Stonemeet

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Evermeet

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The Message
Hill's Edge
Skull Gorge
The Bone Miners
Enter the Shadow

Upon entering, set Anera's faction to the nearest player's. Players who die here are raised at the temple, minus experience and gold.
  1. Entrance
    An immense cavern looms before you, glowing phosphorescent light from above providing a dim greenish glow. A small city has been constructed on the rocky ground, a strange mix of building styles and haphazard construction.
    When the party first appears, there is a conversation between Jered and Phthta:
    "Ah - it is as I forsaw. He who was returns again."
    "Who are you?"
    "I am Phthta, puppet man. Or are you the puppeteer? Do you know the hand on your strings as your own?"
    "Why do you speak in riddles?"
    "Riddles are best spoken when dealing with one. Enough! I must see what you are for myself."
    Phthta then teleports herself and Jered away.
    Anera: Well, that wasn't what I expected.
    Thistle: Weren't we supposed to take young Jered to Phthta?
    Anera: Yes, but I don't recall Orrick saying anything about her being a deranged necromancer. We must find him.
    1. Uh, are you sure this is a good idea?
    [FirstName], Jered is the key to this mystery. Why is Orrick amassing an undead army? How does Jered relate to the old god of the dead, Jergal? We must find answers.
    2. How do you propose we start looking for him?
    That is a good question. I should think that we should start by talking to some of the natives. Let us hope that they are friendly.
    3. Very well, let us begin.

    Upon the end of the conversation, if a player has Anera's 2nd circlet:
    Anera: [FirstName], do you have a moment?
    1. What is it Anera?
    The circlet I gave you - remember how I was so tired after last enchanting it? Well, I'm feeling better now.
    1. I am glad you are finally feeling better. Why do you bring it up?
    Remember how I thought we should take things between us further? Well, I am ready now.
    1. Are you sure you're ready? I wouldn't want to bruise you or anything.
    (smiles) I assure you, I'm in excellent condition, as I hope you find out soon. Perhaps between the day's battles we can have a few moments to ourselves.
    1. I shall eagerly await that moment.(ANERACROMANCE=player, join faction of player)
    2. Well, I'm not ready. Nor with I ever be.
    It saddens me to hear that, but I will bother you no more.
    2. About time - you were a burden on us all, you lazy wench.
    [FirstName]! I . . was mistaken about you. I will not disturb you again.

  2. Warmburrow Inn
    This warm, cozy inn seems out of place underground. The ceiling, while low to the head, is constructed of sturdy imported timber.
    Hurlin Underbarrow maintains this inn. The party can find rest here, as well as some news about this place. Several halfling traders are here, hoping to find some goods at the market.
    Hurlin Underbarrow: Welcome travellers! What can ol' Hurlin do for you?
    1. Tell me of Stonemeet.
    Eh? Stonemeet? What do you want to know about it?
    1. Who lives here?
    Well, you got the Bone Miners, the undead, and the merchants. Then there's the temple to Lathander, and a few local craftsmen.
    1. Tell me of the Bone Miners.
    Well, some of the goblins stuck around after the war. Mostly looting, of course. After a few generations they settled down and organized into gangs that methodically mined out the area.
    2. Undead? Don't you fear for your life?
    Well, that's a good question. The undead around Stonemeet are a bit different than most, friendly even. You could go ask them why, I suppose. They've got a few shops just north of here.
    3. Merchants? What can they possibly trade out here?
    Oh, the Bone Miners bring in all sorts of weapons and gear. The merchants supply them with food, water, and other commodities. There are different merchant groups, like the halflings, Undead, and a pretty big Zhent group.
    4. What's a temple doing in this place?
    After the Battle of the Bones, a lot of clerics wandered around tending the dead. Lathander's priests, mostly. Some decided to stay and ended up building a temple. They've got a queer relationship with the dead, though. I suspect this temple's not exactly on friendly terms with their brethren.
    2. How was this place built?
    I think the original cavern was found rather than built. Then it was a simple matter of a few millenia of the locals putting things up, I suppose. You'll find remnants of the old city further south, though not many live there these days.
    3. What are you doing here?
    Oh, I used to be one of them traders from Waterdeep, making the long journey to Stonemeet each year. Broke my leg and had to spent the winter to recover. Ended up staying and never regretted it.
    2. I'd like to see what you have to offer here.

    Ian Stubbyfoot: Yessir? Care to look at my loot, er, supplies?
    1. Sure, let's see what you've got.
    2. Not interested, thanks.
    Ian is selling miscellaneous gear, as well as Nature's Wrath (+1 scimitar, druid only, 5% of hits cause entangle):
    In the days before the desert came to Anauroch, the druids watched over the woodlands in this realm. It is said that the elves who kept these groves would forge their weapons from meteoric iron and Weirwood. Most have been lost through the ages, but this one seems to have survived.

    Nerbob Tangletoad: Wot? Wansta look at me wares?
    1. Sure.
    2. Maybe later.
    Nerbob carries around a few potions, as well as the Fell Crossbow (+2 Crossbow, -2 CON):
    Among the orc weaponsmiths, terrible magics were harnessed to forge their weapons. One construct was the Fell Crossbow, which sapped the user's lifeforce to boost the effectiveness of the weapon. On many occasions, orc crossbowman would emerge from battle, sickly but victorious.

  3. Death Guild
    The construction of these buildings shows an amazing degree of ingenuity. While clearly made of various scraps of material, they've been fitted together with great care.
    Anera (triggered once): These undead . . . I sense no life in them, yet no evil either. Be careful [FirstName]. I know not what they are, but they are not as I expect.
    Lethmere: Welcome to the Death Guild. How may I help you? (Set LETHMEREMET = 1)
    1. My god! You're the first zombie who hasn't attacked me immediately.
    Yes. You'll find that my brethren and I are much more friendly than those who scour the desert above.
    1. What makes you different?
    None of us are quite sure. Some say it is the battle that took place here long ago. Others refer to something called The Source. I care little, and strive to accept my situation.
    Anera: Your condition is most unnatural. As a paladin for Kelemvor, I offer you passage to the afterlife.
    You wish to kill me? Oh, the offer may have been tempting in the past, but not now. I have grown to accept my life as it were.
    Anera: But it is a mockery of true life? Why deny yourself the happiness of reuniting with your god?
    I do not plan on living forever, though I feel my time to pass is not yet. All things happen for a reason, even this.
    Anera: Perhaps, though it greatly disturbs me.

    2. (SNAKETONGUEDEAD=0) My friend was taken by Phthta. Can you help me find her?
    I am truly sorry. She is a powerful woman, and your friend may be truly lost. The path to her realm is a difficult one. Our people may have something that can help, though we ask a favor in return.
    1. What can I do to help?
    2. I was afraid of that. What is this task?

    (DOORGIVEN=0) Someone has been stripping my comrades of their souls, turning them back into the mindless zombies they once were. Some suspect the temple of Lathander, though signs point to the Old City to the southwest. Bring back the cause and the prize shall be yours.
    (DOORGIVEN=1)Someone has been stripping my comrades of their souls, turning them back into the mindless zombies they once were. Signs point to the Old City to the southwest. Bring back the cause and the prize shall be yours.

    3. Who are you?
    I am Lethmere, speaker for the Death Guild. Once I was a lieutenant in the armies that ravaged this land. In my present condition, I tend to the "survivors" that remain.
    4. (SNAKETONGUEDEAD=1, KEYGIVEN=0) I have found and eliminated the cause of this disappearance. A cleric named Snaketongue has been harvesting undead.
    (key in Lethmere's inventory) "Harvesting." What a terrible, yet accurate word. You have done ask I asked. Here is a key. It unlocks the door to Phthta's realm. (+500xp, KEYGIVEN=1, put key in inventory)
    (key not in Lethmere's inventory) "Harvesting." What a terrible, yet accurate word. You have done ask I asked. Here is the key that unlocks the door to Phtha's realm. Er, maybe not. I seem to have misplaced it. (+500xp, KEYGIVEN=1)
    1. That's great, but where's the door?
    I do not know - the key has been passed through many hands, but the knowledge of its use was lost. Perhaps those at the temple, or even some of the bone miners may know where it lies.

    Lethmere carries the key on his inventory, which will be present if killed or pickpocketed.

    Outside the building, if Anera present, LETHMEREMET=1, and ANERACROMANCE present:
    Anera: [FirstName], I must speak with you.
    1. What is it Anera?
    Anera: These undead. They seem good, friendly, even helpful.
    1. Yes, they do. What of it?
    2. Does it bother you that they are undead?
    Anera: I am a paladin of Kelemvor. The natural order is for the living to pass into death, yet they do not.
    1. You wish to kill them?
    Anera: They may not be evil, but they are an abomination! Kelemvor does not abide by these things.
    1. They did not choose undeath. It is not for you to decide their fate.
    That is my job, [FirstName]. I am the hand of Kelemvor. Remember this.
    2. Kill them, then.
    At first glance, it seems right. But when I consider their sad situation, I cannot bring myself to do it.
    3. We are in a strange land and abide by their rules.
    I understand we have a mission to complete. I shall ignore this small wrongness in pursuit of larger justice.

  4. Zhent Outpost
    The front door of this tower has a sign that reads: Do Not Enter. Trespassers will be violated.
    An officer and several troops (depending on the level) are here guarding a locked chest. Officer Darkfist has a key, or it can be picked. Inside is a letter, a potion of healing, and 50gp.
    Officer Darkfist: You there! Who are you?
    1. Oh, let's get this over with. Draw steel, knave!
    You shall die today! (attacks)
    2. I have been sent by Hristan to search this tower.
    That you shall never do! (attacks)
    3. The Black Network sends me, to check up on your progress.
    (persuade DC22 fails) You think me a fool! You shall pay for your insolence! (attacks)
    (persuade DC22 succeeds) Why was I not told of this! Very well, the stronghold is yours. Make what inspections as you must.

    Behind the tower, a spot check (DC6) receives the message:
    An open window welcomes those with the bravery to climb up the rickety stone wall.
    You can use the tower base:
    Though a difficult climb, it appears to be possible to reach the open window above.
    1. Climb the tower
    (DC 18 DEX check succeeds OR player is rogue) You climb up the wall. (teleport to upper room)
    (fails) Halfway up the tower, you slip and fall. (2d4 damage)
    2. Leave.
    High in a tower within this fortified outpost is a directive by the Zhent lord to edge out the competition for the Bone Miner's goods, preferrably by putting the Church and the Undead at each other's throats:
    Captain Ylesin,
    With the excessive competition in Stonemeet, we find that the prices we pay for the miner's material is far too low. Eliminating some of the competing factions is crucial. Perhaps if the Church were to be seen as undermining the Death Guild? I know you will not disappoint me.
      - Watcher of the Western Front


  5. Drymarrow's Home

    Drymarrow is a ragged undead from the Battle of the Bones. He has profited from his trade with the miners and trades at the market in the center of town.
    Drymarrow: Eh, what is it?
    1. Excuse me, but aren't you dead?
    What of it? There's lots of us around here.
    1. Sorry, it's still new to me. What are you doing here?
    Just resting these old bones. I made enough as a miner and trader to retire, as it were. I'm thinking of taking up painting, actually.
    2. I'm searching for Phthta, do you know of her?
    That old witch? Not much, except to stay away from her. There was a time when all undead feared her, though she's left us alone these days.
    3. Have you heard the name Orrick?
    Orrick? Isn't he that new necromancer? No, I know little of him.
    1. Well, good luck then.
    4. Sorry, my mistake.

  6. Denep the Historian

    Denep is a collector of old tomes and will buy strange knick-nacks for a goodly sum.
    Denep: Hello there.
    1. (DENEPASK=0) Excuse the intrusion, but who are you?
    Before I answer, who are you?
    1. [FirstName]. (law +)
    2. The name's Hogarth. (chaotic +)

    Well met. You may call me Denep. I'm an historian of sorts. (DENEPASK=1)
    2. (DENEPASK=1) I seek a friend held by Phthta, do you know her?
    Ah, the old necromancer. The way to her realm unknown to me, though it is said that the Church of Lathander and the Death Guild once knew the way.
    3. (DENEPASK=1) Have you heard of Orrick?
    Orrick, eh? Why do you seek that one?
    1. He's tied up in this somehow.
    2. He killed my father.
    3. He owes me money.
    4. I want to have his baby.

    Well, no matter. I have heard of him, though know not where he lives. He recently came to power, though rumor has it was by somehow harnessing The Source.
    1. What is this Source?
    No one has seen it, but it is thought to be what gives the undead here their special nature. Some believe it is a portal to the negative material plane, while other texts feel it is a remnant of a dead god's mind. If any of this is true, Orrick could be a dangerous foe indeed.

  7. Gnursh Glittertooth's Home

    Gnursh is a rare success story of a bone miner who made enough money and was smart enough to keep it, so that he actually retired. In his house is a locked, trapped chest with 300gp. Opening it will make Gnursh hostile. Killing Gnursh will decrease faction with the bone miners.
    Gnursh: Hey there. Don't go pokin' around my house, now!
    1. (GNURSHASK=0)Sorry for the intrusion, but who are you?
    The name's Gnursh Glittertooth. That's the famous Gnursh, perhaps you've heard of me?
    1. I have never heard of you before. (+law)
    Hmm. You must be from far away then. My great fortunes were made while mining. I was the luckiest fellow around. Now, you must excuse me as I return to my knitting.(GNURSHASK=1)
    2. Who has not heard of the famous Gnursh, his name spread across the land! (+chaotic)
    Yes, yes. Well, thank you for your pilgrimage, but now I must get back to my knitting. (GNURSHASK=1)
    2. (GNURSHASK=1) So Gnursh, how's the knitting?
    Very well, thank you. Could you leave now?
    3. My mistake. Goodbye.

  8. Mirta the Embalmist

    This woman supplies healing and patches up various undead customers.
    Mirta: Hello there. Too bad you're one of the living, otherwise I could take care of that scar for you.
    1. What scar?
    That small one, just above your eye. Of course, only the undead let me fix 'em up. Not too good with pain control, you see.
    2. (MIRTAASK=0)Who are you?
    The name's Mirta. I'm the healer, as it were, for the undead around here. If you come across an undead you want patched up, I could probably fix them for you. (MIRTAASK=1)
    3. (MIRTAASK=1 and Valin's corpse in inventory) I came across this body - think you could fix him up for me?
    Oh, poor feller. Looks like his noggin was chewed on in the wrong places. Just a few moments, and he'll be as good as new. (remove corpse from inventory, add to followers.)
    Valin: Thank you, friend, for patching me up. Since I owe you, I'll join you for a bit and help out.

    4. (MIRTAASK=1, Valin in group, his HP < 40) Say, my friend Valin is hurt. Think you could patch him up?
    Well, it'll cost you 50 gold. You up for paying?
    (> 50gp) 1. Sure. Go ahead.
    There. Should be good as new now. (Valin healed, -50gp)
    2. Maybe later.
    The zombie is Valin Leatherskin, a L4 Monk, who will join your party as a follower.
    Valin: Yes, friend, what is it?
    1. (Valin in group) I need you to stay here for a moment. (Valin unjoins)
    2. (Valin not in group) Join back with me, okay? (Valin joins)
    3. Nothing.

  9. Temple of Lathander

    Hristan: Yes, how may I help you?
    1. We're in need of some healing.
    2. Who are you?
    I am Hristan, the priest at this temple. I serve Lathander, though you may find this is not a typical temple.
    1. What do you mean?
    We are healers, but many in our flock are the undead who live here at Stonemeet. Though they are unusual for their kind, normal healing spells still do them harm. We have had to change our practices because of this.
    1. How are the undead unusual?
    While they appear zombie-like, you'll find they are not mindless. Many are caring and considerate. We feel that they deserve our support, not our scorn.
    2. What does the main Lathander church think of this?
    I'm afraid we have little connection to the main church of Lathander. Our techniques are unorthodox, but we feel we still serve our Lord.
    3. How did you come to serve undead? Doesn't that make you evil?
    One would think so, and many of the original priests left during the original schism. Those that remained found these undead different. As far as we can tell, they even possess souls.
    1. Souls? How could that be?
    None know exactly. My personal belief is that during the Battle of the Bones the terrible magics used here somehow changed some of the dead and dying. The priest who served before me felt that Jergal, the old god of the dead, may also be somehow involved.
    3. (letter in inventory, HRISTANQUEST=1) I have found the evidence you seek.
    Thank you for doing what we could not. Such an act of kindness deserves another. Though we are a poor temple and have little of material wealth, I can trade in information. The doorway can be found in the caves to the south, near a pool of clear water. Godspeed, travellers." (lose letter, HRISTANQUEST=2, +500 xp, DOORGIVEN=1)
    4. (PAOLOGREET=1) Say, there's a vampire by the name of Paolo. He seems to be in spiritual distress. Can you help him?
    A vampire you say? It is rare that one would seek spiritual guidance, but I am happy to see him. Send him to me. (PAOLOQUEST=1)
    5. (PAOLOQUEST=2) How is Paolo these days?
    He is a troubled soul, but has been making strides to atone for his past deeds. Thank you for bringing him to me.
    6. I must go now.
    (when conversation ends, the following is triggered if HRISTANQUEST=0) Hristan: One moment. There may be something you could help us with.
    1. Yes?
    I have heard that you seek Phthta. We know the location of the entrance to her realm, and would give this to you freely in normal times . . .
    1. But . . .
    2. I know a quest when I hear one. What is it this time?
    3. What is it? I'm glad to help.

    Some of the undead in our flock have gone missing, and the Zhentarim have claimed that we are the ones killing them. The various merchant groups at Stonemeet are constantly in competition, and we suspect this is another such ploy.
    1. And what can I do about it?
    2. If it will get me closer to Phtha's skinny throat, I'll play along.

    In the center of town is a Zhentarim stronghold. If you could enter it - by stealth or by steel - and find evidence that we are not involved, I would gladly give you the knowledge you seek.
    1. Why do you think I would find something in the Zhentarim stronghold?
    I have been questioning the servants of my god. While their answers are cryptic, the stronghold seems to be the location.
    1. I shall do what I can (HRISTANQUEST=1)

    Hristan carries a small note that can be collected upon his death or pickpocketed:
    Tattered Note
    Hristan,
    Carry this on your person at all times, and do not let it out of your site. You will be required to pass this on to your acolyte and he to his, so that this knowledge is never lost. It was reveiled to me that the entrance to Phthta's Realm can be found in the southern most part of the cave system, near a pool of water. Only contact her in the most dire of need. Though she is friend to the undead, she is still evil in her core.

    Your grace,
    Ulnistar


    The Founding of the Temple
    After the war, scores of people came to search for loved ones and care for the dying. Among those were priests for Lathander. A makeshift temple was created to serve the needs of the wounded. When the carrior crawlers came, the temple was related underground to Stonemeet with the others.

    The Undead Partnership
    The undead population at the Battle of the Bones was immense, some of whom had strange properties. Like the living, they had a soul and felt pain and grief. The priests of Lathander, seeing a need, came to minister to the undead. Because their healing spells would destroy their flesh, they had to develop new techniques. Sadly, the orthodox leaders of the church felt this was too great a break from Lathander's mission. The local ministry no longer is part of the greater church, though the priests view their renewed spells as a sign of their god's favor.

  10. Priest's Home

    The priest's wife, Arisa, will be found here. Their son, Werish, is a cleric (L4) who wishes to seek out his adventure. He'll join the party for a few gold.

    Arisa: Hello?
    1. Excuse the intrusion. May I ask who you are?
    I am Arisa, Hristan's wife. Perhaps you should go to the temple to speak with him.

    Werish: Heya.
    1. Hello there, and who might you be?
    I am Werish, son of Hristan. I am being trained in the way of the priesthood, but I find it quite boring.
    1. Boring, huh? Care to join with me for a bit?
    Join with you? Perhaps I could. Let's say, for 50 gold?
    (over 50gp) 1. Sure kid, it's a deal. (-50gp, joins)
    2. Not just now.
    2. Sorry lad. Good luck and all.
  11. Undead Traders
    Though the smell of the undead traders is a bit stifling, the wares they display are numerous and impressive.
    Brunnel: Welcome, friends. Care to purchase some of these fine weapons?
    1. Uh, you're dead.
    Yes, though it no longer bothers me. I should hope that you would be high-minded enough to agree.
    2. What do you have for sale?
    3. Not now, thanks.
    A number of miscellaneous weapons and armor are here. They also carry a few magic items:
    Sholeb's Foreleg (wand of web)
    Hewn from the body of an ancient arachnid-like demon, this subby foreleg still retains a fraction of her awesome power. When a mageborn graps the marred black carapace, they gain the ability to spew forth sticky webs to entagle the unwary.

    Cedarstone Shield (+1 large wooden shield)
    Though not formally part of the human armies, some druids marched forth during the Battle of the Bones to stop the atrocities practiced by the goblinoid races. Faer Whisperwood was the keeper of a small grove to the north of Skull Gorge. Leading a group of treants, he crashed into the goblin lines with the fury of nature in his eyes. His was just one of many battles fought that day. Little remains beyond his shield, found next to the bones of a mighty troll.

    Cat's Surprise (+1 Rapier - Can cast 1st level Mage Armor once per day.)
    The Cat, a successful burgular of Waterdeep, commissioned this blade to help in a pinch. Unfortunately, his success bred many enemies, and he joined the militia to escape those who would find him. When he later found himself facing the massive goblinoid armies, he attempted to slip away, only to be mistaken for a spy and killed by his own men.

  12. Zhent Merchants
    Hardened men sporting Zhentarim tatoos watch you from behind a variety of trade goods.
    Malnis: Care to purchase an item or two?
    1. Sure, what do you have?
    2. Not today.
    They Zhents will buy the hilt and the blade of the Firestorm (2,000 gp each). A variety of goods are here.
    Fisthammer (+1 heavy mace)
    Formed out of heavy iron in the shape of a clawed fist, the history of this mace is tangled with this history of the northern orc tribes. Forged by the shaman Or'took, it was used in the battles to push the humanoids to the west. For a time, Marnish the Bloody kept it at his belt. The mace was passed down to his grandson, who fell during the final days of the Battle of the Bones.

  13. Goblin Merchants
    Yappy: Welcome, welcome. Feast your eyes on our shiny treats!
    1. Um, you're a goblin.
    Short and green I may be, but our wares are the finest this side of the great desert!
    2. What treats do you have, exactly?
    3. See you later.
    The stall before you is little more than tarp and wood. The goods before you, though covered with fresh earth, show considerably promise.
    The goblins sell various armor and weapons for considerably less than their counterparts. The selection, however, is limited.

    Slippery Bow (+1 Longbow, 3% chance of casting Grease on target)
    A wise orcish leader knew their front-line troops were little match for the human armies in heavy armor. In order to give their archers a chance, he ordered his shamans to construct these bows. In the first days of the Battle of the Bones, it worked wonderfully. During the countercharge, however, his own troops were slowed and slaughtered by the dozen. Many angry infantry took the archer's bows and snapped them in two. Only a few survive to this day.

  14. Graveyard
    Emerging from the shadows, a pale well-dressed man approaches.
    Paolo: (PAOLOGREET=0) Excuse me, but may I trouble you for a moment. I'm afraid I have a small problem that you might help me with. (Set PAOLOGREET=1)
    (PAOLOGREET=1) Yes, how may I help you?
    1. (PAOLOFED=0) What is do you want?
    I have a little problem. I need blood, you see, but I cannot take it without someone who is willing. I will compensate you for your pain, I assure you.
    1. What? I shall never do such a vile thing.
    2. Compensation, huh? I might let you have a bite for 50 gold or so.
    Ah, this will only hurt a little. (lose 2hp, gain 50gp, set PAOLOFED=1)
    2. Who are you?
    I am Paolo, a vampire. Or at least I used to be one.
    1. For a vampire, you seem well behaved. What happened?
    Several years ago, I was given a fine belt by another of my vampire kin. It was cursed, transforming me from a vile murderer to who I am today. I find I can no longer hunt for blood. It is wearing on my soul to beg passersby, but I know not what else to do.
    1. Perhaps I can find someone to help you.
    2. Tough break.
    3. (PAOLOQUEST=1) I have spoken with the priest at the temple of Lathander. He will help you.
    Lathander? Oh, how I mocked them in my darker days. Now, perhaps it is the place for me to go and make amends for the sorrow I have caused. (+good, 300xp, leaves, Set PAOLOQUEST=2)

    A crypt within the graveyard holds a small chamber with a trapped coffin. Opening it closes the door, casts entangle, and causes 1-4 skeletal archers to appear. Inside is 200 gp and a +1 pick, Goldpicker:
    One of the success stories of his time, Urmish the Bone Miner gained fame and fortune through his many fortuitous discoveres. Upon his retirement, he had his trusty pick axe transformed to gold and enchanted by the local mages. The pick hung proudly on his wall until his death, when his will stated that he be buried with it.

  15. Darkblade Armory
    A blast of warm air greets you as you step into this armory. A strange half-elf woman works the bellows, the fire's glow illuminating her dark skin.
    Emily: Look about my armory - tell me if you want to buy anything.
    1. Your dark skin - are you from the South?
    If you must know, my father was a dark elf. Now I'm no longer welcome in either world. Yes, Stonemeet's the only place for a girl like me.
    1. To be unwelcome with neither parent is a tragedy.
    I'm not a charity case. I've done alright with what fate's dealt me.
    2. Sucks to be you.
    Aye, that it does.
    2. I'd like to see what you have for sale.
    3. (parts of Firestorm in inventory) I've found these two pieces of a blade. Can you repair it?
    4. Nothing today, thanks.
    Emily, the half-dark elf armorer, runs this shop. She sells virtually all mundane armor, as well as some magical ones (+2 Studded Leather, Mithril Chain, +1 Full Plate, +1 Tower Shield). She will also take the pieces of Firestorm (+1 flaming greatsword) and assemble it for 2,000 gp.

  16. The Sweet Lady
    Dirty miners and female goblins in garish costumes cavort about. Gambling tables are filled with cursing goblins and mead flows freely from the bar.
    Anera: [FirstName], there's no time for ale.
    1. There's always time for ale.
    2. All work and no play makes [FirstName] a dull [boy/girl].
    3. Yes, duty calls.
    Srrka Plumprump, one of the female goblins, wishes to unionize, but the local madam won't allow it. If the party kills her, Srrka will give the party 25 gp and 20 +1 bullets (+250 xp). She also periodically says strange phrases, countered by the patrons:
    "From each according to his ability, to each according to his needs."
    "Got me need right here missy!"
    "A proletarian revolution is required to redistribute wealth."
    "Ooh, like them feisty ones!"
    "We must have public ownership of the means of production."
    "Now you're talkin'! Women for everyone!"

  17. Bone Miner's Guild
    Goblins decked with picks and various mining supplies mill about. A large goblin behind the counter exchanges weapons for gold.

    HiddenClaw: (HIDDENCLAWJOIN=0) I heard about you. The new gang in town? You might find me handy.
    1. What are you worth to me, and what's your price?
    I'm handy with traps and blades, with equal ease. If you need my help, it'll cost you 500 gold.
    Anera: I don't like the looks of him, but his skills may come in handy.

    (> 500gp) 1. Okay - we'll take you (HIDDENCLAWJOIN=1, joins)
    2. Sorry. Not right now.
    2. No thanks.
    HiddenClaw, a Goblin Thief (L5) can be found here for hire. Also, several of the goblins have a fair amount of gold and equipment that can be pick-pocketed. Failing an attempt will cause them to go hostile and lower the party's reputation with the bone miners.

  18. Necromancer's Guild

    Darkmoor: Welcome to the Necromancer's Guild. How may I help you?
    1. I'd like to see what you have for sale.
    2. I see Phthta. What do you know of her?
    I would tread carefully down that path, friend. Phthta is not one who is to be crossed lightly. May I ask why you seek her?
    1. She has taken a friend of ours.
    That is quite unfortunate. Your best hope is to find her and hope she is finished with your friend. She rarely gives up something of value.
    2. I wish to kill her and wear her bones for a belt.
    An excellent jest! Her bones would rise up and strangle you, of that I am sure. Forget your foolish plans.
    3. Just curious.
    Perhaps you should take your curiosity elsewhere.
    3. Gotta run.
    The Necromancers sell a variety of mage scrolls, items, and potions. The majority of scrolls are of the Necromancy school, though there are many others. They also sell a Wand of Cause Fear (750gp), darts of Chill Touch (20% chance of causing Chill Touch), and a Staff of Death's Gaze (+1 Staff, Halt Undead - 10 charges):
    Constructed of blackened bone and sinew, this staff was made by the necromancers to oppose the growing independence of the undead in Stonemeet.

  19. Entrance to Old Town
    A skeletal figure motions you forward.
    JaggedTooth, a skeletal undead, greets the party:
    JaggedTooth: Beware travellers! The Old Town is not a safe place for the likes of you. Uncivilized undead and not a small number of other nefarious beasts can be found in the abandoned houses above me.
    1. Thanks for the warning.
    2. Is this your job? Warning travellers?
    Sadly, yes. I was employed in marketing, but guild takeovers forced me to this lowly position.
    3. Um, bye.

  20. Abandoned House
    The musty scent of undead wafts through the entrance.
    Several Burly Zombies are here:
    "If I can't pass the tests for my guild membership, I don't know what I'll do!"
    "Well, you could always join the Army of the Undead down south."
    "My mother always told me if I applied myself, I could be anything I wanted."
    "Hey, look, fresh brains!"
    "Study break!"
    The zombies then attack.

  21. Decrepit Shop
    This was once a storefront, though all the wares are now rotted away.
    Grunthan, a lvl4 Barbarian Goblin, attacks those who enter (+ entourage if high level).
    "Why you bother Grunthan? He can find no rest anywhere!"
    Grunthan wears a magical necklace: Remorhaz Tooth Necklace
    Though many of the humans at the Battle of the Bones came from the Sword Coast, a few barbarians from the cold north joined the army for glory and plunder. The teeth of Remorhaz are sought after for their magical properties. Tribal shamans are able to forge them into powerful totems.
    +2 HP. Barbarians only, 50% fire resistance.


  22. Rotting Abode
    The timbers of this house are eaten through by hundreds of tiny grubs.
    A chest in the corner is unlocked and contains 150gp and 2 potions of Cure Light Wounds. When opened, 1-3 giant rotgrubs spew forth.

  23. Rundown Home
    Quiet and dusty, strange noises come from the upstairs of this house.
    The front door is locked. Upstairs, hidden behind a painting is a cache of 10 +1 arrows.

  24. Storage Buildings
    Discarded sacks and broken crates line this old storage building.
    Several spiders hide in the debris. One crate holds 15gp, and another hold a minor gem.

  25. Small hut
    This small house is little more than a dingy hut.
    Kronk, a goblin warrior (L5), lives here:
    "Stoopid man-thing! Why you bother Kronk?"
    Kronk wears hide armor and carries a club.

  26. Necromancer's Lair
    As soon as you enter this home, warm air and the scent of spicy food indicate recent habitation.
    Orrick's servant Snaketongue resides here. He has been capturing the undead that wander about and enslaving them:
    "You will bend to my will!"
    Zombie: "Nooo...you will not break me!"
    "Then you shall die!" (casts Cure Light Wounds, which kills it).
    "What? I have no use for the Living! Of course, I can take care of that quickly . . ."
    Anera: Talk to the blade, fiend!
    Snaketongue wields a mace and carries ScragScale Mail (+1 Chain shirt):
    To make this armor, the scales are peeled from the flesh of a living sea troll and shaped into a shirt mesh of mail. Much of the scrag's natural defenses remail, though this process is considered foul by many.
    He will cast Bull's Strength on himself, hold person on the nearest target, then melee. Depending on the party level, he will have 0-4 zombie minions. Set SNAKETONGUEDEAD=1 when he dies. In a chest is 200gp, a potion of Haste, and a letter:
    Snaketongue,
    Your recent supply of undead has proven inadequate. The quality was so poor that several lost coherence simply entering the Source. You cannot afford to fail me twice. Insure that the next group is a bit more fresh.
    - O.


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