Skull Gorge - Level 1

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Enter the Shadow
Upper Temple
  1. Upper Entrance
    This appears to be the upper reaches of the old Jergal temple. You see no signs of orcish presence here, though there are some strange marks in the dust.
    (Tracking DC10 check) The marks in the dust appear to be from a small human who attempted to later cover their tracks.
    An arrow trap is here in this room, placed by Frish the rogue in case orcs should manage to make it past the riddle door.

  2. Waiting Room
    Stone benches suggest this may have once been a waiting room at some time. Faded frescos cover the walls. One depicts the cycle of life. Another shows priests preparing a body for burial. The final mural shows the spirit passing from the mortal realm to the afterlife.

  3. Outer Chamber
    Large braziers rest on the floor, their brass surfaces tarnished with age. There are also signs of recent activity, such as a barrel of clear water, a few food scraps on a plate, and a thread and needle on a pile of clothes.


  4. Bedroom
    This appears to have been a bedroom at one time, and has now been reoccupied. A poorly constructed mattress of hay and cloth rests on an ancient stone bed.
    A small chest is in the corner, locked and trapped. Inside are two healing potions, 50gp, and a few gems.

  5. Meeting Room
    This large, sparse room has a stone table in the center.

  6. Inner Chamber
    This room is bare and whatever furniture was here has long decayed.
    Hidden in a wall crevice is a small cavity containing a Scroll of Prayer.

  7. Above the Temple
    This room appears to be directly above the main temple. A large opening is in the center of the floor. Also, the door on the far wall appears to be barred from this side.
    A couple Potions of Cure Light Wounds rest in the corner. Frish the rogue is here, near the opening:
    "I, Lord Frish, speaker for the great Gruumsh, have spoken. I forbid the raid on Hill's Edge for today - the stars are not ripe for glory."
    "Now, where is my token? Your last offering was puny and not worthy of my attention!"
    At this point, a bucket is raised and a masterwork rapier falls to the floor.

    Frith: (FrithGreet=0) Well, strangers, you may call me Frith. I do hope the arrow trap did not harm you. I believe there's a potion of healing about here that you may have as recompense. (Set FrithGreet=0)
    (FrithGreet=1) Yes, what is it? Interested in some of the items I've acquired?
    1. So, Frith, what is it you do exactly?
    Admittedly, I am a rogue and a scoundrel. I came seeking the legendary Swiftling Blad, supposedly hidden in the lower levels of this temple. The orcs, however, have proven a safer route to discovering the blade.
    1. You seem to have an interesting relationship with the orcs.
    Er, yes. An interesting story. I made my way past the riddle door, which the orcs' tiny brains couldn't fathom. Since then, I've set myself up as a speaker to Grummsh through this hole in the floor. It's been rather convenient, as they seek offerings from the lower levels in exchange for my advice. Plus, I've averted a few raids on nearby settlements, citing 'poor alignment in the stars', or somesuch reason.
    2. How did you find this temple?
    I came across the rumor of the Blade and a map to this temple in Candlekeep library, of all places. The temple was dedicated to Jergal, the forgotten Lord of Death, though I know little else. Be careful of the barred passage beyond. I did a bit of exploring and there appears to be some large creature in the next room.
    3. Tell me more of this blade.
    Well, the notes on the temple spoke little of the Swiftling Blade, other than its historic role in the Battle at King's Forest. According to the Candlekeep references, it 'cut through platemail like a scythe through wheat', though that may have been a bit of an embelishment. In any case, the orcs haven't found it for me yet.
    4. Well, I must go now.
    2. Let's trade a bit.
    3. Sorry, can't talk now.
    4. (Swiftling Blade in inventory) The Swiftling Blade. I've brought it back for you.
    What? You actually have the blade? I've been holding on to a few special items should you wish to trade for it.
    1. I'll take 5,000gp, thanks. (lose item, +5k gp)
    2. Perhaps the magical full plate you have there? (lose item, give full plate +1)
    3. The shield would do nicely. (lose item, get +2 large shield)
    4. Ooh - that ring is quite fashionable. (lose item, get +2 ring of prot)
    5. Nothing, thanks. The deed is reward enough. (lose item, +2k xp)
    6. I can't part with it just yet.

    Frith buys and sells arrows, bolts, bullets, healing potions (x6), scrolls, and some basic weapons. He has a few magic items as well.

    +1 Hammer, Haunghdannar's Memory (5% of hits cause Cause Fear)
    Millenia before present time, the dwarves of Haunghdannar were driven mad by the sea, twisting their metalworks into strange forms. This hammer was forged in the realm's fading glory, capturing a bit of it's madness in the dark steel.

    Ioulaum's Trinket (extra 1st level spell - wearable by mages only)
    One of the most powerful arcanists of the Mythallar Era, Ioulam created various magical items to explore and teach mystical properties. The purpose of this device is unknown, but it seems to impart some benefits when worn about the neck.

    The Dark Mask (-2 Cha, +1 saving throw bonus)
    In the year 1950 before the beginning of Dale Reckoning, a drow incursion rose up, forcing Coronal Sakrattars to sacrifice his life to stop the onslaught. The drow wore these Dark Masks during this battle, providing some degree of protection against magic, though clouding their visages in disturbing shadows.

  8. Private Temple
    In the center of this chamber is a long forgotten altar. Strange, ragged footprints cover the floor. Muffled noises echo from the chambers beyond.
    Hidden in a recess in the wall is a potion of Heroism (DC18 Spot check).

  9. Priest's Chamber
    A strange stone chest rests in the corner of this room.
    The chest is locked. Inside are a few gems and a Potion of Wisdom.

  10. Meditation Room
    Hiding in the shadows is a Ghast.

  11. Private Entrance
    The faint outlines of murals can be seen through heavy dust.
    1-3 ghouls are here.

DM Notes
The Message
- The Walk
- Eureka
- Caves, level 1
- Caves, level 2
- Forest of Wyrms


Hill's Edge
- Hill's Edge
- Mayor's House
- Cyric Temple


Skull Gorge
- Side View
- Level 1 (Upper Temple)
- Level 2 (Entrance)
- Level 3 (Minor Oddities)
- Level 4 (Blasphemes)
- Level 5 (Tal'Nash)


Stonemeet
- Stonemeet
- West Caves
- South Caves
- East Caves
- Phthta's Realm


Enter the Shadow
- Blood Choice
- Forever Lords
- Undying


Extras