User:CompleCCity/Sandbox01

Durlag's Tower
"See how she looms before us as we draw near. Never before and never again will the like be seen. A monument to one man's triumph...and his FOLLY!"

- Ike

Durlag's Tower is the dungeon-like castle and former refuge of the powerful Dwarf Durlag Trollkiller and his family and a location from the Tales of the Sword Coast.

Added by the classic game's expansion, it is also a World Map area in the Enhanced Edition, where the actual tower can be found: four stories aboveground and a small cellar that allows access to the huge subterranean labyrinth, rumored to hold "rooms full of gems and a great hall strewn with dusty heaps of gold coins," but also "an elaborate succesion of traps, magical wards, secret passages, sliding prison chambers, and triggered weapons."

Quests

 * Ike's Guided Tour

Access
Not only traveling from adjacent areas will reveal the tower's location on the map, but also some dialogue and actions: Interestingly, hearing about Durlag's Tower by Gandolar Luckyfoot in Gullykin goes unnoticed.
 * Firewine Bridge – travel time: 8 h
 * Lonely Peaks – travel time: 12 h
 * Nashkel Carnival – travel time: 12 h
 * Speaking with Ike in Ulgoth's Beard and booking his tour
 * Accepting Hurgan Stoneblade's quest in the Ulgoth's Beard Inn
 * Obtaining the Dwarven Rune Wardstone from Galken at the same place

Walkthrough

 * For a more detailed one, refer to the single areas' articles:
 * Exterior

Preparations
Once discovered, Durlag's Tower may be visited at any point before the final stages in Baldur's Gate's undercity, but a good choice of time – both, experience- and story-wise – might be to first search refuge in Ulgoth's Beard after the events in Candlekeep and disappear from the scene for a while, until it's – hopefully – all water under the bridge …

Ulgoth's Beard
The fishing village is the place to learn first things about the Tower and the legends around it, to get some ward tokens – "keys", said to be required to gain access to certain areas inside the tower –, authentic or forged ones, to accept two tasks that can be done when passing through (it's difficult to not getting confronted and involved with their objectives), and even to book a guided tour for that tourist attraction.

Five different commoners    in the village are talking about the Tower and refer to Ike and Fenrus. "Journal: 'Someone named Ike is giving tours of Durlag's Tower. I would assume that they only take people through rooms that has been cleared of traps. Perhaps I should ask someone who has taken the tour. There is a man named Fenrus who has done so. I can find him near the docks.'"
 * Fenrus is a noble looking fisherman at the village's docks who, if asked politely, is only too willing to brag… to share his knowledge from the tour with those who are "entertaining thoughts of following in his footsteps."
 * "Journal: 'Fenrus Boulon has told us that Durlag's Tower was built by a famous dwarven hero name [sic] Durlag Trollkiller. The wealth that he amassed was coveted by a group of mindflayers, who used dopplegangers to kill and replace Durlag's family. The hero killed the beasts but was driven mad in the process. He entrapped the Tower and disappeared within its depths.'"


 * Ike near the inn's entrance, self acclaimed "adventurer extraordinaire", loudly advertises his guided tour and will book it for the party, if interested, for always 60 . He asks to meet him at the Tower's base, then departs.
 * "Journal: 'I met a hukster [sic] by the name of Ike who was offering tours of Durlag's Tower. Seems the venerable deathtrap has become a bit of a tourist attraction. I agreed to the tour, so I should meet Ike by the tower as soon as possible. I'm sure it will be safe. They wouldn't walk people through if there was still a danger.'"

-- Recommendation to buy: nay!
 * Delsvirftanyon, a Gnome near the village's stables, is another victim of the Iron Crisis: Bandits block the roads; so tourists don't visit the Tower; thus he has no trade. He wants to leave the region and tries to sell all his wares at once for the "low low price of 500 gold", including some "pretty ward tokens" of "all shapes and size".
 * On closer examination, the two wardstones, that can be acquired this way among other wares of rather meager value, turn out to be one generic-looking Dwarven Rune Wardstone and one Wardstone Forgery. It surely would be unwise to carry a forgery in the Tower around with one, 'cause nobody knows how the environments may react to such, and for the authentic wardstone: the exact same one can be acquired later, during the tour, for a much lesser amount of gold. So paying 500 to the Gnome might rather count as an act of charity, unless one finds a merchant willing to pay enough for the sum of 720, all items together are worth net.
 * "Journal: 'I have bought Delsvirftanyon's entire stock, if only to get him to shut up. Hopefully there will be a few useful items in the jumble.'"

-- Recommendation to buy: nay!
 * Galken is an avid patron of the Ulgoth's Beard Inn, standing near the bartender. He tries to pique one's interest by offering a deal that promises wealth – in form of a "ward token" that "gives entry" to the "untouched dungeons below" the "tower" –, in exchange for paying his … yes, tab. His tab with the "meager sum" of 900.
 * If one really wants to deliver Galken from his penal servitude of "washin' dishes 'til kingdom come" – the received Wardstone, after identification, will be another generic-looking Dwarven Rune Wardstone, worth 450, coming along with a warning that its former owner might look for it, and of yet unproven usefulness.
 * "Journal: 'I bought a ward token from that scoundrel Galken, and I should have guessed there would be strings attached. He said it truly is a key for some door or another deep in the tower, but the former owner might be looking for it too. With my luck he stole it from Durlag himself, or some other powerful being.'"

-- Reward: the Kneecapper (reaction >7) or 2000 ; the party also might forgo this later
 * Hurgan Stoneblade is a Dwarf and another patron of the village's inn. His grandfather was a friend of Durlag Trollkiller, so he can tell quite a story about the Tower, its owner and the story behind (though he perhaps withholds some details). Due to the circumstances, Hurgan was bereft of his birthright, a magical Dagger named Soultaker, and he's now looking for some "merry band of heroes", exactly as such who has just entered, to get him that weapon from Durlag's Tower.
 * "Journal: 'We have been asked to retrieve an enchanted dagger from Durlag's Tower called 'soultaker' by Hurgan Stoneblade. The dagger is a family heirloom that he wishes us to return to him in Ulgoth's Beard. The Tower is rumored to be heavily trapped.'"

-- Reward: 300 if Dalton manages to escape alive from the Tower
 * The house to the west of the inn belongs to Therella, a mother who's mourning a loss in the family. If offered help, she'll tell the story of her son Dalton, who visited Durlag's Tower as a member of an adventuring party from Waterdeep … and disappeared. She will appreciate the party's promise to find Dalton, should he be still alive.
 * "Journal: 'In Ulgoth's Beard, a woman named Therella has asked us to look for her errant son in Durlag's Tower.'"

The exterior area and the aboveground levels of the tower itself, including its small cellar and the roof, are manageable within one day. Even the first labyrinth level might be done during this trip.

It should be noted, that many items, that are found, and also all the wardstones, needed for delving deeper into the labyrinth, are unidentified. (The wardstones work nonetheless.) Erdane, the local merchant, doesn't offer this service, though he still can be approached to exchange all the treasure for free inventory space. However, a decent stock of Identify scrolls or sufficient free spellslots are still useful, because from a certain point in the labyrinth on, it's advisable to not walk back upstairs anymore.

If one wants to avoid any contact with respawning enemies, the party shouldn't arrive between 5:30 pm and 6:30 am.

Tales of the Sword Coast
The next location to get identifications would be the Nashkel Carnival, the next tavern for a quiet sleep then in Nashkel itself. Traveling back to the tower takes sixteen hours from the Nashkel Inn, but only twelve from the fair, so it's advised to always make a halt at the merchants there.

Exterior

 * Erdane, a general merchant; can't identify
 * Ike, if his guided tour was booked in Ulgoth's Beard

Exterior

 * Doppelgangers
 * Greater Doppelgangers
 * Gnolls

Exterior

 * Basilisks
 * Lesser Basilisk
 * Greater Basilisks
 * Battle Horrors
 * Doom Guard
 * Skeletons

Exterior

 * Gnolls

Treasure

 * Rashad's Talon – Through the tower's first and second floor and out again


 * Acid Arrow ×20
 * 104

Durlag's Tower (exterior)
"Only death awaits all ye poor souls who venture in!"

- Erdane

Durlag's Tower …

Quests

 * Ike's Guided Tour

Access
Not only traveling from adjacent areas will reveal the tower's location on the map, but also some dialogue and actions: Interestingly, hearing about Durlag's Tower by Gandolar Luckyfoot in Gullykin goes unnoticed.
 * Firewine Bridge – travel time: 8 h
 * Lonely Peaks – travel time: 12 h
 * Nashkel Carnival – travel time: 12 h
 * Speaking with Ike in Ulgoth's Beard and booking his tour
 * Accepting Hurgan Stoneblade's quest in the Ulgoth's Beard Inn
 * Obtaining the Dwarven Rune Wardstone from Galken at the same place

Characters

 * Erdane, a general merchant near the northern entrance to the area (co-ordinates 729,317); he trades all day but can't identify
 * Ike, if his guided tour was booked in Ulgoth's Beard, on the bridge after the first gate (1943,3097)

Respawning enemies

 * Doppelgangers – Up to six beneath the second archway down the path, southwestern region (578,3387)
 * Common and Greater Doppelgangers – Altogether up to six within the walls, to the west of the gate (1891,1761)
 * Doppelgangers and Gnolls – Altogether up to six on the third floor platform, up the stairs after the Lesser Basilisk encounter (see below), when exiting the tower's interior second floor through the door to the roof (3328,1408)

Other enemies

 * Path to the tower entrance
 * Two Battle Horrors after the first archway (600,1433)


 * On the battlements, out of view of the entrance
 * Another Battle Horror together with six Skeletons on the western battlements, accessible via the door at co-ordinates 1522,1142; when exiting, they surround the party
 * Three Skeletons on the eastern end of the southern battlements, attacking and able to be attacked from below with ranged weapons (4235,2339)
 * Four Skeletons and a Doom Guard on the semicircular platform on the eastern battlements, reachable via some narrow stairs (3924,1300)


 * The tower's second floor's gallery and roof
 * A Lesser Basilisk within sight (2738,1785) of the exit
 * Three Greater Basilisks on the roof, following the stairs up and using the ascent
 * The first one not in sight but near (2664,882) the exit, to the west
 * One northwesterly to the first (2310,438)
 * One north-northeasterly, behind the central spire (2983,261)

Woken by

 * Up to six Gnolls, with a probability of 5%.

Treasure
Found in a trapped (70) chimney on the tower's roof:
 * Rashad's Talon
 * Acid Arrow ×20
 * 104

Trivia

 * A Greater Ghoul resides on the inaccessable western gallery around the tower's second level, who might be detected by divination. Due to its sealed off position (co-ordinates 2028,1213), it can be ignored.

Durlag's Tower (sub 1)

 * operate lift to lower level


 * Arrangement of Warders not linked to area regions/directions where related items etc. can be found
 * Often bodies/skeletons indicate floor traps


 * Northwestern Warder = Avarice
 * Northeastern = Fear
 * Southeastern = Love
 * Southwestern = Pride


 * Mallet Handle in southernmost barrel in central chamber
 * Mallet Head in the eastern bookshelf in the northeastern scriptorium, the last room following the first corridor east


 * Two secret doors from the central chamber, one just after the short northwestern piece of the wall (trap behind), one on the opposite side of the chamber


 * The first trap in in the central chamber's southern corridor is indetectable
 * If not: disable corridor traps!
 * Indicated by lots of bodies


 * 1) beware hard to detect trap (have to be close) before entering banquette
 * 2) head down to the central chamber, speak to the warders
 * 3) empty the barrels and the small post
 * 4) Mallet Handle in southernmost barrel in central chamber
 * 5) back to the dining table, eastern corridor (phase spiders), crates (one trapped)
 * 6) small library (spells)
 * 7) around corner 3 Greater DoGas
 * 8) Mallet Head in the eastern bookshelf in the northeastern scriptorium, the last room following the first corridor east
 * 9) back to the dining table, corridor opposite
 * 10) trap in front of western corridor, two trapped chests, bag on shelf
 * 11) if coming too close to southern corridor, attacked by undead
 * 12) further west, into a forge (one trapped container)
 * 13) repair at the anvil the Gong Mallet
 * 14) sleeping chamber (guard?) south: southern and eastern doors secret, eastern leads to other secret door with trap in corridor
 * 15) trapped cabinet (Nachttisch)
 * 16) secret door, south, trap (skeletons indicate) short before Knick
 * 17) seems to be dead-end, before secret door is revealed
 * 18) at the end of the corridor, to the west, a room with decorative items and a gong inbetween (mallet) no sound but faint vibration
 * 19) back into the corridor, direction south
 * 20) two circular rooms to the left and right
 * 21) Durlag's Pride (NE), a monument of a two-handed sword in a pool/stone; secret exit to the east
 * 22) "Durlag's Deeds" (SW), table-high shelf around the wall witch niches for books and a Schemel in front of (quotation marks to activate)
 * 23) After awakening the sword, further down the corridor: trap on the doorstep to the next room (fireplace room, trapped dresser)
 * 24) skeleton warrior, then 2 mustard jellies (fire, slash) in corridor
 * 25) corridor further east (to Durlag's sleeping chamber?): trap
 * 26) north back to central chamber; disarm four traps
 * 27) kitchen with secret door opposite the one to D's pride
 * 28) Sleeping chamber: trapped Chest next to dresser; trapped Kommode in dressing room (Grapes); a desk with a locked drawer, that needs a key
 * 29) the corridor north behind that desk holds skeletons (1 warrior) and leads to a hort
 * 30) one stack holds an Odd Looking Key (desk drawer), the other the Glittering Beljuril Gemstone
 * 31) Key opens drawer: Switch for an Engine
 * 32) secret door back to kitchen, trap right behind; further secret door north, with trap in front of
 * 33) from the bedroom to th east, then north, leads to gym, guarded by two flesh golems and skeleton warrior, then corridor again with large door west, engine sounds behind; further down north a trap again
 * 34) Dampfmaschine, secret door back to corridor to hort and kitchen
 * 35) corridor north to large winepress, secret exit with trap on doorstep; exits through second secret door in central chamber
 * 36) > Bottle of Wine


 * 1) Love last

Durlag's Tower (sub 2)

 * Level 1 Exit Wardstone (remains in inventory)


 * 1) small, circular room, with an image of Durlag? on the floor (Fliesenbild, Relief) - 3 closed doors, one open corridor, a Dusty Book in front of each; the door to the stairs
 * 2) all doors, except a small corridor into the southern statue room, are locked by magical means
 * 3) take a look at the carpet – a statue each, to the left and to the right (cobwebbed, to "either side")
 * 4) two "secret" doors from here, before the usable statues
 * 5) western statue opens entrance hall's western door to the dummy room (Fuernebol's Sparring Room) (lots of traps; AI off! due to non-enemies); a secret door back to the statues room
 * 6) eastern statue closes western door again, opens eastern door (Islanne's Sleeping Room); secret door back to statues room, another secret door further east (all locked)
 * 7) Islanne Wardstone (identified), Dusty Book on the table
 * 8) Taking the wardstone seales the door, but opens the corridor to the statues room; Durlag Trollkiller appears and talks with "Islanne" (no matter if hidden), (three times), teleports arounf (a door closes then somewhere), casts Fireball on self, then Greater Doppelganger
 * 9) Fuernebol Wardstone in the bedroom's western nightstand, Kiel Wardstone in the eastern


 * doors from throne room are pickable
 * Kiel the Legion-Killer/Kiel the Legion Killer (Kiel's Helmet), next to the throne

Fenrus's dialogue

 * With the aid of hired dwarves, Durlag dug many chambers and passages in the tor and raised the lone tower above it, planning it as a seat where he could found a dwarven community and grow old in peace, surrounded by happy, prosperous kin.
 * Instead, dopplegangers, organized and aided by foul mind-flayers, slew and impersonated Durlag's companions. After the shocked dwarf discovered the first impersonation, he was attacked by all the others and spent a terror-filled tenday frantically fighting through his own fortress, chased by monsters who wore familiar forms but sought his death.
 * For several centuries things went on like this, as the increasingly eccentric Durlag lived on fungi and, it is cruelly whispered, the bodies of intruders. At length he died, and presumably his bones still lie in some inner room, guarded by thousands of deadly traps.
 * After having seen the first few rooms of the tower myself, I can say that it must be as dangerous as the legends portend. It is a fascinating place to visit and I strongly recommend that you take a tour. I must be off now. Farewell and enjoy the tour.

Ike's dialogue 2
I would speak with you a moment, because there's something different about you. I can tell you're not buying the hyped-up crap I feed to most people. You've got a look in your eyes that says "I don't believe in danger, I don't know what fear means, and I will go where no sane person ever would!" I think you're just what I need. I have one of the true tokens to the dungeons below, but I am not half the fool I once was. 'Tis yours for a measly 300 gold, on the condition that if you do not succeed, you return it to me.
 * 'Tis about time you got here! I'll wait no longer! The others are already inside! If you don't follow me now, you forfeit your deposit! The tour will not be delayed for you! Now, let us get on with it.
 * The tower, and labyrinth below, were built ages ago by the dwarven hero Durlag "Thunderaxe," for no less worthy a purpose than to be a home for him and his kin. His enormous fortune occupied ENTIRE rooms, rumored WAIST-DEEP on a man.  The wealth he had accumulated was to be the BACKBONE of his clan, but it was ultimately their DOWNFALL.
 * Journal: The tower, and labyrinth below, was built ages ago by the dwarven hero Durlag "Thunderaxe," for no less worthy a purpose than to be a home for him and his kin. His enormous fortune occupied entire rooms, rumored waist-deep on a man. The wealth Durlag accumulated was to be the backbone of his clan.
 * The stories of his opulence spread across the land, and the most unsavory of creatures sought to make the tower theirs. All of Durlag's kin and friends were replaced by DOPPLEGANGERS, and he found himself KILLING the visage of those that he CARED most, just to SAVE HIMSELF.  Who among YOU could bear THAT?!  In the end he DROVE them from his now sullen home, and vowed that NONE would dare the same again!
 * Journal: The stories of Durlag's opulence spread across the land, and the most unsavory of creatures sought to make the tower theirs. All of Durlag's kin and friends were replaced by dopplegangers, and he found himself killing the visages of those that he cared most, just to save himself. In the end he drove the invaders from his home, and vowed that none would dare the same again!
 * Durlag installed magical locks on the entrances to his inner sanctum, requiring ward tokens to pass. No doubt you have ALL been approached by unscrupulous merchants selling "genuine"  tokens to the tower.  Indeed, I MYSELF have SEVERAL, but they are mere souvenirs for the mantle.  There are but a few AUTHENTIC tokens, and they are rare and EXPENSIVE.
 * Journal: Durlag installed magical locks on the entrances to his inner sanctum, requiring ward tokens to pass. Some apparently still exist, but are likely expensive and rare.
 * Those that passed the wards were confronted with the fruits of the paranoia that CONSUMED Durlag. In this sitting room alone are some of the most fiendish DEVICES OF DEATH known to man!  Upon the wall a picture that, before it was RIPPED from its frame, caused those that looked upon it to freeze in their tracks for ALL TIME!  Look with HORROR upon this hapless soul!
 * Journal: Those that passed the wards were confronted with the fruits of the paranoia that consumed Durlag. He had traps crafted for every inch of floor and wall, and nary a step could be taken without triggering a horrendous effect.
 * This chair, once sat in, would deliver an UNHOLY spike to your nether regions. IMAGINE the EXCRUTIATING SURPRISE of the UNWARY!  Durlag went to lengths heretofore UNKNOWN to keep out intruders!
 * Be VERY careful about this tower, otherwise you'll end up burnt alive like the other unfortunate tourist.
 * 'Tis good news for both of us! I'm not sure how far the token allows access, but it should be at least as far as the third floor down.  Good luck eh, and remember our deal.  You'd best go get stocked up, while I get back to my job.  What.......in the name of the gods is that!!!
 * Journal: I have agreed to try and use Ike's ward token and explore some of the lower rooms of Durlag's Tower. He seems to think that I am up to the challenge, and I agree..
 * 'Tis a win/win deal for me. If you actually manage to defeat a few rooms, you get the gold and I get a new tour attraction.  If you're defeated, I get the token back, or at the very least I have your body as a new display.  I can't lose.  Deal?
 * I'll not be risking my neck in those dungeons! 'Tis madness at any price!
 * I new ye had it in ye! Good luck and fortune to us both!  The token should allow access to the second level down at the very least, and that's more than has been seen by living eyes in over a hundred years!  I can hardly wait to tour it!  Nobles will come from leagues distant!  Remember our deal; any treasure be yours, but just make sure ye clear more than a room or two.  On your way!
 * Journal: I have agreed to try and use Ike's ward token and explore some of the lower rooms of Durlag's Tower. He seems to think that I am up to the challenge, and I agree..

Therella's dialogue

 * My poor boy took those acts of idiocy to the extreme. He and his thickskulled cohorts took it upon themselves to plumb the depths of Durlag's Tower. They bought a ward token from that shyster, Galkin, and made ready to leave. Though I begged and cried, Dalton still insisted on going. The band never returned. I fear that they were destroyed by the mad dwarf's machinations. That is the tale, sad but true.

Hurgan Stoneblade's dialogue

 * Ye have heard of Durlag's Tower, mayhaps?
 * I've heard of it, yes. It's a haunted tower to the south of here, is it not?
 * It was haunted by me granda's friend for a time. He went mad ye see.
 * Durlag Trollkiller was a Dwarven hero of great renown. Singlehandedly slew many a dragon, he did. Me granda' was a good friend of Durlag's. They adventured together until me granda's untimely death several centuries ago.
 * Me granda' was slain by an evil demon but Durlag survived. Durlag kept 'Soultaker' that had been me granda's. He was going to send it to me mother but he was betrayed. A sad tale, that. After Durlag built the tower his family was replaced by dopplegangers. Durlag killed them all but was driven mad by the act. He entrapped his tower heavily and forgot about me granda's dagger.
 * When I heard the story as a youth, I went to retrieve the dagger meself but was driven back by Durlag's devious traps. If ye be interested, I wish to hire ye to retrieve me granda's dagger, 'Soultaker', me birthright. The tower has been penetrated somewhat by previous adventurers. I would think that the edge has been taken off of the danger. What say you?
 * I have misjudged the cult's power. I never believed them capable of freeing the tanar'ri. Ye have destroyed it for now. Eventually it will be able to return to this plane. Rest easy my friends. Ye did all that ye could do. Ye saved the Sword Coast from a demon. Here is your reward. Farewell.
 * It is as I feared. Listen to me, we haven't much time. The ones who stole the dagger from you are the same that released the demon that killed me granda. Me granda was killed by a tanar'ri, a nabassu to be precise. The one who stole it from you is a member of a cult that worships this beast as a god. Many centuries ago, when me granda adventured with Durlag, they fell foul of the tanar'ri, which had been released on our plane by the cult. Durlag and me granda defeated the tanar'ri, though granda was mortally wounded, and they entrapped the demon's essence in a dagger. Me da later found a way to destroy the dagger and the beast within, but tragedy befell Durlag before he could send the dagger to me clan.
 * Journal: Hurgan hadn't told us everything when he sent us to retrieve the dagger. It appears that the dagger contains the soul of an evil demon that killed Hurgan's grandfather. The people that ambushed us are members of the cult that worships the beast. Hurgan believes that they wish to bring the demon back to life within their house in Ulgoth's Beard. Hurgan would like us to stop them.

Erdane's dialogue

 * Step right up, step right up! Welcome to the brave new age of mercantilist expansionism, ladies and gentlemen, a brave new age where we make money off of death itself! Money off of horror, my poor children, money off of loss and pain and longing, money off of ravaged beauty and tainted honor, money off of a man gone mad! Now, all my dear voyeurs, ask not what you can do for me but what I can do... for you.
 * Nothing, o' ye rugged individualist! March on into that dead man's tor, and add another to its number. Now move on, these stones were never meant for this prying age of tourism, nor for tourists such as you. Next!

Demon Knight's dialogue

 * Hello mortals, Death welcomes you. Here is now the property of I, and all others will fall or flee. Tour is over and tower is closed! All who enter will perish; all who enter will suffer pain. So speak I, and listen well you will. Tour is over!
 * Journal: Some hellish creature has apparently taken control of Durlag's Tower! It was a skeletal figure in armor, and it cast fireballs as though they were second nature. It was very powerful, whatever it was.

Tourists' dialogue

 * I don't care what Ike says, I wanna take a look around on my own,
 * This Ike fellow, he's rather wordy, ain't he?
 * Wow, this place is immense.
 * Oh my god!!! What sort of hellish place is this?  Francis was roasted like a stuck pig over the fire!!

Bayard's dialogue

 * *COUGH* Who...who are you? Ahh, a wanderer not unlike meself. Best you turn and walk on, friend; this place does not accept visitors with grace. Better you are alive and leaving, like me.
 * Ahh, keep any healing for yourself...you'll need it. I took a dart to the gullet on me way back here, and I be feeling a touch under the weather. A word of warning if you intend to descend: Keep your wits about you. This place will hang you out to dry if you but stumble through.
 * If you live long enough to fight the creatures that call this place home count yourself lucky. The very walls within will conspire to keep you at bay. Mere traps test only your dexterity, but this place is more than a simple doorknocker. Durlag was a sick, sick man, and I tell you that he meant to kill those that entered, not just hinder.
 * Sure there be traps, triggered by wire or step or sound, but there are TESTS as well, tests he made to find friend or foe. You will need more than your agile fingers to escape what comes. Some traps give no second chance. Attention must be paid, or death will easily take you.
 * Ahh, so you have defeated many a monster to get here. Well, if you have seen another of what lives here now I would be greatly surprised. There is a creature here unlike any other, a beast that defies sound thought. I have heard of it before, but my party laughed and said I was just afraid. Afraid? Yes, but it is still true.
 * I have heard the tales of fell servants that walk the prime. Am I afraid because I believe? No, I know what is here. Have you had the pleasure of seeing? A demon in knight's clothing, a Demon knight that serves the underworld. I care not whether you have killed all the kobolds in Calimshan, attacking this beast directly is suicide. It is truly beyond thought. What it is even doing here, I do not know. Durlag was certainly not in league with such a beast, but it has made a home here nonetheless.
 * You should be afraid, fear is healthy. It keeps you from making mistakes, and in this place, mistakes will cost you your life. There are choices to be made in here, and they have deadly consequences. Durlag did not seem to believe in second chances.
 * You seem quite certain this place is dangerous. What makes you so sure, and why have you abandoned your friends to it?
 * I have not abandoned my friends. Young they may be, but they are old enough to make up their own minds. I will not baby-sit anyone who can take up the sword to defend themselves. I say the risk, and if they wish to continue it is their own fate they decide. Me, I be thinking that it is better to live. This place is death. It is in the air, and it gets in your clothes. My friends, they say 'by the gods, what is that stench?' And I tell them; it's the stink of death, citizens.
 * You have even less reason to believe it is NOT as dangerous as I say. There is a reason that no one has breached this place to any significant degree in over three hundred years. You have heard the history or you would not be here. Durlag was a disturbed man; his spirit was broken by the deaths of those around. This place reflects what happened to him and he seems to demand you understand him before you are allowed passage.
 * This place is not a ruin, it is not open to the ages; this place was designed to keep people out...or kill them. Even the simplest of doors seems locked with ward stones. If you enter here you had best be prepared to succeed or die. Ahh, you have inspired a lecture from me, but your life is yours to do with what you will. I must go. Good luck to you, I do wish you well.
 * I had just begun exploring Durlag's Tower when I met a man by the name of Bayard. He seemed calm, though this place had frightened him and he was choosing to leave. Apparently his party are still within, having decided to go on without him. He wished them well, but would not follow. The traps and 'tests' left by Durlag are beyond his ability, or so he seemed to think. Some are extremely lethal, offering no second chance to a trespasser. This place is not meant to hinder, but to kill. He is also afraid of the creature that has taken up residence here. It is apparently a 'Demon Knight,' some type of fell servant from the lower planes that is supposedly extremely powerful. Bayard feels that attacking such a creature directly is tantamount to suicide. Perhaps his fear will serve him well, but I must go onward. I shall keep an eye out for these 'ward stones' that he mentioned as well. They must be keys of a sort.
 * You know the lad, or did his mother send you to check on him? She is a worrisome little parent, isn't she? Perhaps rightly so, I worried about the boy too. He does not take much of this seriously, and when he realizes what he has been through it may be a rude awakening, to be sure. He is with my fellows, deeper than I wished to go. You may find them if you search, but I think the way they went has been blocked. There be so many passages it seems Durlag felt he could afford to collapse a few behind the unwary.
 * So the Tower is well trapped and has monsters running about in it. Sounds like every other dungeon I've been in. I have seen nothing to make me think otherwise.
 * That is your right and should be your intent. I will not stand in the way of anyone that understands the risk ahead, as long as you know there is a reason that no one has breached this place to any significant degree in over three hundred years. You have heard the history or you would not be here. Durlag was a disturbed man; his spirit was broken by the deaths of those around. This place reflects what happened to him and he seems to demand you understand him before you are allowed passage.
 * A sensible response to what is ahead. You do not often see the cautionary approach from an adventurer. Of course, that is why you do not often meet OLD adventurers. If you do decide to return, please keep in mind that there is a reason that no one has breached this place to any significant degree in over three hundred years. You have heard the history or you would not be here. Durlag was a disturbed man; his spirit was broken by the deaths of those around. This place reflects what happened to him and he seems to demand you understand him before you are allowed passage.
 * Durlag's Tower is not to be mocked.
 * You should expect to see many more things that you did not expect. Heheh...oww...don't make me laugh. I've a dart in me gullet doing some nasty things. My name is Bayard, and me friends and I came here just as you did. It looks a rewarding place, but I have decided it is beyond my ability.

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