Skull Gorge - Level 4

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Demon:
Introduction

Dreamcatcher:
Introduction
Skyfall
Ocean Dreams
Pit of Stars
Evermeet

Shadowlords:
Introduction
The Message
Hill's Edge
Skull Gorge
The Bone Miners
Enter the Shadow
Hall of Blasphemes


If anyone in the party dies on this level, they will appear at the Dwarven encampent, minus gold and experience.
  1. Entrance
    The west passage appears recently disturbed, with freshly hewn rock and ragged earth.
    Partway down the west passage is a "trap" of loose rubble along one side of the corridor.

  2. Side Cave
    This side cave seems freshly dug by from the rock. Loose pebbles swirl about, clinking off of the hard stone walls.
    3 Earth elementals are here. The body of a dwarf has been crushed and swept along with the elementals. It carries a potion of Cure Serious Wounds and 25gp.

  3. Earth Elemental
    Whirling about, a massive earthen creature carves massive holes in the cavern wall.
    A medium earth elemental is here and will attack the party when they approach (may have additional ones depending on party level).

  4. Dwarven Encampent
    Huddled around a small campfire are several stout figures. The far end of this cavern appears recently collapsed, blocking the way further.
    The dwarves were trapped by the earth elementals and plan on digging their way out once they recover their strength. One is a cleric and can heal the party or sell clerical items.
    Gwarka: Hail and well met stranger. Stuck with the rest of us, I see?
    1. Why do you think we are stuck here?
    We were on a trade mission when these earth elementals decided to rearrange things. Quite disrupting. It may take a few weeks to dig through.
    2. You appear to be a cleric - could you help with healing?
    Very well. Here are the services I have.

    Gafur: Aye? What is it mate?
    1. So, you're stuck here, huh? Care to join me for a bit of adventure?
    Well, since we're not going anywhere soon. With Gwarka's permission of course . . .
    Gwarka: Go on, you might learn a thing or two
    Okay - it's settled. For a small fee, of course. Say 100gp?

    (player has 100gp) 1. Sure, here you go. (joins)
    2. Uh, maybe later.
    2. Um, nevermind.

    Gafur is a L3 cleric with chain mail and a hammer.

  5. Wet Nook
    This small cavern is damp and a strong ammonia stench drifts about.

  6. Rank Chamber
    Decaying fish heads are piled haphazardly about.
    Inside one pile of refuse is a gold ring (nonmagical).

  7. Merrow's Den
    A rippling pool in the corner of this cave is surrounded by many webbed footprints. A few dead fish move listlessly on the shore.
    1-3 Merrow (aquatic ogres) are here.

  8. Crumbling Cavern
    This worn cavern has developed many fissures in the side wall. Portions of the ceiling have broken off to form piles of rough stone.
    (trigger encounter if TALNASHDEAD=1) Orrick's Sending: So, it seems you have killed Tal'Nash and freed the boy. Now, if you are to leave this place, you must do one final thing. Kill the boy.
    1. What? I shall never harm an innocent.
    2. I think not. He is more valuable to me alive.
    So be it. If you shall not kill him, I will have to do it myself.
    Several shadows will appear, attacking Jered. Jered will cast Bull's Strength on himself and declare By the Throne of Bone, you shall not take me!.
    Anera: Protect the boy! We cannot let him fall!

  9. Demon's Chamber
    Outside the door is a magical seal:
    Upon the door before you appears to be a circular foil seal with magical runes embossed in its surface. While it does not prevent opening the door, it would break the seal itself, presumably rendering it useless.
    Upon the floor in the center of this chamber is a chaulky white pentagram. Inside is a well-dressed man, watching you thoughtfully. Several burnt skeletons are scattered about the room, their remains rotted away by the years.
    The being is a Quasit, in human form, and he will ask the party to release him. Should the party destroy the pentigram, he will transform to his natural shape and attack. The Quasit can be bound with the Ring of Infernal Knots.
    Quasit: My, my. Who do we have here?
    1. I could ask the same of you.
    Me? Oh, I suppose you could call me one of those 'blasphemes' that the priests probably warned you about. Where are they, by the way? It's been pretty quiet for a few millenia.
    1. They . . . had to step out for awhile. So, what kind of 'blapheme' are you exactly?
    Let's just say that I've seen my share of hellfire. I have a proposition for you, however. Care to listen?
    1. I'll not bargain with you, vile demon.
    Oh well, your loss. Come back if you'd like to chat.
    2. Sure. Let's hear your deal.
    It's simple. Break the pentagram and I'll give you a reward you justly deserve.
    1. Hmm. Okay - it's broken now.
    Very good. And now your reward. (transforms, attacks, summons helpers if high enough level.) action
    2. I think not. I'll just leave you here for now.
    Fine by me. I'll just wait for you to come to your senses.
    (Ring of Knots in inventory) 3. Demonic, huh? I may have a ring to interest you.
    What? Hmm. Very interesting. A simple matter to unravel. That's not right. Aaah! Wait! Nooooo! (Ring lost, Quasit's Curve dropped, Quasit disappears) condition action
    2. You're a demon, right? Is it true about the road to Hell being paved with good intentions?
    Actually, it's paved with door-to-door salesmen.
    1. Sweet! And what about "Hell hath no fury like a woman scorned?"
    Sorry, scorned women are considered minor furies. Mother-in-laws rank higher.
    2. You jest with me, minion of evil?
    Sorry, part of my nature and all. I'll tone it down for you goody-goodies.
    2. Die fell creature! (attacks) Giving him the ring will trap his spirit, leaving the Quasit's Curve (+1 on saving throws, 10% protection from fire):
    Add to OnAttacked() event, transformQuasit();
    What was once a ring of knots has transformed into a living, pulsing loop of metal and flesh. The powers of the Quasit have been bound to this ring, providing the wearer with a degree of magical protection.

  10. Swiftling Blade
    Outside the doorway to this room is a small plaque:
    Caution. This chamber contains the essence of Reshna Pontifis, taken physical form. While not hostile unless attacked, he weilds the Swiftling Blade with no mercy.
    In this chamber is a single man in Half Plate (treat as L4 fighter), weilding the Swifling Blade (a Keen Falchion):
    In the final days of the Battle at King's Forest, portions of the main human army were cut off and forced to travel through lands held by orcish forces. One such band, led by Captain Pontifis, waded through knee-deep corpses through the dead of night to reach their encampment.

    One-by-one, his men fell screaming to enemy arrows. The captain received many wounds, but his blade slashed at the monsters and cleared a path through the front lines. The army saw his return, cheering his near-impossible feat. As he came closer, their joy turned to fear as they saw the captain had already died from his wounds.

    Powerful magics were called into play to trap the strange spirit born that day, taking him away for study. The blade he wielded was altered as well, and the captain would not part with it.


    Reshna: You disturb me?
    1. Who are you exactly?
    Who am I? I am the captain.
    1. Could you tell your tale? How did you get here?
    My men depended on me that day. Trapped, the orcish army between us and freedom. I led them on, hacking a path as I went. All died. Men. Orcs. My own blood spilled by countless wounds.
    [more]
    I followed my duty. Returned to friendly lines. But the faces were those of horror. At what I had become.
    [more]
    They captured me, and took me here. Tried to use magics on me. Now they are gone too. Only silence.

    1. I am sorry for your loss. I too, understand duty.
    2. Well, thanks for the ghost story. I'd work on your presentation a bit.
    3. (WIS > 14) It is time you laid your duty aside. Put down your blade and pass to the realms beyond.
    (hard pursuasion check succeeded) Perhaps it is time now. Even duty cannot hold me to this place any longer. Time . . . to die. action
    (hard pursuasion check failed) No! Duty over all! (attacks) action
    2. Your blade is quite impressive.
    It is my duty . . . and my fate.
    1. I think I'd like to have it, if you don't mind.
    I am the blade. The blade is me. They cannot be parted.
    1. Well in that case, I may just have to perform a little surgery.
    2. That sounds unpleasant. I'm sorry.
    3. Creepy.
    3. Um, goodbye, I guess.

  11. Skull of Orn
    A small altar rests in the center of this large, open chamber. Upon the dusty floor can be seen faint footprints leading up to the altar and back.
    A plaque reads: A faithful follower of Jergal, Orn became his god's avatar, taking his holy spirit into his body. In an unknown battle, Orn was slain and his skull was recovered. It may be that this artifact holds a measure of Jergal's spirit, but the priests have been unable to discern more.
    DC15 Tracking/Spot check will reveal "The footprints appear to have been made many months ago."


  12. Sparrow's Wing
    Outside the door is a plaque:
    Inside is the Sparrow's Wing. Because of the amulet's attraction to air elementals, acolytes are forbidden entry to this chamber.
    A medium air elemental attacks anyone who approaches (more if high level). Upon a pedestal in the center of the room is Sparrow's Wing (Amulet of Natural Armor +1):
    During the high festivals, Jergal would take mortal form and walk among the people who served him. On rare occasions, he would lay with a favored priestess and give to her a token of affection.

    The Sparrow's Wing is a simple amulet of mithril, shaped to show a sparrow shielding her chick with an outstretched wing.


  13. Passage to Surface
    A wide passageway heads upward to the surface, a large stone portcullis blocking the way. Recent footprints lead down the ramp and into the west corridor.


  14. Passage Below
    Several of Quincel's men have been stationed here. Bardish will call, "Stop them, fools!"
    Bardish is a L3 fighter (chain mail, long sword, tower shield, carries potion of Heroism, 50gp). There are also two L2 acolytes, who will cast Cause Fear then attack. One carries a scroll of Magic Weapon and another carries a scroll of Bull's Strength. If the party is high enough level, skeletal archers will also be present.
    The entire party must be present to take the stairs downward.

    (on Bardish's Death, ANERACROMANCE is present) Anera: I have a feeling that the end of our journey is close. You need not follow if you wish. I will go alone.
    1. Anera, do not worry. You are my friend and I would not let you go alone.
    I know we have not known each other long, but I have found you to be a good friend as well.
    1. I would like to be more than friends, someday.
    <FirstName>, I admit I have been feeling such things as well, but now seems not the best time to discuss this. We must travel onward, quite possibly to our deaths.
    1. You are right. Let us fight first, then talk.
    2. With our lives, there is no good time. We must seize what joy as we can.
    As Kelemvor teaches, without action, contemplation means little. Very well, [FirstName]. After we face what we must, I shall give you my answer. I assure you the wait will be well worth it. (ANERAROMANCE++)
    2. I'm glad we are friends as well.
    2. I'm not afraid of anything. Step aside and let me pass!

    (TALNASHDEAD=1, ANERACROMANCE is present) Anera: We have faced our enemy and it is time I gave you an answer . . . about us.
    1. I feel you are about to pass judgement. I shall brace myself for your words.
    2. It is about time Anera. For one used to action, you have been quite skittish.
    3. Yes, Anera?
    (ANERAROMANCE >= 3)Being vulnerable is not something I am good at. Strength and honor are valued by the paladins. Rarely are the dangers of close feelings discussed.
    1. You have nothing to fear from me. I vow to treat you with only kindness.
    I would like to take things between us further, to the next step as it were. I warn you, I am not good at this. You may find me awkward and stubborn.
    1. I do not think I could ever find you awkward. Now the question remains, where do we go from here?
    All I know now is that I wish to continue this journey with you by my side. I have a gift for you as well, do you have the circlet I gave you?
    1. I carry it with me always.
    Wonderful <FirstName>. I may be weak after this for awhile, you'll need to watch my back more than ususal. Though I suppose you're used to it by now (smile). (lose circlet, cast spell animation, gain new circlet)
    2. I will bring it to you in just a moment. (ANERATOKEN=1)
    2. This talk makes me uncomfortable. I feel I should go now.
    (ANERAROMANCE < 3) I feel I must make myself clear. Our friendship is good, but merely that. We have much to accomplish together, so I will continue to travel with you.
    1. What? Is there nothing I can say to change your mind?
    My resolve is firm. I'm sorry, <FirstName>.
    2. Well, maybe it's for the best after all.
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