1¾«&''()*+1. A sign here says: 'to Port Llast and Neverwinter' 2. There is an inn here. The cracked and weathered sign above it says: 'The Princes Palace' 3. The door to the north appears to be sealed by lock of a high level mage. You can read the runes upon it: 'to be opened only by those from beyond' The building to the east is in rubble. 4. This is the door to a private residence. The home of a wealthy family by the looks of it. 5. 'Hmm ... you say you're from Luskan but you don't look like seagoing types to me. Get out of here before I call the guards. I'm sick of you mercenaries and all your non-human friends! Being from Luskan used to mean being a man of the sea! Being from Luskan meant living off the weaklings who stuck to the land and their simple boring lives of cowardice. Now every rogue, thief, and monster on the coast comes here for fast money and dirty work. Where's the nobility? Where's the triumph? This is not the work of captains, but of peasants. You get out of here now! You care nothing for the sea! You're here only for gold. When our gold is gone you'll turn against us too! Now get out! 6. A sign by the door says: 'Blut's Arms and Armour good weapons good armour no credit' 7. 'Hah! You're not from Luskan, no matter what you say! But it matters not to me. Examine my goods, examine my prices, then fill my palm with gold and you'll have whatever you need. 8. A wooden sign by the door says only: 'Enter and pay here' 9. 'Whoo Whoo Whoo ... don't bother me now, no, not now. Name not on the list, not on the list. When you come back, that's when you come here. Whoo Whoo Whoo, what a stupid bunch you are. I listen to you all through the wall here. Whoo Whoo Whoo, the things I hear! You haven't the brains to obey even the most simple laws. Oh, well, come back when you've got something. 10. You search the room after the battle and find a hidden doorway in the wall. Do you go through it? You pass through the small door, which clicks shut behind you. Following a narrow dark passage you travel several hundred yards across damp, stone floors. Finally, the passage begins to rise, but then reaches a dead end. Pressing franticly around the stone walls for escape you push the right spot and the stone above you slides open. Climbing out of the murky hole, you find yourself in a dark and musty cavern, filled with stalactites and stalagmites. The hole in the floor closes and refuses to re-open. Suddenly you feel very dizzy ... The hidden doorway clicks shut and you are unable to re-open it. 11. In the pocket of the Zhentil Mage you find a note. It erupts in flame almost immediately after being opened, but you recollect some of the words from the brief glance you are allowed. "Greetings, Bajuph. Our caravans grow larger by .... to plan .... believe that Greeth the greedy ... will continue to wield his powers on our behalf. Congratulations .... Mythkar ....' 12. This is a storeroom packed with goods in crates and barrels. The names stenciled on them are familiar but distant, from across the Great Desert: Sembia, Hillsfar, and Phlan. 13. Amoung the other items you also find a map. As you unroll the parchment its face is blank, but thirteen candles appear suspended in the air above it. The lone words on the map say: 'With wind from within blow one flame from without. Then the lives on this map will breathe in and come out.' Which candle do you blow out (1-13)? The map springs to life, showing the entire northern frontier west of the Great Desert. Ships travel along the coast, caravans roll across the roads and trails and cities teem with life. Then the map begins to change. Pirate ships attack the merchant vessels, sinking them. Images of horrible monsters appear devouring the caravans. Towns are surrounded by dark hordes and then disapear in a spire of flame. Great fleets set out from Waterdeep, Neverwinter, Luskan and it's allies. They meet in a tremendous battle from which few ships escape. Those that do are destroyed by a terrible storm at sea. Unending streams of orcs and hordes of undead stream from the east, surrounding Luskan, Neverwinter, and finally even Waterdeep and reducing them to stinking piles of ash. The map then fades away and is replaced with the face of a huge beholder. It blinks its great eye once and smiles. The map crumbles into powder in you hands, leaving you to wonder who has created this dark prophecy and why. ing a man of the sea! Being from Luskan meant living off the weaklings who stuck to the land and their€3w6s] o_ kgóL^› ÷À·÷b^‰E÷ E0ˆ^h^ðˆ^²r^p^h^Æ Ç ð†^³—,ˆ^²7—,öÈ€¸ÿÿÿÿÙÿÿ9ÿÿ÷ÿÿRÿÿÿÿNÿÿÊÿÿ¤ ÿÿ ÿÿÕ ÿÿÿÿÿÿ†^³—,ˆ^²7—,öÈfà=Ð/à=hà+8¨9Ð8È( Now get out! 6. A sig™€šÿÿÿÿÿut's Arms and Armour good weapons good armour no credit' 7. 'Hah! You're not from Luskan, no matter wy! But it matters not to me. Examine my goods, examine my prices, then fill my palm with gold and you'll have whatev Small Fonts wooden sign by the door says only: 'Enter and pay here' 9. 'Whoo Whoo Whoo ... don't bother me now, no, n