to allow them to dish out additional piercing damage when the wearer strikes an opponent. In addition, the blades have been magically enhanced to increase the damage incurred.
ENTROPIC BLADE Damage: 3-23 Slashing Enchanted: +2 THAC0: +2 Speed: 1 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves
This strange item was in your possession after you gave the Modron Cube to the iron golem in the Siege Tower. It looks to be a small dagger, but its surface twists and bends as you watch, as if struggling to break free from its shape.
It looks to be made of iron, silver, and any of a number of different metals. Sometimes they blend together, other times, they submerge into the core of the blade, only to resurface again minutes later.
FALL-FROM-GRACE'S KISS Drains Hit Points, Gives Hit Points to Grace Speed: 1 Weight: 0 Proficiency: Fists Usable only by Fall-From-Grace
This is Grace's secondary (special) power. It drains six points of health and gives them to Grace.
FALL-FROM-GRACE'S TOUCH [Default Weapon] Damage: 1-3 Slashing Speed: 1 Weight: 0 Proficiency: Fists Usable only by Fall-From-Grace
This is Grace's basic attack. It does slight slashing damage (1-3).
FIST (Default Weapon) Damage: 1-3 Crushing Speed: 1 Weight: 0 Proficiency: Fists
NOTE: Your fist is your default attack. Although the amount of damage you can do with your fists is relatively small, you can attack quickly and the damage you do *is* affected by your Strength.
Your punches are lethal; you CAN kill with repeated blows. As long as you have not filled up all your quick weapon slots, you can always select 'fist' as your current weapon.
FIST IRONS Damage: 2-4 Crushing Speed: 1 Weight: 1 Proficiency: Fists Not usable by Mages
This crude iron bar is designed to slip over the fist, with the thick portion resting in the palm and the iron ring facing outwards, over the knuckles. While wearing these fist irons, a single punch can shatter someone's jaw.
NOTE: Many weapons in Torment do similar amounts of damage... but the *type* of damage each weapon does varies. Some creatures are more vulnerable to certain types of damage than others; if your current weapon isn't doing much damage against a creature, chances are it is resistant to it. Switch off weapons and see which one works best.
"GAUNTLETS OF CELESTIAL FIRE" Damage: 3-18 Crushing Enchanted: +3 Special: +2 to Armour Class +10 Fire Damage +10% Resistance to Crushing Attacks THAC0: +2 Speed: 3 Weight: 5 Proficiency: Fist Usable only by Fighters and Thieves Usable only by Lawful Good characters
"Celestial Fire" was the only object that Trias had left to remind him of the Upper Planes. The blade became a pair of gauntlets in your hands. They are warm to the touch, and flames have been carved across the knuckles of the gloves. The intricacy of the carvings is breathtaking; they are done with such skill that the gauntlets seem to be burning with metallic flames...someone must have spent several centuries rendering them. The metal of the gauntlets is unfamiliar... it is heavy, but it shines like silver.
The gauntlets look several millennia old. A faint hum can be felt within them, and the vibration becomes stronger when they touch human flesh. Not surprisingly, the "Gauntlets of Celestial Fire" can be wielded only by those with sufficient strength and purity of heart. When used in combat, the "Gauntlets of Celestial Fire" burst into a holy radiance that burns any evil creature they strike in combat.
GAUNTLETS OF RENDING Damage: 2-7 Slashing Enchanted: +1 THAC0: +1 Speed: 1 Weight: 1 Proficiency: Fists Usable only by Fighters and Thieves
These leather gloves give the user the ability to use his hands like claws. When the wearer attacks a foe with his hands, long black talons lance forth from the fingers of the gauntlets and allow the user to rake an opponent for additional slashing damage. When the wearer is not attacking, the talons recede back into the gauntlets...although they seem to do so reluctantly. When the talons are not extended, the gauntlets appear to be nothing more than stiff leather gloves.
GAUNTLETS OF TEETH (Cursed) Damage: 3-8 Slashing Damage: 1-2 Crushing Enchanted: +1 THAC0: +2 Speed: 1 Weight: 1 Proficiency: Fists Usable only by Fighters and Thieves
These gauntlets have had many names over the centuries. Some have termed the gauntlets the 'Gauntlets of Hunger.' Other terms have ranged from 'Gloves of Greed,' or, among the stupidest, 'the Gnashing Gloves.' The Githzerai called them 'they-which-devour,' and believed them to be an artefact fashioned by the Slaadi, the intelligent carnivorous frog-like beings that inhabit the plane of Limbo.
The most common name for this item is the "Gauntlets of Teeth." The exact creature from which the bones originate from is unknown. Nonetheless, when the nature of the gloves is revealed, their power awakens as soon as they are used in combat. When the user punches an enemy, the bone exteriors of the gloves peel back to reveal several rows of teeth. These teeth sink greedily into the foe's body. These teeth are not jagged -- they are mostly wide and blunt, but they clamp onto a target with the strength of a giant, doing additional crushing damage when punching an opponent.
IGNUS' FIREBALL Damage: 1-3 Missile Damage: 2-8 Fire Speed: 5 Weight: 0 Proficiency: Fists Usable only by Ignus
This is Ignus' main attack. It is a series of fireballs he fires at an opponent.
IRON KNUCKLES Damage: 1-3 Crushing Speed: 1 Weight: 1 Proficiency: Fists Not usable by Mages
Iron knuckles that slip over the fingers, giving your fists the extra "oomph" they need to deliver bone-crushing punches.
MAGIC PUNCH DAGGERS Damage: 1-4 Piercing Enchanted: +1 Special: +2 Piercing Damage THAC0: +2 Speed: 2 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves
This weapon is a pair of jagged dagger blades mounted on iron knuckles. The blades have jagged edges to allow them to dish out additional piercing damage when the wearer strikes an opponent. In addition, the blades have been magically enhanced to increase the damage incurred.
MARK OF THE SAVANT Damage: 3-18 Piercing Enchanted: +4 Special: +2 to Armour Class +1 to Dexterity +15 to Base Hit Points +25% Open Locks Skill Bonus +25% Stealth Skill Bonus +10% Detect Trap Skill Bonus THAC0: +3 Speed: 2 Weight: 3 Proficiency: Fists Usable only by Thieves
Cleverly designed, this object splits into two pieces to form punch daggers. When properly used they are deadly in combat. The easily accessible levers and gears shoot out and twist various blades almost as if they were extensions of the hand. Although excellent as a combat weapon, those same mechanisms used to shred the flesh of an enemy can also be used for the delicate procedures of opening locks and disarming traps.
Only the most gifted of thieves possess items such as this. As it takes keen mind and skill hand to properly operate.
PUNCH DAGGERS Damage: 1-4 Piercing Speed: 2 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves
This weapon is a pair of jagged dagger blades mounted on iron knuckles. The blades have jagged edges to allow them to dish out additional piercing damage when the wearer strikes an opponent.
PUNCH DAGGERS OF MOORIN Damage: 2-8 Piercing Enchanted: +2 Special: +1 Piercing Damage +2 to Armour Class +1 to Luck THAC0: +1 Speed: 2 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves
These daggers were once wielded by Moorin, the jinxed. Moorin was a hapless young woman who became a thief through a series of disasters. Each of these “accidents" resulted in the death of the trainer for whatever profession she chose. Out of desperation Moorin trained herself in the art of Thievery with laughable results.
Moorin's thieving career was filled with numerous mishaps that involved her in combat situations. Each such combat often ended with Moorin being seriously wounded and thrown into prison. When it became obvious that Moorin was not long for this world her father, Arch-mage Xoorcon, created these magical blades for her use.
With the luck provided by her new blades Moorin was actually able to successfully strike an opponent in combat (which came as a shock to her). While her opponent was busy bleeding, Moorin would make good her escape. Unfortunately, during one such escape, Moorin tripped, fell on her dagger and died before she could staunch the bleeding from her wounds.
PUNCH DAGGERS OF SHAR Damage: 1-4 Piercing Enchanted: +3 Special: +2 to All Saving Throws +35% Resistance to Magic Speed: 2 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves
Shar, the Mage-slayer, once wielded these daggers. Shar was an assassin of some merit who decided to specialize in the 'removal' of mages for large sums of gold. To further her goal she commissioned the creation of these blades by the mage Thex Voorton. With her new weapons in hand she was quite successful at her craft.
Shar met her demise when she was hired to assassinate the very mage who created the daggers. Much to her surprise the weapons did not fail to harm their creator, Thex, nor did they grant Shar protection against his spells...
PUNCH DAGGERS OF TRUE DEATH Damage: 1-4 Piercing Special: Poisons Target THAC0: +1 Speed: 2 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves Usable only by Dustmen
To ensure that the recipient reaches the "True Death", these daggers have been coated with a powerful poison.
PUNCH DAGGERS OF ZAR 'ANUN Damage: 3-12 Piercing Enchanted: +2 Special: +2 Piercing Damage +2 to Armour Class +35% Stealth Skill Bonus THAC0: +1 Speed: 2 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves
This infamous weapon is said to have once been wielded by the assassin Zar 'anun. At first nothing more than a little known thief, Zar’ anun soon rose high in the ranks of his guild by assassinating everyone who got in his way. His career came to an end when one of his 'possibly next' victims noticed that the upcoming thief was never without his daggers, keeping them with him even while bathing. When the daggers mysteriously disappeared, so did Zar 'anun.
SHARDS OF FATE Damage: 10-100 Piercing Special: Breaks after first use Speed: 1 Weight: 5 Proficiency: Fists Usable only by Fighters
These are gauntlets have been created from special crystals found only on the planes of Baator. When struck by these gauntlets, the crystals will shatter into thousands of pieces, tearing into the flesh and bone of those unlucky enough to be struck.
Although heavy metal plates protect the users hands, there remains a slight chance that some of shards may strike the user.
SIPHON KNUCKLES Damage: 1-6 Piercing Enchanted: +2 Special: Transfers Hit Points From Target to Wielder THAC0: +2 Speed: 1 Weight: 1 Proficiency: Fists Not usable by Mages
These knuckles have had large metal spikes added to it, so as to pierce armour as well as flesh.
Used by the less savoury inhabitants of Sigil, these knuckles have the ability to drain the life force of an opponent and at the same time is able to rejuvenate the wielder.
SPIKED GAUNTLETS Damage: 1-4 Piercing Speed: 1 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves
A ridge of spikes bristles along the knuckles of these gauntlets, allowing the wearer to perforate any target they punch.
SPIKED GAUNTLETS OF OGRE POWER Damage: 4-6 Crushing Damage: 4-6 Piercing Enchanted: +1 THAC0: +3 Speed: 1 Weight: 2 Proficiency: Fists Usable only by Fighters and Thieves
A ridge of huge black spikes bristle along the knuckles of these metal gauntlets, allowing the wearer to perforate any target they punch. Clamps line the edges of the gauntlets, as if to secure them in place once worn.
These gauntlets bear an enchantment that allows the user to strike opponents with the strength of ten men. The spikes along the knuckles simply add insult to injury, as any victim whose bones are not shattered by the initial attack will slowly bleed to death from the jagged wounds the spikes inflict.
SPIKED KNUCKLES Damage: 1-6 Piercing Enchanted: +1 THAC0: +1 Speed: 1 Weight: 1 Proficiency: Fists Not usable by Mages
These iron knuckles have been improved upon by the addition of tiny spikes. In addition, a minor enchantment has been placed on them making them lighter and stronger than ordinary iron.
UMEI KAIHEN Damage: 3-21 Piercing Enchanted: +3 Special: +3 to Dexterity +10% Open Locks Skill Bonus +10% Detect Traps Skill Bonus +10% Stealth Skill Bonus THAC0: +3 Speed: 2 Weight: 0 Proficiency: Fists Usable only by Fighters and Thieves |