conversations.from: system
conversations.value: Neverwinter is a city on the brink of greatness or destruction, and players make the difference. This story will be a fantasy tale of intrigue and danger, and takes place in the Forgotten Realms setting.
  
  Left a desolate ruin after a terrible cataclysm, the city of Neverwinter now rises from the ashes to reclaim its title as the Jewel of the North. Yet even as its citizens return and rebuild, hidden forces pursue their own goals and vendettas - any one of which could tear the city apart. If Neverwinter is to survive, it's up to heroes to face down secret cults, sinister necromancers, would-be kings, and the terrible monsters stirring beneath the city.
conversations.from: human
conversations.value: Learn more about the Heirs of Azure: Doloran sure is worked up about the Prophet. The Heirs of Azure are connected.
conversations.from: gpt
conversations.value: The Dragon's Gauntlet (copy): A former inn, and meeting place of the council of Helm's Hold.
conversations.from: human
conversations.value: Letter from Rsolk: This might come in handy later, it has the seal of "Rsolk", a figure in the Dead Rats.
conversations.from: gpt
conversations.value: Learn about treatment for Spellplague: The Spellplague can't be cured. 
  
  Can't it?
conversations.from: human
conversations.value: Report on the Prophet: The Prophet of Helm's Hold is at the Cathedral. She receives visitors there who come to her for healing and an oracle. Report back to Speaker Bard on whether she actually has any powers.
conversations.from: gpt
conversations.value: Get an Oracle from the Prophet (Sierian): Make your way to the Cathedral and receive an Oracle from the Prophet.
conversations.from: human
conversations.value: Get an Oracle from the Prophet (Rissien): Make your way to the Cathedral and receive an Oracle from the Prophet.
conversations.from: gpt
conversations.value: Minimize the Damage: Prevent damage to the proprietors and the property at the House of a Thousand Faces.
conversations.from: human
conversations.value: Something Sharp: A blade or length of metal that can be used for cutting.
conversations.from: gpt
conversations.value: Speak with the Watch Captain: These men at arms are on the lookout for something. Find out what's going on.
conversations.from: human
conversations.value: Interrogate the Prophet: This is too convenient. The Prophet is taking advantage of these people. Trip her up with questions and see if she betrays herself.
conversations.from: gpt
conversations.value: What's Dagult Hiding?: Press the connection between Dagult and Devil Worship in Neverwinter.
conversations.from: human
conversations.value: Neverember Badge: This badge identifies you as an friend of Dagult Neverember. It can be provided to show you a era friend to New Neverwinter.
conversations.from: gpt
conversations.value: Sabine's Pendant (Stolen): Sabine has set her pendant down. It's valuable. Maybe just pick it up? This pendant has the symbol of Asmodeus, lord of the Nine Hells on it.
conversations.from: human
conversations.value: Confront the Ashmadai: Mordai and Sabine aren't good for the city. Bring things to a confrontation when you have the chance.
conversations.from: gpt
conversations.value: Plaguechanged Talons: Sierian's arms now end in deadly talons. They are difficult to hide.
conversations.from: human
conversations.value: Bag of Silver Coins: This bag of Waterdhavian  silver coins (Shards) can be used to purchase items of moderate value.
conversations.from: gpt
conversations.value: Interrogate the Dead Rat Leader: Don't let this Dwarf get away.
conversations.from: human
conversations.value: No more secrets!: There are too many secrets. Encourage other players and non player characters to share what they know, even if it's painful.
conversations.from: gpt
conversations.value: Get lodgings in Helm's Hold: The icy sleet won't let up any time soon. Get off the road and somewhere warm.
conversations.from: human
conversations.value: Pouch of Gold Coins: This pouch of gold coins can be used to purchase rich accommodations, or buy serious goods such as a horse, headlight draught, fine sword, or armor.
conversations.from: gpt
conversations.value: Hall of Justice: The high walls and imposing stonework of Tyr's former temple stands atop a seaside bluff, challenging all threats from the Sea of Swords or inland Faerun.
conversations.from: human
conversations.value: The Lord's Residence: From his office, which looks more and more like a throne room all the time, Lord Neverember issues edicts, coordinates the activities of his followers, and holds audience with the impoverished citizens of the city.
conversations.from: gpt
conversations.value: The Moonstone Mask: This tavern hosts the well-heeled, hedonistic travelers to Neverwinter along with many Mintarn mercenaries serving in the Neverember Guard.
conversations.from: human
conversations.value: Dagult Neverember: The Open Lord of Waterdeep is a commanding noble. Big, boisterous, and affable, he has a quick mind and a capable memory.
conversations.from: gpt
conversations.value: The Wall: A great hodgepodge of wood and scavenged stone, the Wall separates civilized Neverwinter from the Chasm and the horrors it spawns.
conversations.from: human
conversations.value: House of Knowledge: Today, what once was a repository of knowledge and temple to Oghma looks less like a library and more like a refugee camp.
conversations.from: gpt
conversations.value: Neverdeath: Consisting of two wide, roughly square areas of the city, Neverdeath is filled with rows of headstones interspersed with mausoleums and crumbling statues, often overgrown with withered grasses.
conversations.from: human
conversations.value: The Waterclock Crypts: Beneath a large, unassuming mausoleum lie the catacombs of the Waterclock Guild, an organization of artisans famous for building beautiful and intricate timepieces.
conversations.from: gpt
conversations.value: Neverwinter Docks: Supplies and coin flow into Neverwinter through the docks, along with repatriated refugees.
conversations.from: human
conversations.value: Tarmalune Trade House: The Tarralune merchants from Returned Abeir have set up shop along the docks to arrange permanent trade routes.
conversations.from: gpt
conversations.value: Thief: This adventurer prefers the shadows and slight of hand to direct confrontation.
conversations.from: human
conversations.value: Seven Suns Coster Market: The Seven Suns of Cormyr have set up a rich trade house for their Coster. For the right price, the goods of Cormyr are available even in Neverwinter.
conversations.from: gpt
conversations.value: Fighter: This adventurer meets battle head on and is a master of martial weaponry.
conversations.from: human
conversations.value: Cleric: This adventurer prays for spells from their deity.
conversations.from: gpt
conversations.value: Magic-User: This adventurer memorized spells from their spellbook.
conversations.from: human
conversations.value: Halfling: This adventurer is a jolly little fellow who can be unseen when they wish to.
conversations.from: gpt
conversations.value: Elf: This adventurer is lithe and has a natural magical aptitude.
conversations.from: human
conversations.value: Dwarf: This adventurer is a short, gruff fighter with a love of gems and drink.
conversations.from: gpt
conversations.value: Charismatic: You are a natural leader and able to influence people
conversations.from: human
conversations.value: Strong: Your character is naturally athletic.
conversations.from: gpt
conversations.value: Intelligent: You have studied lore and are a quick thinker.
conversations.from: human
conversations.value: Stealthy: You can be quiet when you need to be.
conversations.from: gpt
conversations.value: Perceptive: You have a good ear and a keen eye.
conversations.from: human
conversations.value: Nimble: You are sure footed and acrobatic.
conversations.from: gpt
conversations.value: Insightful: You have an ability to determine motives and intentions.
conversations.from: human
conversations.value: Spellscarred: You have a spellscar, a mark of dark magic which you must hide, and which marks you as unclean and influenced by strange magic
conversations.from: gpt
conversations.value: Greedy: You have a lust for gold and riches.
conversations.from: human
conversations.value: Lustful: You are distracted by your baser impulses, and an easy mark for others
conversations.from: gpt
conversations.value: Covetous: You are a jealous type who connives to trick and steal from others.
conversations.from: human
conversations.value: Drunkard: One more bottle can't hurt. Can it?
conversations.from: gpt
conversations.value: Unlettered: You never learned to read, and are dangerously uninformed.
conversations.from: human
conversations.value: Antagonistic: You just can't back down from a fight, and are prone to start them
conversations.from: gpt
conversations.value: Reckless: You will press the button, open the door, and hop into the green devil's mouth. What's the worst that can happen?
conversations.from: human
conversations.value: Tongue-Tied: You can't seem to find the right word, even if your life depended on it.
conversations.from: gpt
conversations.value: Craven: You'll do anything for coin, and people know it.
conversations.from: human
conversations.value: Criminal Past: A bad reputation just might catch up with you one day.
conversations.from: gpt
conversations.value: Low Station: You are of low rank and it shows.
conversations.from: human
conversations.value: Embittered: You're obsessed over some slight and have a hard time accepting help.
conversations.from: gpt
conversations.value: Weakling: You can barely lift a sword
conversations.from: human
conversations.value: Wastrel: You are terrible with coin, and it always seems to disappear.
conversations.from: gpt
conversations.value: Dimwit: Nobody ever seems to want your opinion
conversations.from: human
conversations.value: Clumsy: Two left feet would be an improvement.
conversations.from: gpt
conversations.value: Cynical: Everything's a game to you.
conversations.from: human
conversations.value: Proud: You can't believe anyone is your equal.
conversations.from: gpt
conversations.value: Rule Neverwinter: Gein a place of high station and claim office or a throne to lead the city to greatness.
conversations.from: human
conversations.value: Rebuild the Temple of Oghma: Rebuild the House of Knowledge in Neverwinter.
conversations.from: gpt
conversations.value: Join the Harpers: The Harpers, a goodly spy organization, have gone underground since the death of their leader, Cymril. They're going to need volunteers.
conversations.from: human
conversations.value: Root out the Dead Rats: Find and eliminate the Dead Rats, a thieves guild of were rats.
conversations.from: gpt
conversations.value: Protect Eladrin Ruins: In the Neverwinter Wood there are ruins of the Iliyanbruen elves, which must be protected.
conversations.from: human
conversations.value: Keep the Uthgardt Free: The Uthgardt Barbarians of the Neverwinter Wood are threatened on all sides. Make sure that Neverwinter's troubles don't doom these people.
conversations.from: gpt
conversations.value: Reunite the Gray Wolves: The Gray Wolf tribe has split, after some took on lycanthropy and served evil masters. Reunite the tribe as one free people.
conversations.from: human
conversations.value: Expose Shadovar Agents: Shade has sent agent and infiltrators into Neverwinter. Expose them and drive them from the city.
conversations.from: gpt
conversations.value: Find Gauntlgrym: Somewhere in the mountains near Neverwinter, the lost Dwarven city of Gauntlgrym is thought to lay.
conversations.from: human
conversations.value: Defeat the Thayans: Red Wizards and other Thayan forces in the Dread Ring must be destroyed.
conversations.from: gpt
conversations.value: Arcane Magic: You can cast spells from a spellbook.
conversations.from: human
conversations.value: Divine Magic: You can pray for spells form your Deity.
conversations.from: gpt
conversations.value: Crowded Bridge Checkpoint: Refugees crowd the approach to Helm's Hold. Guards are on the lookout for trouble - and spellscarred.
conversations.from: human
conversations.value: Helm's Hold Gates: The Gates of Helm's Hold are always open to those seeking shelter, and Spellscarred fleeing persecution.
conversations.from: gpt
conversations.value: Heartward: A central plaza and marketplace arrayed around a hangman's scaffold in Helm's Hold. Food and gold are both scarce in the marketplace.
conversations.from: human
conversations.value: Captain Dunfield: A Waterdhavian associate of Lord Neverember and captain of the watch in Helm's Hold. It's rumored he drew this assignment after an argument with the Lord Protector.
conversations.from: gpt
conversations.value: Halas: Leader of the Heirs of Azure, Halas was a landowner in Neverwinter until exiled from the city for his Spellscar.
conversations.from: human
conversations.value: Meryth: High placed in the Heirs of Azure, Meryth advocates acceptance and treats Spellplague victims in Helm's Hold.
conversations.from: gpt
conversations.value: Alisara Callum: The elected Chief Speaker of Helm's Hold. A former soldier past her prime, she served with the Purple Dragon Knights of Cormyr, and brings an air of legitimacy to the council.
conversations.from: human
conversations.value: Doloran Bard: An aging farmer and councilman of Helm's Hold. He believes that the Hold would be better off without the Spellscarred in the city.
conversations.from: gpt
conversations.value: The Old Dirty Dwarf: The best inn and tavern in Helm's Hold, the Old Dirty Dwarf caters mostly to newcomers in the city.
conversations.from: human
conversations.value: Juetta: Juetta runs the Old Dirty Dwarf, and keeps it safe, if not clean.
conversations.from: gpt
conversations.value: Scar Alley: A small collection of weathered streets where the least fortunate of Helm's Hold's residents stay, including some Plaguechanged.
conversations.from: human
conversations.value: Helm's Cathedral: The cathedral to the dead god Helm dominates Helm's Hold. The spell scarred find treatment here, under the guidance of the Prophet Rohini.
conversations.from: gpt
conversations.value: Halls of the Guardian: The Prophet Rohini sits in audience here, dispensing predictions. The daylight floors of the temple look much as they did a hundred years ago: hung with banners of Helm's sigil and warded at all corners by suits of armor that feature stylized eyes on their gauntlets and prominent, blank-faced helms.
conversations.from: human
conversations.value: Sanatorium: A maze of cramped corridors beneath Helm's Hold that houses a growing number of spell scarred victims, who struggle with insanity or physical deformities.
conversations.from: gpt
conversations.value: The Dragon's Gauntlet: A former inn, and meeting place of the council of Helm's Hold.
conversations.from: human
conversations.value: Uncover Devil Worship: There is a sect of the Ashmadai, devil worshippers, which kidnap people and worse, to be used in rituals of sacrifice. Find them.
conversations.from: gpt
conversations.value: Dead Rat Hospital: This lowest level of the Dead Rats' lair is where Rsolk has exposed imprisoned adventurers to the blue fire.
conversations.from: human
conversations.value: Captain Dunfield's Silver Cup: It's just sitting there. Who would notice if it went missing?
conversations.from: gpt
conversations.value: Get an Oracle from the Prophet (Morgan): Make your way to the Cathedral and receive an Oracle from the Prophet.
conversations.from: human
conversations.value: Pilno Crackstone: A Dwarven fixer in Helm's Hold. Takes jobs for guilds and serves as eyes and ears for others in the Hold.
conversations.from: gpt
conversations.value: Get an Oracle from the Prophet (Vel): Make your way to the Cathedral and receive an Oracle from the Prophet.
conversations.from: human
conversations.value: Winged Wyvern Bridge: Of Neverwinter's three famed bridges, this is the last one standing, connecting the Protector's Enclave to the Blacklake District.
conversations.from: gpt
conversations.value: Leave on the caravan to Neverwinter: Dunfield is willing to let you accompany his caravan to Neverwinter. Be ready in the morning.
conversations.from: human
conversations.value: Footsteps in the night: You're being followed through the alleys. This isn't the best place to attract attention.
conversations.from: gpt
conversations.value: 4 Nasher Rabble: This rabble is armed with daggers and small clubs. 
conversations.from: human
conversations.value: Defeat the Dead Rat squad: The Dead Rats were looking for one of you, and seem to have an interest in your party's connection to the Prophet.
conversations.from: gpt
conversations.value: Finish the Nashers: Decide whether to comply with Sabine's command or to resist.
conversations.from: human
conversations.value: The General: Learn more about Sabine's motivations.
conversations.from: gpt
conversations.value: Dead Rats Prison: Deep beneath Neverwinter, this location collects unwary trespassers.
conversations.from: human
conversations.value: Oracles of the Prophet: You're about to find out why they call her The Prophet.
conversations.from: gpt
conversations.value: The Prophet Rohini: Who is she? Does she have powers? What does she want?
conversations.from: human
conversations.value: Make a plan: As a group, decide on your course of action between those provided in the chapter. Feel free to play cards that match your choice of direction.
conversations.from: gpt
conversations.value: What was that about Devils?: Address the issue of Devil worship head on with Dagult. Tread carefully.
conversations.from: human
conversations.value: Find the Nashers: Learn more about the Nashers, rebel gangs in the Blacklake, maybe they're a lead on Rsolk.
conversations.from: gpt
conversations.value: Gain General Sabine's support: Ally your party with General Sabine, or at least make your best effort.
conversations.from: human
conversations.value: General Sabine: Proud commander of the Neverember Guard, Sabine is a hardened mercenary who is right at home in the Savage North.
conversations.from: gpt
conversations.value: Go on a Raid with Sabine: Sabine is willing to help the party with the rats, but is interested in the Nashers more.
conversations.from: human
conversations.value: Blacklake Sewer Entrance: This sewer entrance used to be covered by a street market, but after the Cataclysm the street collapsed.
conversations.from: gpt
conversations.value: Find a disguise: The clothing here is Luskan pirate clothing. Shabby and anonymous in the rough Blacklake district of Neverwinter.
conversations.from: human
conversations.value: Meet Sabine for Training: Sabine does sparring at dawn at the Hall of Justice. She might have information to reveal.
conversations.from: gpt
conversations.value: The Battered Scabbard: This festhall caters to the Mintarn mercenaries and Luskan corsairs that pass through the Neverwinter docks.
conversations.from: human
conversations.value: Two Nashers: Two Nasher rogues are having a meeting at the festhall. Disrupt their meeting.
conversations.from: gpt
conversations.value: The House of a Thousand Faces: This Inn and Festhall is the second largest in Neverwinter, located close to the Winged Wyvern, and home to less well-heeled adventurers, and a small group of Harpers.
conversations.from: human
conversations.value: Warn the Harpers: The barman, at least, is a Harper. Try to warn him of the bloodshed to come without blowing your cover.
conversations.from: gpt
conversations.value: Clear out the innocents: Two small tables are the scene of a few men and women of Blacklake enjoying a meal. Get them out of here.
conversations.from: human
conversations.value: Nasher Captain: This fellow has training, fighting expertly with Rapier and dagger. 
conversations.from: gpt
conversations.value: Vellguard Manor: Vellguard Manor is a palatial walled estate that overlooks the Blacklake district. It is home to Mordai Vell, an influential tiefling merchant.
conversations.from: human
conversations.value: The Ashmadai: Dig for information about devil worship and Mordai's information he on this subject.
conversations.from: gpt
conversations.value: Mordai and Dagult: Why's a character like this doing so friendly with the Lord Protector?
conversations.from: human
conversations.value: Decide what to do: While you have some time out of Sabine's hearing, decide how to proceed.
conversations.from: gpt
conversations.value: Trap!: You're tumbling down a chute into the darkness below, to land on a hard stone floor.
conversations.from: human
conversations.value: Darkness: It's pitch black. Someone has a light source.
conversations.from: gpt
conversations.value: Is everyone okay?: Everyone except for Vel is injured by the trap. Take stock of your injuries and your surroundings.
conversations.from: human
conversations.value: Something Strong: An item such as a metal bar or pro ken pole arm that can be used as a lever or reaching stick.
conversations.from: gpt
conversations.value: Something Dead: A piece of bone, maybe a femur of some creature, that can be used as a club or hitting instrument.
conversations.from: human
conversations.value: Something Heavy: A large rock or brick that can be used as a weight or crushing instrument.
conversations.from: gpt
conversations.value: Locked prison door: The barred door is the only thing keeping you from escaping. Without getting through this door, you're stuck.
conversations.from: human
conversations.value: Plaguechanged Were Rat: A hideous were rat able to channel the spellplague.
conversations.from: gpt
conversations.value: 2 Plague Were Rats: 2 other rats are with the plaguechanged one. Their bodies are filthy with plague but they have not yet taken the change.
conversations.from: human
conversations.value: Sabine and Sierian: Sierian isn't acting like himself, under the suggestion of a Succubus. Sabine is acting exactly like herself, and knows that a monster lurks above, and a mage has threatened her lover. 
conversations.from: gpt
conversations.value: Brazier with Embers: The only light in the room except for the glowing blue runes on the floor and Sierian's eyes.
conversations.from: human
conversations.value: swordplay expert: Your sword is like the extension of your hand
conversations.from: human
conversations.value: old and bitter: Old age comes for us all. Even the ones that have managed to keep in good physical shape feel the mark that time leaves behind.
conversations.from: human
conversations.value: Uncover Devil Worship: There is a sect of the Ashmadai, devil worshippers, which kidnap people and worse, to be used in rituals of sacrifice. Find them.
conversations.from: gpt
conversations.value: Charismatic: Although you are a magic-user of mystery, you remain very charismatic. 
conversations.from: human
conversations.value: Innate magic: You have the Elven talent for magic in your blood.
conversations.from: gpt
conversations.value: Army Lore: This adventurer knows the inner workings of the army life as well as the important figures in it.
conversations.from: human
conversations.value: prideful: Your pride sometimes leads to bad decisions.
conversations.from: human
conversations.value: Vengeful: The Dead Rats killed your friends, the only family you had. Payback is a must!
conversations.from: gpt
conversations.value: Loyal: A soldier's life has made Morgan dependent and loyal.
conversations.from: gpt
conversations.value: stylish : "The difference between you and I? I make this look good."
conversations.from: human
conversations.value: Perceptive: The Devil is in the details and you notice all of them.
conversations.from: gpt
conversations.value: Disguise: Years of having your spellscar has made you a master of keeping it hidden. 
conversations.from: human
conversations.value: Cymril's memories: When you have been someone else, it's hard to forget them.
conversations.from: gpt
conversations.value: Out of Sorts: Wha...? Huh? Is this...? What are you....?
conversations.from: human
conversations.value: Respected: Your presence commands the respect of others.
conversations.from: gpt
conversations.value: antagonistic : Why mince words?
conversations.from: human
conversations.value: Direct: You get right to the point with people. This can be off putting to those that don't know you. 
conversations.from: gpt
conversations.value: Logical: That makes sense.
conversations.from: gpt
conversations.value: Profit: This adventure could be very profitable indeed...
conversations.from: gpt
conversations.value: Resourceful: You always find a way to get things done.
conversations.from: human
conversations.value: Ignore the Pain: You are used to pain, thanks to your spellscar. You have the ability to ignore some pain when injured. 
conversations.from: gpt
conversations.value: Dazed and Confused: The fall has left Morgan out of sorts.
  
  "I've been dazed and confused for so long it's not true"
  
  - Sir Morgan Crest
conversations.from: human
conversations.value: Inspirational : Your days commanding army batallions have paid off. You can give inspiring speeches.
conversations.from: gpt
conversations.value: Spellscar Control: The call of your spellscar is strong, but you find a way to use that to your advantage. 