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Nordom
Nordom
View Nordom's Statistics
This modron seems to be subtly different from the others you have seen. It carries a pair of crossbows in its four arms, and it seems to be taking an active interest in your behavior.

You'll first encounter Nordom while making your way though the "Hard" level of the Rubikon dungeon. Simply strike up dialogue with him, which will eventually lead to his offer to join your party.


Starting Equipment:

Nordom's Crossbows
Nordom's Crossbow Bolts
Nordom's Ocular


Biography:

Backwards modron - Nordom. Queries? Chronology: Modron March. Destination: Limbo. (Original Destination: Mechanus -> reason for destination shift unknown. Reason: Lost?) New parameters dictated by superior: Shaped matter of Plane (Limbo) to test hypothesis. Rubikon dungeon constructed.

Superior lost in field test. Superior = Nordom? After exposure to Plane, perspective has deviated from norm. Perceptions have become smaller and louder. Wings have been replaced with arms: reason unknown. Suspicion/hypothesis: not liked wings? Speculation.

Nordom was once "one" but am now smaller, louder "one." Processing information difficulties.

Two spirits of Rubikon gears assist Nordom. Transformed these- selves into weapons to defend against Rubikon errors. Their query: leave this place and shoot other hostile sentients (goal: adventure?).

Reason for Nordom deviation unknown. Primary function terminated when Rubikon disintegration reached three cubits inwards and increasing. Processing functions... functions re-defined upon arrival of new sentients. Nordom now gear in new hierarchy.

Designated leader: Addressee. Attention: Nordom follows.


NPC Conversations:

Nordom is the source of several important conversations. Here's a list of the most rewarding dialogue:
  • Simply convincing Nordom to join your party is worth 36,000 experience points.


  • If you have an intelligence of 16+, ask Nordom about Mechanus and follow the conversation until you point out that his change in perspective could be due to his separation with the source. This is worth 36,000 experience and will grant Nordom a +1 bonus to intelligence, a +1 bonus to constitution, and full healing.

  • To show Nordom you are the Creative Director you need to fight the Evil Wizard Construct in the Modron Maze with Nordom in your party. If Nordom knows you are the director, you can do the following:

      - If you are a fighter and have a strength of 16+, you can order him to increase his fighting skills and accuracy for 36,000 experience points, and -2 intelligence, -2 AC, +1 constitution and +1 dexterity for Nordom.

      - If you are a mage and have an intelligence of 16+, you can order him to increase his introspection routines for 36,000 experience points, +2 intelligence for Nordom, several pieces of Junk, and the Twisted Gear of Enoll Eva. You can use the gear to learn the spell Enoll Eva's Duplication.

      - If you are a thief and have a dexterity of 16+, you can order him to increase his stealth and accuracy for 36,000 exp and -2 strength and +2 dexterity for Nordom.

      - If you have a charisma of 16-19, you can order him to become more than he is for 36,000 experience points and +1 strength and +1 constitution for Nordom.

      - If you have a charisma of 18-24, you can order him to become more than he is for 48,000 experience points and -1 AC, +2 strength, and +1 constitution for Nordom.

      - If your charisma is 25, you can order him to become more than he is for 60,000 experience points and -2 AC, +1 luck, +2 strength, and +1 constitution for Nordom.

  • With an intelligence of 17+, you can go through his duties, and when you get to the part about extermination of errors ask him about better weapons. You can suggest bolts with pyramid heads for ten Rule-of-Three Bolts.


  • With an intelligence of 16+, you can go through his duties, and when you get to the part about extermination of errors ask him about better weapons. You can suggest bolts with more accuracy and a feather decoration for ten Winged Bolts.


  • With an evil alignment and an intelligence of 16+, you can go through his duties, and when you get to the part about extermination of errors ask him about better weapons. You can suggest vicious bolts for ten Bolts of Wincing.


  • With an intelligence of 16+, you can go through his duties, and when you get to the part about wayward item recovery you can ask him about item identification for a Magnifying Lens.


  • With an intelligence of 16+, you can go through his duties, and when you get to the part about wayward item recovery you can ask him about what he found on his last trip for three sets of Junk, a Stinger Earring, a Gold Bracelet, a Glass Eye, a Fanged Mirror of Yehcir-Eya, and 333 copper pieces.