Dead Forest -


Chapter 1 - The Barrow Mound - Elusia's House - Ketolous - Temple Of The Winds - Windhand - Grim & Grum - Eldur & Giljath - Ariel & Kara - Paladins Of Eledain - The Dark Knight - The Eremite - The Cave Ravine - Approaching The Gate - Opening The Gate


Pretext:

The scenery of this adventure mainly consists of deciduous forest with elements of coniferous forest, open moors, meadows and at certain locations swamps. The traversability is generally easy. The forest wildlife includes hare, roe deer, deer, fox, wild boar, birds, squirrel, wolf, and so forth.

The only area that is non traversable is the area surrounded by Mountain Stream - Mountain Isle. This area is covered with tall trees, reaching to the skies and is named Dead Forest, because these trees do not grow any more.
Indeed, they are not dead, but they aren't alive either. Always shrouded in green, they stand as a legacy of forlorn days.
A time that is long lost, ever since the Elves left. Maybe the trees are mourning their old friends, with whom they lived in harmony and in peace.

Those who are familiar with Mountain Isle also know about Dead Forest.
The few Elves still travelling here often bewail the new era that has erased the old one.
Others sometimes regard the trees as eternal symbols depicting what 'old' is and was, and also how lasting nature is.


Chapter 1:

As the new age dawned, Elves, Dwarves, Halflings and Giants saw the Humans taking their first unsteady steps onto the world.

Together they witnessed how the world changed as men migrated.
In their lust for power, the Humans trampled down, broke apart, devastated and laid in ruins.

The Old Peoples gathered one last time, holding a council as to what could be done about these atrocities. The final decision was made and it concluded that the Old Peoples would be better off uprooting and returning back home to their forlorn realms.

A mere few were more hopeful and decided to stay and create a home in this new Civilization, as the Humans called it.
The King of the Dwarves received the most precious of gifts from Elves, Halflings and Giants, and he in turn, gave the gifts as a parting gift to those who had decided to stay behind in the depth of the Mountain that formed an uncrossable border between the new world and the old one.

A tremendous gate forming the entrance to these new halls in the Mountain was built and furnished with three Keys - each one given to the homegoing people of the Elves, Halflings and Giants.
However, as with most great works, the gate had not yet been finished before the Humans came, trampling down on the nearby grounds.

The Old Peoples had already headed towards their forlorn homes and only those who had stayed in order to wait for the keys to be finished were left.
These Keybearers however, fell victims to evil-hearted Human leaders who feared and envied the firstborn peoples.
The Keys which could have reunited the Old Peoples were now in the hands of different men (and later, beasts).
The Dwarves of the Mountain were now left at the mercy of men, but they discovered this while there was still time left!
They immediately started building new secret tunnels and new underground realms...

Now the first halls stand empty and abandoned, sealed with the lock that may only be unlocked by the three Keys...
As time passed, the tale of the gate faded away and the Keys went missing.

Today, a mere few know about the existence of the gate and fewer yet know about the Keys.
But fewest are those who know about the Poem that tells of the usage of the Keys...


Journal Entries:


The Barrow Mound

Following a slow descent, using the rope-ladder, you finally find yourselves in a quadratic cave in the earth.
The air is musty and it feels cold and damp down here. It is very dark and you are forced to light a torch.
Looking around you, you see three galleries leading south, east and west.
The walls seem to be made out of trampled, hard packed soil.
You also notice that the hole is inhabited by various spiders, worms, insects, larvae and other 'bugs'.

[Proceed reading 'The Galleries' entry now]

The Galleries -

A narrow gallery (4x1x2m) is leading straight east and west, ending with an iron-mounted, closed oaken door.

The two galleries leading north also end up with similar doors.

To the south, a niche is leading to a broken oaken door (also iron-mounted).
A rusty crowbar is lying on the threshold to the room behind that door.

"We told you the map would lead us to untold treasures", Ivil says, his eyes shining with expectation and pride.
Tuvinel almost sniffs at him.
She definately seems to think that raiding tombs is neither rewarding nor wise.

[Proceed reading the appropriate entries, when prompted by the map]

The Tomb of the Ancient Knight -

The oaken door is locked but Filundrus claims that he is a master of picking locks.
"Give me a moment and I'll have the door opened", he whispers and starts working with the lock.
Meanwhile you all stand in silence, watching the man do his work.

[If you have examined any rooms before; proceed to 1
Otherwise
proceed to 2]

1) You remember the dangerous encounter with the spirit of the deceased corpse of the last room. Who knows what can be found in this room. You look around you and see that the other members of the party also seem tense and worried...

2) You wonder whether it is right to disturb the peace in this ancient tomb.
Obviously somebody has been here before and they don't seem to have made it back again!
You recall ancient mythological stories, claiming that all graves are holy and disturbing them would invoke the wrath of the spirits...

Finally the lock clicks and a triumphant Filundrus exclaims: "After you, madame!".
You enter through the door into a rectangular room (6x3x3m).
The first thing that catches your eyes is a podium made of stone, carrying an ornated sarcophagus. At the opposite wall in a niche, a Shield faintly glimmering in the flickering light of your torches, is mounted. The Shield is obviously made of gold, but you can't reach it (- some sort of invisible barrier blocks the niche).
While admiring the shield, Ivil and Filundrus move towards the Sarcophagus.
"Help us get this thing open", they whisper.

[Proceed reading this entry when prompted by the map]

The ornated stone cover of the Sarcophagus is extremely heavy (~250kg) and you realize that you have to try to push it out of place, not lift it. Sweat pearls start rolling down your face, but your efforts are rewarded when the cover finally seizes to resist and slowly, with a muffled rumbling, starts shifting away from its place.

When the cover finally is off you stare in amazement at the ancient remains of a long dead Knight, while catching your breaths. Obviously he must have been a great warrior. A mostly corroded cuirass covers his upper body and by his side lies a two-handed Sword in a decayed leather scabbard.
Looking at his skull, you see that he fell victim to a heavy blow through his scalp.
Around his head, a frontlet of solid gold holds his skull together.
Strewn around him are coins, bracelets and gems.
Staring at all these details, you hardly notice the chilly wind, starting to circle around your feet. The wind is icy, almost caressing and it has a paralysing effect on you.
"Run! Run!" you scream to Ivil and Filundrus, but they seem frozen in place.
Then, powerful as a thunderbolt, a dark voice cries "How dare you disturb my rest! You are fools, yes you are certainly fools! So be it, fools - now you shall embrace death!".
At the same moment you tumble out of the paralysis, only to be faced with a dark creature, slowly rising from the Sarcophagus.. - ..accompanied by two guardian spirits!

[Proceed after having resolved the battle]

The spirits have been killed or banished, at least for now. Ivil and Filundrus are shaking with horror but they nevertheless start seizing all valuables.
Tuvinel regards them with an icy look as you investigate the shining Sword.

[Proceed by reading the appropriate entries, when prompted by the map]

The Son of The Ancient Knight -

You try to open the door but it is locked.
"I will open the door", Tuvinel says and looks around to see if anybody wishes to protest.
Filundrus is about to say something, but is silenced by the fiery expression in her eyes.
"Good, now keep still. I need to focus on my spell... Delet ha ktanah, tiftechi...".
Tuvinel begins a ritual consisting of strange words and movements. You, having had a little schooling in some magic know that she is trying to get into a certain mental state that will allow her to do things people normally aren't capable of. These states differ with the tasks and a wrong state of mind would either have no effect or possibly have an unpredictable, usually dangerous effect.
Eventually, she reaches the proper state of mind and seems to become a part of the lock. She turns like a key and the lock clicks!

You enter a small chamber (3x3x2m) with a small coffin at the western wall.
Obviously it has been made for a boy. This is coherent with ancient traditions, though. It was customary that children followed their father to the grave.

[Proceed reading this entry when prompted by the map]

The coffin is locked but Ivil breaks it open with some blows by his axe.
"What on earth are you doing, you idiot", Tuvinel snarls. "You could have us all killed. Don't you know that defiling the graves of the dead will attract their attention?".
"What kind of threat could a long dead child pose?" Ivil counters and starts investigating the coffin.
Inside lie the remains of a young boy. His silken clothes have worn unbelievably well.
A short-sword rests beside him...
Almost as an answer to Tuvinel's warning, a cold wind surges through the room and a far from friendly spirit materializes in front of you...

[Proceed reading the appropriate Entries when prompted by the map]

The Attendant of The Ancient Knight -

You enter a smallish room (3x3x2m) with a broken chest at the southern wall. At both sides of the chest, the remains of two long dead 'adventurers' lie, dressed in chain-mails. Swords, axes, torches, ropes, nails, a blanket and a small sack are strewn about the floor.
(Everything is unusable due to the effects of the humid air).

Inside the chest lies a grand warrior, carrying a corroded chain-mail.
On his chest rests a great black pole axe. At his waist there is a money pouch. Apart from these things, the room is empty.
"Don't touch anything", Tuvinel urges with a threatening voice.
Ivil and Filundrus look dissapointed and seem to hope that you'll let them.

[Proceed reading this entry when prompted by the map]

Neglecting the warnings of Tuvinel, you touch the remains of the warrior, while investigating the contents of the chest.
Immediately a cold wind surges through the room and a revengeful spirit materializes.
It is not alone, though. The two corpses of the former adventurers also rise!

[Proceed reading the appropiate Entries when prompted by the map]

The Consort of The Ancient Knight -

The door is not locked, so you just open it and enter. The room is small (3x3x2m) and an open, rottening coffin lies along the eastern wall.
Inside the coffin rests the remains of a woman, dressed in rottening clothes.
She also wears a frontlet of silver, three golden rings, a golden bracelet, two golden earrings with green jewels and a pearl necklace.
It was common that the wife also joined her husband when he died - especially if her husband was a great Knight.

[Proceed reading this entry when prompted by the map]

"That necklace seems to be enchanted", Tuvinel exclaims, leaning forward over the coffin, an excited look playing on her face.
But as she touches the necklace, the corpse shivers and a horrible moaning resonates throughout the room. You flinch back from the coffin as some undead spirit gains control over the remains of the woman...

[Proceed reading the appropiate Entries when prompted by the map]
End of The Barrow Mound


Elusia's House

You have arrived at a calm and peaceful house, next to Little Lake, in the southwesternpart of the forest.
Here, Mountain Stream falls into Little Lake. Little Lake is quiet and glassy.
Green tree-tops are reflected in the sky-blue water.
At Little Lake's western beach stands a small wooden house (5x4x3m).
Smoke is gently coming out of the chimney. A kitchen door (and also the front door) faces the south and is flanked by two windows with open shutters. All kinds of herbs, crops and plants grow around the house.
You can literally feel the quiet calmness surrounding the place.

A young enchantress lives here, secluded and undisturbed by unwanted people.
You walk up to the door and a tall, dark woman in her mid twenties opens it and welcomes you as her guests after having spoken (briefly) with Ketolous.
Her name is Elusia and she has beautiful features and speaks with a soft voice.
She wears light green clothes.

You explain to her who you are and what you are seeking over a delicious soup that she is serving.
"I know only a little about the tale of the Gate, but when I was younger, I was an adventuress like you Wren. I know that you need to have three keys in order to open the Gate. During one of my journeys I came across one of them, the White Pearl".
"Can we have it? We must open the Gate and reunite the Old Peoples before it is too late", you implore and Elusia nods thoughtfully:
"Well, I guess you could Wren, but I too have a problem. Maybe we could help each other?"
You agree and she tells you that she needs a special Crystal, which can only be found in the Temple of the Winds.
If you can bring her this Crystal then she will give you the White Pearl.

Elusia is a good healer and she teaches you how to heal people.
End of Elusia's House


Ketolous

Ketolous is the only centaur of the forest. He therefore often feels very lonely.
Usually he trots along in different parts of the forest, hunting game to offer to Elusia.
Each day at dawn he brings her something in exchange for moments of conversation.
He is a friendly creature who is familiar with the local surroundings.
He can provide you with the following information:

"A couple of Minotaurs are roaming the area of Dark Woods. They attack anyone who is weaker than they are."

"The disgusting orcs have a hideout to the north-east. They are numerous, but stupid."

"I once saw a magician in the northern parts of the forest. He seemed to be looking for something. I didn't sense any hostility from him."

"I have seen the most fearful black knight, riding a black horse. I think he is a servant of Sathmog."

"Deep Swamp lies in the south-eastern parts. I have seen a strange eremite living there."

"Deep inside the forest, I think there is a Barrow Mound, however I am not sure."

"The forest is haunted by many rogues and Green-skins. At night three hideous Trolls roam the areas in search of unsuspecting prey."

"Dead forest is a place haunted by long dead elves and the Temple of the Winds is a place belonging to Raisers of Spirits."

"Beyond Deep Swamp there is an entrance to the Shadow-worlds."

You know that some of the things Ketolous believes can't be true. The Temple of the Winds for instance can't be a hideout for Raisers of Spirits. However, he seems to be well aquainted with this region, so it couldn't hurt to pay attention to his advice.
End of Ketolous


The Temple Of The Winds

After a long journey you have finally reached the fabled Temple of the Winds.
Seemingly on the top of Mountain Island, where the Archaean rock has been smoothened by the winds of millenia, a strange structure rests.

It looks like a huge podium (16x10x1m), is made of white stone and it rises through three stages in order to bevel the highest peak of the mountain.

From the podium, high pillars (4m) are towering. Stairs are leading from the southern part of the temple up to two almost invisible doors of crystal (each door measuring 3x1½m,1dm thick).

Behind the two pillars flanking the double door, there are two columns of 4 pillars each, forming walls of pillars.
You can't see any ordinary walls or a roof.
The winds are fresh and cool around this place and you pause a moment to rest and to 'feel' the place.

"Oh my, what a tranquil and beautiful place", Tuvinel says.
"Yes, indeed", Giljath replies. "It was built a long time ago"

(- Coming from an elf, this means v e r y, very long ago).
"We elves were numerous in those days. This shrine was meant to be a place for resting your spirit, but later it became the home of the Windmistress.
She found the place so breathtaking that she stayed and helped us with solving problems of the mind and so".

Eldur continues: "However, when the humans arrived, we had to enchant the place in order to guard it from them. They were not enlightened and having such a short life span(?), they were too eager, too aggresive and generally too emotionally unbalanced."
Tuvinel, being human, gets an upset look in her eyes, but calms down. Ivil and Filundrus are too absorbed by the place and the story to get the underlying implication and Eldur finishes:
"...The humans immediately wanted to know all the secrets of Life and the Universe and their minds couldn't be calmed. So now one needs to know how to invoke the Windmistress and the place is protected from human intrusion by spirits of the air", Eldur finishes.

You (Wren) are also familiar with the place. While Giljath and Eldur have been explaining the history of the Temple, you have walked up to the double doors, found the almost invisible inscriptions (in Elvish) and recited them silently.

As Eldur and Giljath have finished, so have you and the doors quietly open up. "I must enter alone", you tell the others and Giljath and Eldur nod understandingly.
However, you have spoken in Elvish and the excited Ivil and Filundrus do not understand this beautiful language. Their eagerness to behold the Windmistress results in the triggering of the protective enchantment and guardian air spirits attack!

[Proceed after having resolved the battle]

After finally having calmed the air spirits down, you make sure that no humans enter the Temple and then you invoke the Windmistress.
In a moment she comes, invisible but you are in trance.

"Many Bad Things I hear, but I don't shed a tear. Tell me what you seek, I will give you - If you speak".
(You understand that you'll have to talk in rhyme, if the Windmistress is going to understand you).

"My lady, be thou greeted, I am here to be nicely treated"...
You continue speaking about the dangers threatening and of the mission you have embarked upon...

"That is why I need the Crystal now - the lands may not become foul!", you finish and hope for the best.

The Windmistress seems sad(!), maybe she never expected things to be this bad.
( - Pardon my thread, I just can't get those rhymes out of my head!)

Anyway, she grants your wish and a Talisman of Crystal materializes in front of you.
Then she is gone as quickly as a tender breath of air!
End of The Temple Of The Winds


Windhand

You enter a big hall (9x7x4m). A large pentagram is carved out of the bed-rock (5m radius).
In each corner of the pentagram, a strange candle is burning.
In the center of the pentagram, Windhand the Sorcerer stands, chanting in an unfamiliar human (?) language.

He appears to be a short, slim creature - rather peculiar looking - with an odd smile and small peering eyes.
He chants with a bright voice and gesticulates strangely. He seems both old and young.
He is dressed in a carmosine red cowl. Over is shoulder hangs a small satchel and over his right shoulder hangs the third Key - the Horn of Shell.
He wears sandals and a large, green pointy hat.

Seeing you he stops chanting and smirks:

"Aah, guests - unwelcome guests - how nice! I expect you have a reason for coming, heh?"
"Pardon our intrusion, mr Mage - I am Wren and these are my friends", you say soothingly.

[If you have aquired any sort of treasure in Windhand's home; proceed to 1]
[If you have the above And have liberated the familiar then
proceed to 2]
[If only the latter then
proceed to 3]
[Otherwise
proceed to 4]


1)"Lying thieves!" Windhand shouts. "How dare you enter my home, steal my things and then try to excuse youself". Then he says almost friendly: "Well, it doesn't matter. I so seldom get a chance to see travellers nowadays. The research takes all my time...
Would you mind helping me in my research? I need quite a few subjects - demons are hard to control and need constant feeding...
- Not? Well, then I am afraid that I must force you... Guardians of Earth, hear my command! Come forth and capture the thieves!"
[Continue the main entry after having won the battle]

2)"Not only have you been pilfering with my belongings. You have also released the very naughty pet of mine! I might have overlooked those other atrocities, but this really makes me mad! To battle, you filthy pigs" Windhand screams, all red in his face.
[Continue the main entry after having won the battle]

3)"Well if it isn't Lark - What are you doing with these creatures. Didn't I tell you to stay in your confinement until I decided what to do with you?" Windhand says, his voice as sweet as honey.
"Don't listen to him", the familiar squeaks. "You must fight him before he gets a chance to summon reinforcements!"
[Continue the main entry after having won the battle]

4)"Yes, I see that you are telling the truth, Wren. I am Windhand, a humble old man, interested only in studying sundry things. Tell me, why have you come here?"
You find the man very honest and nice, so you explain that you need the Horn of Shell.
Windhand seems almost sad as he replies: "I am sorry, Wren. I can't give you the Horn.
It is vital to my experiments. Maybe later, though."
You realize that Windhand won't willingly depart from his beloved Horn. You can either try continuing your journey without this Key, or you can try to force him to surrender the Key to you.
[Continue the main entry after having won the battle - if you choose to fight; otherwise you bid farewell]

Windhand lies lifeless on the floor. You bend over him and pick the Horn up.
Tears come to you - you can't stand killing any living beings. You had to have the Horn of your ancestors. Why couldn't he realize that? Well, now it has been done. You'll have to find a nice quiet spot close to the lake, where he can find peace...
But what is this - he has vanished! How did this happen?
The other members of your group are as surprised as you are. Maybe you'll meet again...
End of Windhand


Grim & Grum

Nightfall had come and you had set up a small camp next to the old road leading north. Everybody was asleep, except you and Tuvinel. The five pathetic gremlins snored loudly and you realized that if it would come to battle, then you'd have to spend a lot of energy in order to keep them alive. They were actually more in the way than helpful.
You were pondering how to gently break the news that they'd be safer off moving along without you. The mission was already hard enough as it was...
Then Ivil wakes up, saying "Hooves!".
"Cut it out. There haven't been any horses around this neighbourhood for years!" Tuvinel exlcaims contemptuously. "You are only dreaming".
"I'm sure. I heard hooves", Ivil says, sighs and sits up next to you at the campfire.
You are about to ask him more about the hooves he heard, when all of a sudden, loud bellows echoe through the night.

"We get glory!!", sounds through the air, as two huge shapes with large two-handed axes dash forward towards your party. A brief period of chaos reigns in your camp, as everybody scramble to their feet, trying to defend against the two Minotaurs who are attacking!

[Continue this entry after having won the battle]

The battle is over and everything is as quiet as it was before the Minotaurs attacked.
You and Tuvinel tend to the wounded and afterwards you pick something up. It was dropped by the larger of the Minotaurs, before he fell. It is a ring with a shining sphere of a material you have never seen before. It seems to pulsate gently like heartbeats. You hold it close to you and it strengthens you!

End of Grim & Grum


Eldur & Giljath

As you travel north on the road, you meet two elves, dressed in gray robes with hoods.
You are happy to finally meet other elves and you talk with them for quite a while.
Their names are Eldur and Giljath. They are actually looking for a way to find the old world too. Before continuing, they wanted to visit the Temple of the Winds a final time.
They are also young, in your age, actually.
(Elves even at young ages are much more open minded and "mature" than a human usually is)
End of Eldur & Giljath


Ariel & Kara

The two former captives introduce themselves as Ariel and Kara.
They are two adventurers who boldly go where no man has gone, constantly hoping to find new unexplored mysteries. On their last expedition they were trying to enter Deep Swamp but they were taken captive by swamp creatures led by a dark monk.

Ariel is a young man in his early twenties with brown eyes and dark hair. He has an almost uncanny ability to find edible plants wherever he goes.

Kara is a slightly younger girl with brown eyes and blond hair. She is familiar with the arts of magic, even though Tuvinel regards her as an apprentice.

They know that a Barrow Mound is situated to the northwest and that a healer named Elusia lives to the southwest.
As for the rest, they seem to be a nice and cheerful couple, constantly smiling and laughing.
End of Ariel & Kara


The Paladins of Eledain

As you move closer to investigate the sword noise, you see three paladins sparring with each other.
Their names are Atell, Pilos and Arathor.
They wear shining steel armour with the symbol of Eledain inlaid across the chest.
The symbol is a star and Eledain is the deity of creation, life, light, truth and happiness.

(Being an elf, you wonder why humans always seem to focus on some emotions and never try to see the whole picture)

Their codex is "to never draw weapons first and only as a last resort".
At the moment they are resting in their search for a Dark Knight, also known as the Black Knight.

This Dark Knight has stolen a relic from their temple in the far north (-offmap) and in the process he killed several of the followers of Eledain. Atell, Pilos and Arathor have been sent to try to recover the relic (- pendant of life) and to see to it that he won't harm anybody again.

They tell you that if you retrieve the relic and return it to them, then Arathor will join you while the two others escort the relic back home.
End of the Paladins of Eledain


The Dark Knight

A loud battle cry sounds through the air, as a mounted Knight in black storms towards you.
His black mantle floats in the wind as does the black pennant on his black helmet.
He wields an enormous black scimitar.

This knight is a servant of Sathmog's!
Sathmog is the deity of spite, darkess, death and the everflaming fire.
Evil is His mind and evil are His followers... Prepare to fight!

[Continue reading after having won the battle]

The Dark Knight is no more. Upon inspection you find a small pendant in his back
pack.
You take it, but leave the rest of his belongings. Then you bury him and move on.
End of the Dark Knight


The Eremite

From the Mountain down to the forests, deep watery and sludgy swamplands stretch around. The depths of this huge swamp are unknown, hence it got the name Deep Swamps.
It is a jumble of marshes with treacherous bogs, slithering roots, murky plants and a neverending buzz of countless of insects living in the swamp.

Through the swamp lands, Swamp Path leads. It seems to be the only way leading to the Mountain. No people is living in the swamp and almost nobody ever visits it.
Those who stray from Swamp Path risk being sucked down into the unknown depths.
You are constantly trying to calm down Ivil and Filundrus who complain about the environment and want to go home.

So, after a hard journey, you arrive at a small lake with a raft in the center.
On this raft, a small tent has been erected. The tent is overgrown with winding plants, moss, roots and leaves.
Some smoke is coming out of the top of the tent.
You decide to enter the tent alone.

The only way to reach it is by walking on some slippery stepping stones, barely visible at the surface of the small lake.
After a long time of balancing acts you finally reach the tent and enter.

You find yourself in front of a small fire with a pot hanging above it.
Yarns with dried plants and fruits are streched inside the tent.
Along the ground you see receptacles, bowls, flasks and casks containing unidentified liquids et.c.
At the opposite side of the entrance, an old man, wearing a torn robe, is filling a pipe.
You can't see his face but his hands definately seem old.

"Aah, finally. I have dreamt about your coming here, Wren. I am Ulat-A'ar but people call me simply the eremite", he says with a wheezing voice.
"My time in this world is soon coming to an end, but before I depart I have been instructed to aid you."

A moment of silence follows by a cough:

"You have to open the Gate and find your long gone ancestors and their allies. In order to achieve this you need three Keys - The White Pearl, the Black Pearl and the Horn of Shell. Having them is not enough, though. You also need to know how to use them properly. In my possesion I have a charm inscribed with these instructions. I will give it to you if you can show me the Horn of Shell as a sign that you are 'sincere' in your quest.
.."

[If you have the Horn and this is your first visit; see 1]
[If you decided Life is not to be taken away over an 'object';
see 2]
[If you have the Horn and this is your second visit;
see 3]

1) You show Ulat-A'ar the Horn and he sighs slightly. "Yes...umm, I see that you have it...Good...you are sincere. Well then, I give you the charm. Use it well."

2) "Aah, you are truly an Elf! I see that my dreams of you have been correct and that you really may be the salvation of these troubled times. However, You will have a very difficult time entering Durnath (- that is the Dwarvish name for the Mountain) without the Horn of Shell. I doubt that it will be possible for you. I advise you to go back and take it from Windhand. He is not what he appears to be...

3) "Excellent work, my child! I knew you could handle old Windhand. Now take the Poem and open them Gates!"


A final cough leaves his mouth and then he is silent. You decide that it is time to leave.
As you leave you feel strengthened and enlightened!
End of the Eremite


The Cave Ravine

You enter the rough cave opening with caution - who knows what the Orcs are up to.
"What a disgusting smell!", Filundrus whispers. "And it is so dark in here, I can't even see my hands in front of me!"
"Silence!" Tuvinel hisses.
Then she mutters a few words and a sphere of bright light emerges on the top of her ornated staff.

[Proceed reading the appropriate Entries when prompted by the map]

The Orc Stores -
A narrow passage leads to a rectangular room (3x2m).
You see eight orcs resting in the far end of the room.
They use three sacks as pillows.
The room stinks and you suspect that the orcs are drunk.

[Continue this entry after having won the battle - if you decide to fight]

Well, these orcs won't pose a threat any more. Looking for the Black Pearl or something to show Dregil, Ivil is dissapointed to only find small things of this and that.
One of the sacks contains magical fruit, though!

[Proceed reading the appropriate Entries when prompted by the map]

The Prison Cell -
The passage ends up with a locked iron-mounted door.
Filundrus looks at you and you let him pick the lock.
You carefully open the door a little to have peak inside.

You see six Goblins playing cards around a table - their wolves are sleeping.
In a cell at the end of the room, you see three starved human prisoners.
Nobody seems to have noticed you. You could charge in and surprise them!

[Continue this entry after having won the battle - if you decide to fight]

Ivil and Filundrus quickly empty the pockets of the goblins as you free the prisoners.
The happy prisoners introduce themselves as Aulec, Sigved and Tyrvad.
Unfortunately their conditions are poor and they won't be able to help you in combat.
However they are good trackers and offer to help you finding the fastest ways, when you are travelling.
They also tell you that they were captured while trying to rob the orcs in this cave, three days ago. Two of their comrades were also captured but they haven't seen them ever since (- you conclude that they must be referring to the poor creatures that you found at the altar).
"Two dwarves chained us here. The Orcs were guarding them too. They didn't seem to understand our tongue, but they were twinking their eyes as they locked us up", Aulec says and you look at Filundrus.
"The locks were unusually easy to pick", he replies. "Maybe the dwarves made them so."

[Proceed reading the appropriate Entries when prompted by the map]

The Guard Room -
The entrance to this cave room is covered by a large fell of a bear.
Peaking into the room you see that it is big (5x3m).
In the far side of the room you see a large Orc wearing chain-mail and eight smaller Orcs - all of them seem preoccupied with polishing their axes. Six large wolves lie beside them, gnawing on some bones.
[Continue this entry after having won the battle - if you decide to fight]

You find a few large sacks containing various jewelry and a Mana Crystal!
Tuvinel is very excited and her optimism has a positive effect on the party!

[Proceed reading the appropriate Entries when prompted by the map]

The Dwarf Cell -
You arrive at a closed and locked iron-mounted door.
Filundrus quickly picks the lock and peaks into the room
"Two dwarves, in chains, eating a piece of chicken on a log in between them - no guards", he reports.

[Proceed reading this Entry if you set the dwarves free]

You enter the room and the dwarves shine up. While Filundrus picks their locks they say that their names are Baldor and Lordin.
(- They speak in the dwarvish language only, but Tuvinel knows some and interprets)
They are very old (245 and 258 years respectively) and were taken prisoners a long time ago. The orcs promised to set them free if they provided them with arms and locks.
They never kept their promise though. Now Baldor and Lordin only wish to return home.
Their home is in the far west.
However, as a gift to you for freeing them, they will enhance your armour!

[Proceed reading the appropriate Entries when prompted by the map]

Blackhand's Chamber -
The door is not locked and you open it. Behind is a short passage leading to a throne-room.
Here Blackhand, the Orch Chief resides.
On the throne in the far end of the room, Blackhand sits, looking at you with a somewhat surprised face.
At his side stand his personal bodyguards.
Flanking the throne is a gleaming portal and a large chest.
Blackhand is a formidable warrior - you must either defend or flee!

[Continue reading after having won the battle - if you attack]

It was a furious battle, but in the end you managed to defeat him.
Going through the large chest next to the throne, you find the Black Pearl!

[Proceed reading the appropriate Entries when prompted by the map]

The Treasury -
You are walking along the long corridor leading west, as you see a small chamber without a door to your right.
It is filled with the loot of the Orcs!
"The Orcs must be really stupid, just to leave all their treasures in the open, without even a guard", Ivil exclaims, laughing.

[Proceed reading this Entries when prompted by the map]

"How are you going to carry all this loot", Tuvinel replies, smiling broadly, filled with contempt.
"Well, I don't know", Ivil admits. After a considerable moment of thought he continues:
"We'll just have to cope with the most valuable things"...

[Proceed reading the appropriate Entries when prompted by the map]

The Hidden Treasury -
The corridor ends with a wall. You are surprised that it ends so abruptly, as if it hadn't been mined out any more.
"I think there might be a hidden door on this wall... let me check", Ivil says, putting his hands onto the wall, searching for something.
After a short moment his hands stop at a loose rock in the wall. He pulls it out and a lever is revealed. Pulling the lever results in a stifled rumble and a part of the wall opens up, revealing an ancient entrance into a strange room.
It is large (15x15x10m) and dark. A strange smell of sulfur meets your noses.
Ahead, upon a piedestal, lies a beautiful helmet, shining in the torch light.
Will you approach it?

[Proceed reading this Entry when prompted by the map]

As you close in to investigate the marvelous helmet, a devastating shriek sounds through the entire cave. You quickly look around to see a huge winged reptile, approaching you with the frenzy of a wounded boar.
The loud noice no doubt must have alerted the whole Cave but you don't have time to worry about that now. Defend!

[Continue this entry after having won the battle]

That was a hard battle! You quickly tend to your wounds and grab the Helmet!
Looking around for exits, you notice a small gleaming portal made of black air!

[Proceed reading the appropriate Entries when prompted by the map]
End of the Cave Ravine


Approaching the Gate

You enter a long tunnel leading through to an ancient area of Deep Swamp.
Nobody has been here in centuries. Ahead lies the Gate.
As you prepare to go eastwards toward the Gate, a terrible roar sounds through the lands.
You have awoken a dreadful Hydra! It will try to kill you if you go any closer!
Well, so be it. If you have to, you will defeat the Hydra - you must open the Gate!
End of approaching the Gate


Opening the Gate

Swamp Path leads you through the last part of Deep Swamp, and you finally arrive at a new path, flanked by two absolutely vertical cliffs.
This path leads all the way to a podium of iridescent white marble stone.
The podium rises through three stages (10x20x1m) and ends up with the Gate of the Mountain!
The Gate is shaped in a raised pattern and looks like a case of winding foliage.
The case is flanked by two rearing Unicorns with crossing hornes.
Two gigantic gates are within the case.
Depicted on the gates are four extended hands, meeting at the center of the gates.
You read the Poem etched on the Charm:

"On the side of the heart, the light of the moon
Ebony to the eye is sweet
The Seasons sound through the shell
In the Halls of the Dwarves you will dwell"

Interpreting the Poem, you realize that you must place the White Pearl in the empty eye of the left unicorn (- while facing outwards from the gate), the Black Pearl in the empty eye of the other unicorn and finally you need to sound the Horn of Shell 4 times.

As you do this, the Gate opens and you may enter!!!
End of opening the Gate


This marks the end of the first part of the adventures of Wren.

[Play-technically the opening of the gates is partly symbolized by your receiving the armies and fighting the 2nd last foe.
The last undead force marks the end of the map and gives a hint as to the sequel.]



The End * * * * * * * See you in the next part of the story...