# Penultima ReRolled
PR4 - Pastor of Muppets
Spoilers and Walkthrough

(part of a campaign for neverwinter nights by stefan gagne, copyright 2003)

Visit Penultima on the Interpla-- err, Internet, at http://pixelscapes.com/penultima for world maps, module downloads, character art galleries, news updates and more.

Campaign modules are free to distribute, provided that the contents of the .ZIP archive are not altered in any way.

SPOILER WARNING (duh) SPOILER WARNING (duh) SPOILER WARNING (duh)

Talk to Dawn when you begin, then talk to the ghostly image of Kyle, then Dawn again. Now you can select your henchman.

- Selecting Zachary will let you bring him along to meet his mother and father, which is a fun scene, nets you some XP, and is good if you're following his romance subplot.
- Grandma has a friend in town, who will give you two decent magic items.
- Sally wants to ask the villagers about what happened to her father. Doing so gets her an AC boosting amulet that carries over into PR5, good if you want to bring her into that module, otherwise not important.
- Talya has a very important (and funny) subquest if you're following her romance plot, which will change some events in PR5.
- Whisper has a key subquest which can also change the story going into PR5, since she has a chance to escape Azul once and for all if you bring her with you. If you don't, then she'll still be with Azul in PR5. Whether or not you want to save her is up to you, really.

### Welcome to Stout Village, Home of Manure and Mud and Bards

You've come on a mission -- to find the informant. But before you do that, Stout Village holds a number of subquests you may want to partake in. All of these quests can also be done after the main quest is complete, so it's up to you if you want to do them before or after...

The Kazoo.plane Competition There's a continuation of the competition in PR2 in the Stunted Weasel inn. The contestants? You (since you won in PR2), Negative Energy Ray and the Enchanters, and Muffy Peaks. It looks like pop star Muffy Peaks is a lock to win, but if you fetch the Cow Laxative from the storage barn (that's the smaller one near the northwest of town) and give it to her when she wants Vanilla Ale, she'll drink it, scream bloody murder, and run for it. After that all that's left is you and Ray. Talk to the judges after running Muffy out on a rail, and you'll be given the option to suggest Ray as the winner (netting you 2500 gold) or to take the prize for yourself (5000 gold and a contract). If you take it for yourself, bewarned -- the finale of PR5 will be a bit different, since you'll then be retiring from adventuring in order to become a pop star... unless you ditch the contract before then, in which case the deal is off and you can keep the money. Nice!
I'm a Genie in a Bottle, Baby One of Talya's ancestors lost a fairy in a bottle during a crooked poker game. After arriving in town, Talya will want to talk to you about how she plans to steal it back. Go to Fentin's store, and talk to him about the weather. Talya will sneak over to the glowing sack and swipe the bottle. Leave the store, use the bottle on an empty spot on the ground and Fia the fairy will appear. I don't want to spoil things for you, but if you've followed Talya's romance quest, you get some nice interaction here... and a magical ring that will be a nice boost to you and Talya in PR5. A ring with a very special binding trait...
Sally Wants Answers Sally has a small subquest with a good reward. Basically she wants to ask around town and see if anybody was involved in the raid which resulted in the death of her father. All the villagers point you towards Byron, and note that they didn't take part in the raid. Byron will explain that he worked against Vigil, and the rumors of a rampaging mob of villagers were untrue. He also gives Sally an amulet to boost her AC by 5, which will carry over into PR5.
The Retired Adventuresses Sewing Circle Grandma has a friend in town -- it's Nana Plowshare, of the famous Plowshare family! She's just south of Cooter and Nigel's houses. Head there, and let Grandma talk on and on and on with her old friend. In thanks you'll get a key that nets you two nice magic items... a 10-use fireball throwing shovel, and a 1-use black tentacle pickaxe. You can't sell them since they're then flagged as stolen (what a pity) but it's still a sweet reward.
Neighborly Dispute Cooter and Nigel are having a dispute over the garden that lies between their two houses. (They live in the southwest area of town.) Your job is to settle the dispute by either persuading or intimidating one of them into giving up claim over the plot of land. Cooter will give you a slightly useful badger summoning item if you shake down Nigel for the garden; Nigel will give you a nice gem. Both are of equal value, it depends on who you like more and which reward you'd rather have.

There's also some silliness involving cows, but I only put it in for fun when I was very tired one night and it has no bearing on the plot, so I'll leave it to you to find it. :)

Other things you may want to do:

Visit Fentin Cropduster in the windmill building, and buy supplies. You are in for a long, long, hard brawl ahead and it'd be bad to be caught undersupplied. You can complete the Kazoo.plane contest to earn some spending money if you're running out, and also complete the Cooter and Nigel subquest to get an item for selling.

Visit Iris Lyre, in the grove near the inn. You don't have to meet her but it'd help to have met her before things start getting ugly.

You can't go into the Interesting Mountains just yet to finish Whisper or Zachary's subquests -- there's a locked gate there. It'll be opened later. For now, stick to the village.

### Goodnight, Moon. Hello, Zombies

Once you're done touring Stout Village, drop in on Byron Lyre. He's in a house in the central northern part of town, and when you ask him about the informant, he suggests that you go get some sleep at the inn and you'll discuss matters in the morning. Get a key from John Stank at the inn, and head to your room. Your henchman will take the room next door.

In the middle of the night you wake up to find that the town is empty of villagers and full of zombies! Talk to Byron, since he's in the inn now, and let him join up. He will be your henchperson from this point onward, so take good care of him, as you'll need him alive for many events.

The obvious thing to do would be to head to the graveyard and figure out what's going on, but Byron has other plans. Instead, follow him up the ramp behind the inn, and into the mountains. He'll provide a key to unlock the gate that lets you in.

The mountains are one long fight after another with Kaos Fragments and worse. When you finally get to the top... well, I'm not even going to spoil this part of the story for you in the spoilers, so I'll stick to the facts -- talk to the guardians so they'll let you in, talk to the person you meet, and when it's time to go back down the mountain you can FINALLY go to the graveyard.

The graveyard is filled with -- what else? -- zombies. Fight your way through, and up to the crypt which was previously inaccessable. Once inside you can finally take a breather!

### Temple of the Banging of the Head

Welcome to the Crypt of the Three Horsemen, final resting place for some legendary dark bards. Mort's got the whole town hostage in the arena area, but you can't get there yet. Talk to the Curst Roadie to obtain a backstage pass -- now you need to have it autographed by the Three Horsemen themselves, in order to get by that door and into the arena.

This chamber is enemy-free, so it's a good place to rest. There's also a souvenier shop to the north, which sells expensive but much needed supplies; this is your lifeline if you're running low. You also might want to buy a Long Pig inna Toasted Bun, since you're going to need it later and won't have to run back and forth this way.

The doors to the east lead to the resting grounds of the Three Horsemen. Each one has a subquest for you to complete before they'll sign your pass.

War's Groupie War is tending to his garden and wants nothing more to do with adventuring. However, he's got a hanger-on who wants to learn the art of war, and won't take no for an answer... Talk to War, then fight your way through some somewhat easy dire badgers until you reach a young gnoll named Spike. Spike wants to be strong. Spike wants to be big 'n bad. How do we take care of spike? There are two ways -- you can try to persuade him against becoming an adventurer (a difficult Persuade check, but it'll net you a nice warhammer) or you can 'take a dive' by letting him swing at you and pretending to be defeated. Return to War after Spike's satisfied, one way or another, and get your autograph.
Famine's Hunger Before going on this one, buy a Long Pig inna Toasted Bun from the souvenier shop. You'll need it. You can always come back for it but this way there's less running about. What follows are a series of very nasty brawls with skeletons. Casters and fighters are mixed together, and you can expect at least five of these. Along the way don't miss the Bone Gems laid at the altars and floor designs; they're not worth much by themselves, but gather all of them and it's a nice sum. When you reach Famine, feed him the chow you bought, and he'll sign your autograph. There's a shortcut back to the stairwell just south of his location.
Pestilence's Disease Talk to Pestilence upon arriving. He'll explain that you need to collect six diseases from the monsters in this area before he can cure himself -- and before he'll sign your pass. This is relatively nasty, since the monster encounters do respawn, and you could find yourself backtracking through them as you hunt down each of the six encounters. Each one lowers a key stat by 2 points, so you'll end up with penalties on every stat by the time you're done. Use the Disease Detection wand lying around Pestilence's bed in order to check which diseases you have. If you use potions to cure yourself, you may need to go talk to Pestilence to have him suck out the diseases and 'reset' the puzzle. Resting will also reset the puzzle. If you talk to Pestilence when you have all six in your body, you'll be cured, and get your autograph.

Use the pass on the metal portcullis, and fight your way through a few more zombies, and you'll finally be at the arena.

### For Those About To Rock (We Salute You)

You'll find the whole town population, including your former henchman (if any) in the arena waiting for you. Talk to Mort (make sure Byron is alive and with you!) and the endgame begins.

After a musical production (you DID copy rerolled5.bmu into your music directory, right?) and more chatting with Mort, it's going to be you, Byron, and Iris against Mort's zombies, skeletons, and Mort himself. You're thrown into battle the minute conversation ends, after being taken to a special part of the temple, so be ready!

There is some strategy to this battle. You'll be rushed by zombies and skeletons directly ahead and to the left/right while Mort is in the upper center, casting spells. If you have summoned animals, they may be able to get Mort before you can -- but he specializes in wiping out your summons so don't expect them to hold him long. Leave the minions to Byron and Iris, and if you can safely navigate around them, focus on Mort. He's a good caster, but also good at hand to hand, so be careful.

Once Mort dies, a portal opens so you can leave, but you'll want to clean up the other monsters first and pick up the 1d12 that Mort drops. Once all that is done, take the portal.

Time passes offscreen, and you find yourself back in Stout Village. It's daytime, the townspeople are back, and all is well. Talk to Byron and he'll give you his rapier as reward. You're done! Mostly.

### One Last Thing...

First of all, you can finish any Stout subquests now if you passed them up before.

Second, now that the Interesting Mountains are unlocked, you can finish Zachary and Whisper's subquests..

Whisper's Plea Whisper has one chance to escape Azul's slavery, and needs your help. Take Whisper up into the mountains, to visit Salvatore. Agree to help her out, and let Salvatore perform the ritual to free her. Whisper will be gone, and you'll get a plot token signifying that she's free at last, free at last. This doesn't net you any money or experience, but it's the Lawful Good thing to do, and will change some story events in PR5.
Meet the Parents Take Zachary into the mountains. There's a cave to the south where his parents live. Say hello to the folks (agree to take a cookie if you want a good one-use stoneskin item) and watch Zachary and his father get into a huge arguement. Eventually it's gonna come down to Dragon vs Dragon in a huge brawl! You can stay the hell out of it if you want -- although that'll mean Zachary is defeated. If you help, even if it means being stepped on now and then, he may be able to beat his dad. The outcome is similar either way, they make up and everybody lives happily ever after. This is a good opportunity (and your last one!) to get a love token with Zachary, by complimenting him and being nice to him. If you have one already, the dialogue may change a bit, too.

You're done! Talk to the plot fairy by the eastern road out of Stout, and go home.

copyright 2003 stefan gagne