Contents
~~~~~~~~~

1.0  Introduction
 1.1 City background
 1.2 Faction background
2.0 Characters
 2.1 Devirs
 2.2 Guards
 2.3 Merchants
 2.4 Priests
 2.5 Thieves
3.0 Plot Summary
 3.1 Pre-story events
 3.2 Starting point for players
 3.3 Main plot summary
4.0 General Rules
 4.1 Module Timing
 4.2 Night encounters
 4.3 Thief bonuses
5.0 Quests
 5.1 City Guard
 5.2 Merchants
 5.3 Priests
 5.4 Thieves
 5.5 Main Quest

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

1.0 Introduction

 Welcome to Dalewinter 2.  Hopefully this document contains all the information
 you will need to run the module as a DM.

 The module is designed to be run without a DM, and is heavily scripted to make it run
 as smoothly as possible. 

 When run with a DM we provide a selection of NPCs for you to use, with one from each 
 main faction, which should allow you to interact with the players and guide them on 
 their way.

 The module can also benefit from a DM taking more control of the combat sequences, 
 particularly some of the final fights.

 It is possible to throw together additional quests based around the main factions, but
 be warned that some areas of the module are only accessible to players once they have
 accepted some of the built-in quests.

1.1 City Background

 Dalewinter is a market city, which developed round the base of the Devir castle.
 The city is divided into two main areas, the New Quarter, home to the market and the main 
 official buildings, and the Old Quarter, home to many shops and the underside of the city.

 Devir castle is accessible from the Old Quarter.

 The Temple of the Lady is accessible from both areas.

 It is advisable to load the module and take a walk through the main city areas to familiarise 
 yourself with the location of the main buildings.


1.2 Faction Background

 The City is ruled by the Devir family, who have ruled over the city since it was first founded.
 The Devirs don't take much interest in the day to day running of the city, and so several 
 factions have emerged that control the city between them.

 The factions are:  (in no particular order)

 The City Guard, lead by Captain Andros.  The Guard exist to enforce the law, although in some 
 cases it is their own brand of justice they enforce.

 The Oakensheild Merchant Company, lead by Thomas Eclios. The Merchants exist to make a profit,
 all other concerns are secondary, including laws and other peoples lives.

 The Priests of the Lady, lead by Gal Pave. The priests worship their own peculiar deity that
 is not widely known outside of the Dalewinter region. Gal has only a tenuous grip on sanity so
 Alltid Munter runs most of the temples daily activities.

 The Thieves guild, lead by Maloch.  The thieves guild are involved in all sorts of activities.
 Their leader is a recluse who lives surrounded by traps in the cellar of the guild. He defers
 most day to day stuff to Rauva, a particularly paranoid young lady. 


2.0 Characters

Additional NPC's
Under the special custom menu you will find templates for the guards from each of the four 
city factions and also a special NPC's that does not appear in the game but can be used by 
the DM if he/she wants to accompany the players or add that extra bit of depth to the plot.  
The four special characters are as follows:-

Pierre De Bander Captain of the Night Watch 
Fighter Level 8   Alignment Lawful Neutral

Background

Pierre has always been a professional soldier, he worked as a mercenary until the Devirs 
outlawed sell swords. Unlike the Other Darkblade Mercenaries who decided to change their 
career to running a tavern he enrolled with the City Guards who welcomed such an experienced 
warrior.

Pierre has a grim outlook on life and always talks in a serious business way getting straight
to the point in hand.  After watching many of the guards he trained be slaughtered by the Ghosts 
he become a little disheartened and secretly resents the lack of help from the Devir standing Army.  
The decision of Andros to withdraw most of the night watch and ring the warning bells does not sit 
well with him. and he would rather be out there on the streets solving the problems than sat inside 
whilst other die. Pierre regards the thieves with cold contempt and has long been known for harsh 
penalties if he witnesses such activities. The priests of Lady he regards with respect although he 
dislikes Gal Pave and thinks Alltid would make a better advocate for the Temple.

Seidos Amen  

Background

Seidos was a farmer before his family were slain by a pack a maraudering wolves.  He got into debt 
with Ardan the Devir tax man and his farmstead was taken by the Devirs.   He found sanctuary amongst 
the Priests of the Lady and soon became a devout priest.

Seidos is a man on principle and a strong sense of justice.  He is scornful of the Devir's a stance 
that is perhaps not wise outside the temple compound. Seidos.  Seidos is a level headed priest and 
knows much about the outskirts of Dalewinter and surrounding lands. He is dedicated to promoting the 
Lady in good light and will often help visitors to the city to convert those to the true path. 

Third Circle Disciple of the Lady
Monk Level 7 Alignment Lawful Neutral


Karlack Evains  
Bard  Level 8   Alignment Neutral evil
Karlack is a visitor to Dalewinter from Fallarn Port, he arrived just before the hauntings started 
and had come to relay recent trade deals with Darrack with the Eagle Clan.  Karlack is well travelled 
and knows much about the local tribal cultures.  Although Karlack presents the image of himself as a 
wandering minstrel he is an opportunist merchant and will happily point the players towards merchants 
that belong to the Oakenshield Merchants Company.  After all he does get a share in the profits of the 
company.


Megan Waynes
Rogue 6 Assassin Level 2 Alignment Neutral Evil  
A professional assassin who works for profit, every job has its price and no job is impossible. Megan 
works directly for the Thief Guildmaster, taking care of those that resistant other means of manipulation.  
Megan is also  an informant for the Devir's and should visitors to the city ever become too much of a 
problem the Devir's will know of this.  Although these are her two main contracts she will do any other 
form of work to supplement her lavish lifestyle for the right price. 

These Character can be found under the following headings
NPC
Special 
Custom 1  Priests
Custom 2  Merchants
Custom 3 Rogues
Custom 4 Guards


2.1 Devirs

When the players first enter the Devir Castle, they can meet most of the Devir family.
During the initial conversation most of them leave.

The characters that leave are only there to act as plot hooks for future stories, as the Devir family
is a heavily influencing faction in the planned future Dalewinter stories.  PLEASE do NOT take control 
of them, or create new versions from the blueprints.

The remaining characters are:

Perdan

Bossy, and impatient, he has been forced to act as the players contact, and doesn't like it.
He will have some useful information he will share, and other things he will only reveal under
pressure.

- If you take control:
	Act disinterested in the players, but keep prodding them to get on with their investigation,
	if pressed you can offer that there amy be some kind of reward in it for them.

	Later in the module he admits that Daenfell is a Devir. (in fact the first Devir!)

Tarik

Youngest Devir. Quite naeve and occasionally foolish. Will try and be-friend Players. But Perdan will not
let him leave the castle, so don't follow the players out!

2.2 Guards

Captain Andros

Serious older man, believes that justice is a bigger concept than whoever happens to be ruling the city,
and is more important than the city laws. He detests the priests, and is not averse to a bit of rough justice,
when it comes to dealing with them. He generally doesn't actually go out patrolling himself, and hates spending
so much of his time doing paperwork.

Mauva

Mauva is in charge of the south gate, she has little time to waste on anyone, and doesn't seem to take her job
very seriously.. she has her own motives, and is in fact in the employ of the thieves guild. She is an important
plot character and you should not take control of her once she is following the players for the faction quest 3.

2.3 Merchants

Thomas Eclios

Leader of the merchants guild. He sees himself as far above talking to any one outside the guild. He has a very 
low opinion of non-merchants.

Darrick Winters

The players contact in the merchants guild.  Darrick looks down on people of low intelligence, and will be quite 
insulting to them.

2.4 Priests

Gal Pave

Gal is head of the religion of the Lady, and by complete co-incidence is also completely insane. He speaks in
almost complete gibberish, but occasionally his mind wanders back to some darker event in his past.

Alltid Munter

Alltid is a big jovial fellow, who acts as the players contact in the temple.. is he almost too friendly, and 
deliberately makes himself out to be more stupid than he is.

2.5 Thieves

Maloch

Head of the thieves guild.. is overworked and very stressed.. doesn't like being disturbed so he hides in the
cellar of the thieves guild.  He may reward thieves that manage to survive all the traps and reach him.

Rauva

She is the players contact in the thieves guild and is ridiculously paranoid. The previous three people in her
job were all assassinated (one of them by her) and so she trusts no-one.

3.0 Plot Summary

The best way to get to know the plot is to play through the game as a player once, before you attempt to DM
the module.

3.1 Pre-story events

These events happen before the module starts:

The thieves guild accidentally discovers what appears to be an immensely valuable amulet, sealed in place in an
old tomb. The amulet is locked in place by powerful spells.  The thieves contact the priests to help remove the 
enchantments (in return for a cut of the profits, as will be revealed in later modules the priests aren't very
religiously minded!). Once the amulet is stolen the thieves realise that some curse is upon it, and none of their
usual contacts will buy it.. They then contact the merchants to help sell it. 

Meanwhile the moment the amulet was removed ghosts started appearing in town, lead by Daenfell, the ghost of the 
Devir families founding father.

3.2 Starting point for players

When the players arrive the city has been haunted for about 2 weeks and the attacks are now so bad that noone will
walk the streets at night.

The merchants are trying to find a buyer and (unknown to them) they have contacted an agent of the Devir family, who
immediately realises the significance of the amulet.

[The amulet was constructed by the Devir's deliberately to trap Daenfell many years ago]

3.3 Main plot summary

When the players arrive the Devir's agent has just agreed to buy the amulet, and is in the process of arranging
a meeting to exchange the amulet.

The players meet the Devir's (who decide to use the players as a tool to rid themselves of Daenfell).
Sometime later the players discover the violated tomb, and their presence in the tomb causes Daenfell to manifest 
and speak to them on their return to the city.

Eventually the sale of the amulet is agreed, and the players get dragged into the sale by one of the factions.
The thieves, merchants and priests all have an interest in ensuring the sale goes ahead, and the person delivering 
the item is a corrupt member of the city guard (Mauva) so the city guard are accidentally drawn into the sale as 
well.

The sale is ambushed by a minotaur raiding party, so the players are left with the amulet and the money.

On return to the city Daenfell senses the amulet and sends the players into the spirit realm where he believes they
will die, ridding him of the amulet forever.

On their return Daenfells minions have killed many citizens.

The faction that employed the players to goto the sale meeting want nothing to do with the amulet, they are happy to 
take the money, but they know that there is something dangerous about the amulet.

When shown to the Devir's they send the players to meet the Sage who manufactured the amulet.

He tells them it will make Daenfell vulnerable if they can place it in his sarcophagus.

On placing it in Daenfells sarcophagus, he flees to the depths of his tomb, where the players can hunt him down and
kill him.


4.0 General Rules


4.1 Module timing
	
 The module starts at 8am to give the players time to reach the city before night 
 falls. Once night has fallen ghosts will start spawning.

 The module is set to 1 minute per hour, to ensure that night occurs plenty of times
 during an average game. The times for dawn and dusk should NOT be changed, as this 
 will break the ghost spawn script.

4.2 Night time encounters
	
 All night time encounters automatically reset every 5 minutes
 The night time encounters are rated according to their "hell level". When the
 module starts the hell level is 0, at each level only encounters of the module
 hell level or lower will spawn.

 Certain points in the game will increase the hell level of the module.
	
 These points are:	When you first complete a side quest.
			When you find the graveyard
			When you find the amulet
	
 What the levels mean:

	Hell level 0 - small number of encounters, weak combat oriented creatures
	Hell level 1 - additional encounters still low strength, more magical
	Hell level 2 - more additional encounters, much higher difficulty
	Hell level 3 - a few additional encounters, all of very high difficulty
	
 At Hell Level 0-1 players should be able to travel the city freely at night without
 taking too much damage.

 At Hell Level 2 players will be significantly injured if they try to travel too much
 around the city at night. They will need to heal and may need rest.

 At Hell Level 3 players will need to rest after any journey of more than a couple of
 screens across the city at night. If players travel round the city too much, or alone
 they may have a significant risk of getting killed.

 Players will normally notice the increased night time risks by about Hell Level 2.

4.3 Thief bonuses
	
 Some thief actions (unlock doors/remove traps) will give bonus experience if they are
 attempted as part of a thief quest.


5.0 Quests

There are two types of quest in the module, the main quest (which moves the module towards
completion) and the faction quests.

The two are related, some faction quests cannot be attempted until the main quest has reached
the correct stage, and the main quest cannot be completed without doing some of the faction 
quests.

Each faction can potentially give 3 quests, the first 2 are unique to that faction, and the 3rd
is a common quest, with the eventual result being the same for each faction, the only change 
is the reason for being sent on the quest.

For most factions the first quest is a simple one based in the city, while the second is more 
complex, and normally involves elements of travelling outside the city.

For each faction they will only give the player the 2nd quest if they have completed the 1st, 
and they will only give the 3rd quest if the player has completed the 2nd, and they have not
already taken a 3rd quest for a different faction.  Also the player must have visited the graveyard
before the 3rd quest can be given.

For each set of faction quests listed below, the name of the contact for the faction is given by the
name of the faction.

5.1 City Guard - Andros

  1 - Night Watch
	Kill 10 of the ghosts that appear in the city streets at night

  2 - Escort Duty
	Escort Mal Drayne from the Temple to the "Shrine of Belanor's justice"

	Mal killed his family in a fit of rage some time ago (he says accidentally).
	The Priests helped cover up his crime by giving him an alibi.
	Andros has found out about this, and has arranged for some rough justice,
	he just needs someone to take Mal far enough from the city so the priests
	don't find out. When the player nears the shrine a group of mercenaries will try
	and kill Mal. Unless the players are VERY good at working together they won't be 
	able to save him. If they save him Andros will still reward them, but he will seem
	annoyed. If they fail to save him, Andros will reward them as well and will seem
	pleased.

  3 - Personal Business
	Mauva has some personal business that means she needs escorting to "ruins of iron 
	pass keep".

	See main quest for details.

5.2 Merchants - Darrick

  1 - Shopping list
	The Merchants have a list of items they need collecting.

	The items are ewverything needed to assassinate someone who has annoyed the Merchants.
	This includes a map showing where he lives. (A Map point will appear when they get the
	map). If the players hand the items to Darrick the NPC in the house will be replaced with
	a dead body.
	
	If the players find the items a bit too suspicious they can take them to the guard captain
	and he will reward them, and end the quest instead. The NPC will still be alive, and the 
	players can talk to him, although he will just act scared. Darrick will take a dim view of
	this betrayal, and will not offer any further quests to the players.

  2 - Lost Caravan
	A trade caravan has gone missing. Darrick wants the players to find it.

	The caravan has been ambushed by a group of bugbears lead by a hill giant in "xxx"
	The giant was employed by the priests to stop the caravan, as it carries books that
	attempt to discredit the priests religion.

  3 - Black Market

	See Main quest for details.

5.3 Priests - Alltid

  1 - Missing prayer book
	A thief has stolen Alltid's prayer book.

	Malador in the Darkblade tavern knows who the thief is and where to find him.
	The thief was hiding in the old bakery, when giant insects came out of the sewers nearby and 
        grabbed him. There is a blood trail leading to the entrance to the sewers. The book is on the
	thief's body.

  2 - Ships that pass in the night
	Pirates are operating from a local river, Alltid sends the players to destroy their ship.

	Alltid first needs to know where the ship is. The map can be obtained from a meeting in the 
	Elderworld curiousity shop.
	Alltid then sends the players to collect some explosive fluid to destroy the ship with.
	The pirate ship is on the "old river", if the explosive vial is placed in the ships hold, the
	ship will explode (a few seconds later!).

  3 - Religious offering
	Alltid wants you to escort Mauva to deliver a religious artifact and collect some offerings
	from regional temples.

	See main quest for details.

5.4 Thieves - Rauva
  1 - Antique Harp
	Rauva wants you to steal an antique Harp from Delgrain's house

	Delgrain's house is locked and has gaurds inside. XP can be gained from picking the lock,
	and if the player enters the house at night there will be less guards.

  2 - Stolen Goods
	A Merchant if getting into the stolen goods trade. Rauva wants him stopped.

	This is in several stages, the player must intercept a stolen item and substitute it for a fake.

	1- overhear location of meeting with buyer
	2- persuade buyer to leave town
	3- intercept delivery of item
	4- swap for fake item
	5- witness consequences for merchant. (He is murdered)

  3 - Special Delivery
	Rauva is arranging the sale of some stolen goods, and wants someone to escort her employee
	to the sale.
	
	see main quest for details.

5.5 Main Quest

The main quest covers the investigation into what is causing the haunting, and the efforts required
to end the haunting.

This breaks down into the following stages:

("you" refers to the person playing the module)

- Initial info

 When you join the module you get the first journal entry
 The guard captain gives a more detailled journal entry
 The Devir's give more information and ask you to begin your investigation

- graveyard?

 At this point various NPCs will start mentioning problems in the graveyard
 On arrival at the graveyard you find Daenfell's tomb
 On your return to the City Daenfell confronts you.
 Speaking to Devir's may give more info.

- Faction quest

 Now you have to complete the level 3 quest for one of the factions.

 Each level 3 quest has a different justification, but produces the following quest:

 Escort Mauva to the ruins of iron pass keep to sell a mysterious amulet.
 On arrival she meets Kyledran, who is there to buy the amulet. (More observant players may 
 recognise him as being a servant they saw earlier in the Devir castle).

 While they are talking minotaurs and gnolls ambush them killing them both.
 The players can recover the amulet and the money.

- Amulet

 on the journey back the amulet talks to the player
 on entering the city Daenfell appears and teleports the player into a dangerous spirit realm.
 on returning to the city Daenfells servants have been running rampage, killing the locals.

 The faction that gave the quest will reward the player, take the money, and tell them to keep
 the amulet.

 The Devirs will recognise the amulet and send the players to the sage for more information.

- Sage

 after a long and dangerous journey (lots of opportunity for various creature ambushes)
 the players reach the sages home.

 he is keen on traps and mechanical creatures.

 special Note: In the room with lots of doors (where each mini-room holds a different creature type)
               the doors need to be opened in the correct sequence to open the exit.

	       The sequence is based on the first letter of the name of the creature in that room.
	       The sequence is on the sign in the middle of the room.. "REGIS".  If the players 
	       open doors at random, the switch in the center can be used to reset all doors to the
	       closed position.

 The Sage tells the players the amulet can be used to make Daenfell vulnerable.

- Daenfells tomb

on returning to Daenfells tomb the players can open the lower levels using the amulet (the door unlocks
itself)

In the chamber where they meet Daenfell placing the amulet in the sarcophagus will destroy the amulet and
set Daenfell to be a non-plot character (so he can be killed!).
He will immediately teleport into the next area, leaving a portal he can be followed through.

If the players are fast they can kill him as he runs through the next area. Otherwise he reaches a final
area that is set up for a final big battle.

