Skull Gorge - Level 2

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The Message
Hill's Edge
Skull Gorge
The Bone Miners
Enter the Shadow
Entrance to Jergal's Temple
  1. Guard Room
    The entrance to the Jergal temple has been clearly occupied by orcs. Their refuse is scattered about and muddy orc footprints are streaked on the floor. The giveaway, though, is the dead orc bleeding on the stone floor.
    A dead orc is here. If inspected, he seems to have been killed fairly recently, within 24 hours. The wounds appear to be blades of some sort.

  2. Storage
    This appears to be a storage room of sorts, with barrels and crates stacked high. More signs of recent battle are evident as well.
    Behind some crates is Og-Hruth, a half-orc who speaks common: sl3_trig1
    Og-Hruth: (OGGREET=0) No hurt Og-Hruth! He no do harm to anyone! (Set OGGREET=1) sl3_og_con1 sl3_og_act1
    (OGGREET=1) What you want?
    1. (OGTELL=0) I shall not attack, though I am curious as to who you are. sl3_og_con2
    I Og-Hruth, lowest of the orcs. Have human mom, so no rank with other orcs. Mom teach Og-Hruth speak good, though. Let stay with her until orcs come and take back.
    Anera present: He seems a good sort, unusual for his kind. I would take him at his word, <FirstName>.
    2. There appears to have been a recent battle here. What do you know of it?
    Men come, kill orcs. Ignore me, though. Just want to get to lower levels of temple.
    3. Tell me of this place. This be orc lair. Old temple. Lower levels dangerous, so orcs stay away. Sometimes temple voice tell orcs to search for things. We get for temple voice.
    1. What is this temple voice?
    Shaman hear voice from big temple. Gods speak to orcs. Tell us do stuff. We do.
    2. Lower levels, huh? Tell me what you know of them.
    Chief carry key to lower levels. Find him south of big temple.
    3. You do not appear to be a full-blooded orc, yet you are here. Why?
    No like other orcs. They take Og-Hruth from family. Treat bad. Family now all dead, so me stay. No where else to go. (Set OGTELL=1) sl3_og_act2
    4. (OGTELL=1 and not joined) Og-Hruth, I offer you revenge against those who wronged you. Join with me! sl3_og_con3
    Og-Hruth will go with you. Smash orc faces! (joins) sl3_og_act3
    5. I trust you not, vile orc. Prepare to die! (Og-Hruth attacks) sl3_og_act4

    If possible, Og-Hruth will act as a companion for the party. He's a L3 Barbarian and carries Hide armor and carries a orc double axe.

  3. Sleeping Quarters
    Filthy straw mats and piles of bones suggest some sort of living quarters for the orcs. None of the current inhabitants survived the onslaught, however.
    Several orc bodies are here, each with weapons and a few gold.
    The door between 3 and 4 is a one way door: This door won't budge. It appears to be blocked from the other side.
    It can be opened from the other side.

  4. Sleeping Quarters
    The door is locked, but flimsy. Inside are orcs that will attack immediately. (Number and type dependant on party's level)

  5. Riddle Door
    This room appears to have recently had a bridge over the chasm before you. Unfortunately, it seems to have been recently cut, perhaps to discourage pursuit. Also, a strange door to your right shimmers with a magical glow.
    The riddle door will great the party:
    Riddle me this so that you may pass by.
    I am the end of all things living
    Like man and like fly.
    Who am I?

    The answers are Darkness, Time, Death, Birth, Pain, Fire, Happiness, "Um, pass". If they pick Death, the door opens. Otherwise, 1d6 shock. Clerics also get the opportunity of channeling energy - if they make a turning save, the door opens.
    You receive a powerful jolt from the door. sl3_riddle_act1
    The door clicks, unlocked. sl3_riddle_act1

  6. Second Riddle Door
    The bridge over the stream below appears intact. Unfortunately, the doorway beyond appears to bear a heavy lock.
    A single orc guard is here.
    (triggers on TALNASHDEAD=1) sl3_trig2 Orrick's Sending: So, have you had your time to reconsider? Remember that you are in a temple to the god of death. I wouldn't want you to find it . . . convenient.
    1. I swear to you that I shall not harm the boy.
    Then I shall hound you to the end of your days. If you wish your freedom, you will come to Stonemeet, at the Battle of the Bones, and bring me the boy.
    2. I've reconsidered. I'll deliver the boy to you, for a price.
    Excellent. Why don't you bring the boy to me and we will negotiate a price. You can find me at Stonemeet, at the Battle of the Bones.
    Jered: Uh, you're just trying to bait him, right? sl3_sending_act1

  7. Sleeping Quarters
    Dingy mats and broken pots suggest this is some sort of sleeping quarters.
    Several orcs are here, the level and size dependent on the party's level

  8. Sleeping Quarters
    This room is poorly lit, but the smell of orc is strong here.
    Several orcs are here, the level and size dependent on the party's level. There is no light in this room. A single chest is here, containing a potion of Cure moderate wounds and 50gp.

  9. Storage
    Crates and barrels, some with the names of merchant companies, are stacked about this room.
    Inside a barrel are 8 torches. Another crate contains a club, a quarterstaff, a short sword, and a greatsword.

  10. Guard Room
    This appears to be another entrance to the temple. Sunlight streams in from the opening beyond.
    Two orcs are here, ready for battle.

  11. Main Temple
    Cloying incense fills this large temple. The finery of the old temple has been masked by animal skins, bones, and strange rocks arranged in strange patters.
    Anera: Get the shaman, I'll take Shorty . . . sl3_trig2
    The goblin shaman (and one or more acolytes) are here.
    The shaman carries a Ring of Protection +1.

  12. Shaman's Quarters
    Odd shamanistic paraphernalia is scattered about the room.
    In a locked, trapped chest is 100gp, a potion of Haste, and a scroll of Bull's Strength.

  13. Acoltye's Quarters
    Skulls of animals and bits of twine are arranged in meaningful totems around this room.
    1-5 acolytes are here (depending on party's level). On a table is displayed a scroll of Bless.

  14. Captain's Quarters
    This spartan room is tidy and clean.
    The Orc Captain is here, alone. He wields a masterwork orc double axe and carries a few gems.

  15. Lieutenant's Quarters
    This room is particularly clean.
    An Orc Lieutentant is here (and 1-4 warriors).

  16. Throne Room
    A large stone chair sits in the center of this room.
    The Orc Chieftain and his guards are here (varies depending on level). The Chieftain wields a +1 Longspear, Longtooth:
    A single massive canine is strapped to a pole fashioned from a rare stoneoak tree. Crude shamanistic runes adorn the haft. He also wears +1 Hide armor:
    The great orc warrior, Shan-Toc, went forth to the mountains after receiving a dream sent by Gruumsh. There he met a band of werebears preparing to raid his homeland. Using stealth, he killed them one by one until only the leader was left. The great werebear and Shan-Toc battled for hours until the fatal blow was landed and the orc was victorious.
    Skinning and curing the hide, he proudly wore this natural armor as he returned to his village. The chieftain, fearing for his position, ordered Shan-Toc killed in his sleep. Sensing treachery, Shan-Toc slipped away to join the orcs of Skull Gorge.

    The chieftain also carries the key to the lower chambers. sl3_trig3
    On death, Anera: Hmm. Looks like this one had a nice spear.
    1. Checking out his package, I see.
    2. I think I'll name it Mr. Pointy.
    3. Dibs.
    4. Perhaps it will be useful.

  17. Chief's Quarters
    Draped in the highest of orcish fashion, soft furs hang on the walls and skulls are set in rocky recesses.
    A single Orc Concubine is here. She will attack with a dagger. A chest in the corner contains 200gp.

  18. Treasury
    Strange artifacts are scattered about, clearly not constructed by orcish hands.
    A locked chest contains 300gp, a variety of gems, and a potion of Cure Moderate Wounds. An unlocked chest contains masterwork breastplate, a scroll of Melf's Acid Arrow, a scroll of Knock, and 20 +1 arrows.

  19. Hidden Altar
    This room is covered with a heavy dust. On the far side of the room is a gleaming suit of armor. Numerous orc footprints are near the door, but none approach the shield.
    A magical trap (DC 25) shocks any who approach for 2d6 damage. The armor is +2 breast plate, Shimmer Plate:
    The surface of this armor reflects light in strange patterns. Staring at the shapes that appear within seems to cause dizziness and headaches.

    (DC 15 Spot check) Near the altar are bits of charred orc skin adhered to the stone floor.

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