Skull Gorge - Level 5

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Introduction
Skyfall
Ocean Dreams
Pit of Stars
Evermeet

Shadowlords:
Introduction
The Message
Hill's Edge
Skull Gorge
The Bone Miners
Enter the Shadow
The Realm of Tal'nash


If anyone in the party dies on this level, they will appear back in the cells, minus experience.
  1. Entrance
    This part of the temple appears to have been recently occupied. The walls are clean and the floor is swept of debris.
    Tal'nash will greet the party:
    More to seek the Skull, eh? My, it has been a busy day. The orcs usually keep the riff-raff out, but you must have been somewhat resourceful. Well, let me put you with the other one until I can find some use for you."
    Afterwards, the party will be put to sleep, then reappear in the cells. script


  2. The Cells
    The stench of animals permeates the room and strange fluids stain the straw matting.
    Quincel is here, and a flesh beast is outside the cells, keeping watch. She will cast heal on the party to show her good intentions, then discuss combining forces to attack the mage.

    Afterwards, Jered will speak with the party, then open the door for the party.

  3. Laboratory
    Bubbling liquids filter through strange glassware. Mystical symbols and dripping wax cover dark tables.
    Upon a table is a wand of Cure Light Wounds and the Skull of Orn:
    This lifeless skull seems to peer at you strangely. Tiny cracks in the bone show the age of this item.
    Tal'nash will attack the party when they emerge from the cells. He is a L5 mage and will have several fleshbeasts present if the party is high enough level. Quincel will cast Spiritual Weapon and attack.

  4. Tal'nash's Bedroom
    The walls are covered with tapestries depicting strange beasts locked in combat.
    In a locked chest is a wand of Magic Missle (3rd level), 500 gp, and several gems.
    A notebook is on a shelf:
    This notebook details various experiments involving infusing living beings with the patina of inanimate objects. Using a flesh beast as a template, he appears to have moved the skull's essence to living form. Here is his latest entry:

    "While the latest experiment gives all appearances of being successful, I am concerned. The boy shows a distressing innocence and lack of useful memories. I find I may have to use a more forceful approach in extracting what I need."


  5. Jered's Bedroom
    This small bedroom is sparse but clean. A small book lies on a bedside table.
    Jered's Journal can be found here:
    Tal'nash has commanded that I write, so I put down my earliest memories. I remember damp straw and the nearness of the flesh beasts in the pens. I remember trying to speak with them, but they would merely grunt.

    Tal'nash tells me that I am born to greatness, but all I know is this dank, wet place. He gives me books and bids me to remember, but all I see are strange symbols. I wish to be away from this place. I remember little of before, but I know that this is not a proper life.


  6. Library

    In the bookshelves are the following scrolls: Mage Armor, Identify (x2), Knock, Summon Monster II, Arcane Lock, and Stinking Cloud.

  7. Storage
    Crates and barrels are stacked about.
    In a crate are 50gp. In another barrel are 20 arrows and a short bow.

In the cells:
Quincel: So, it is you who has followed me from Hill's Edge. More resourceful than you look.
Anera (if present): Do not trust her <FirstName>. She is an evil woman, accustomed to betrayal and trickery.
1. It appears we are both trapped. Let us combine efforts for now.
2. Though I do not like it, we must work together to escape.
3. You shall die now, follower of Cyric! (attacks)
Quincel: I knew you would show some reason. Let me heal you now to show my good intentions. (heals party, joins)
Now, how do you suggest we get out of here?
1. I may be able to pick the lock.
2. Perhaps the cell door can be bashed open?
3. A spell might do the trick.
4. Let us wait a bit. An opportunity may present itself.
Quincel: Very well. You get us out of here and I shall help take care of the mage.

Shortly afterwards, Jered will arrive and begin a conversation.
Jered: Hello? Are you really human? I have never met one before, other than the master.
1. (player is human) I assure you, I am human. The name's <FirstName>.
(player is not human) Actually, I'm <race>, but that's close enough. The name's <FirstName>.
Oh, I'm Jered. I've always been here, I suppose. I have chores, and then there's the master's tests.
1. You've always been here? Where is your family?
Family? I read about mothers and fathers once, but I do not think I have one of those.
Anera: The poor boy. Though I have had my share of family troubles, to not have any family at all seems a terrible fate.

1. No mother? How did you come to be?
I am not sure. Tal'Nash does not like me to ask about it.
2. What tests has your master given to you?
Ooh. I do not like the tests much. Sometimes they are just questions. Other times, potions and spells that make my head hurt.
1. That sounds terrible. I would like to help you leave this place.
2. Tough break kid. (back to main question)

Could you? I would so much like to leave this place. Oh, but I do not think the master would approve.
1. Can you not see? Tal'Nash cares nothing for you.
2. On second thought, you whine too much. (back to main question)

But all I know is this life! Who can say that another would be better?
1. I assure you Jered, there are far better places than this. Release me and I shall convince your master, one way or another.
Okay. It's open now. I'll meet up with you after you talk to my master. (DOOROPEN=1)
3. Who is this master of yours?
He is Tal'Nash, the great wizard. At least, he says he's great. I've never met another.
4. (DOOROPEN=0) Say, Jered, could you open the door?
(Persuasion DC20 success) Um, okay. (DOOROPEN=1)
(Persuasion DC20 fails) I don't think the master would like that.
5. I don't really want to talk right now.

// OnOpened
object oTalnash = GetObjectByTag("Talnash");
object oJered = GetObjectByTag("Jered");
SetGlobalInt("

Script here: when door is opened (or destroyed?), 
set variable so that Tal'Nash can't teleport any more & have him move to lab.
The cell door can be bashed (DC24), picked (DC24), or the spell Knock can be cast on it (Set DOOROPEN=1).

As Anera enters the lab from the cells:
Kelemvor, give me strength! She will be fully healed and have Bull's Strength cast on her.


The final battle:
Tal'nash: What? How did you escape? Ah, it must have been that damnable boy. Well, no matter. I shall deal with you now.
He will cast shield on himself, sleep, then magic missle on the casters. If the party is high enough level, flesh beasts will appear.

After Tal'nash < 1 hp:
This cannot be! Mortally wounded, my studies incomplete.
1. You got was you deserved, Tal'Nash.
2. And I shall spit on your corpse after your last breath.
Wait! Promise me this. Take Jered to Stonemeet. Find Phthta. Beware Orrick. (dies, TALNASHDEAD=1)

Jered: My master dead. It is sad, in a strange way, though also a relief.
1. He was not your father, nor your friend. (+good)
2. I enjoyed killing that fiend who treated you so. (+chaotic)
3. The weak die, Jered. Learn this. (+evil)
I suppose you are right. Will you do as he asked, take me to Stonemeet?
1. I do not trust him, but perhaps answers to all our questions may be found there.
Thank you [FirstName]. My master may have some useful things around here, then let us go to the surface. (joins)

Quincel (if alive): So, we have vanquished our common foe. I would ask, now, what you wish to do with me.
1. Now it's your turn to die! (+chaotic, attacks)
2. I have chased you across the plains to this forsaken place. I demand an explaination of your plans.
I imagine you would not hesitate to kill me otherwise, and perhaps in my foolishness I have found myself in your debt. If you promise to let me live, I will explain all.
1. I cannot promise that, so now you must die. (attacks)
2. If you swear to tell me everything, I shall let you live.
Very well, I shall tell all. Orrick contacted me several months ago, desiring shipments of undead. He never said what he did with them, but we were to bring them to Stonemeet at the Battle of the Bones. The pay was good, but his demands became increasingly difficult to meet. He is a powerful wizard, and I could not back out of our deal.
1. And what brought you to this ancient temple?
In my studies, I came across a reference to the Skull of Orn. It appeared a powerful artifact, and I hoped to use it to counter Orrick's threat. Now, I simply hope to escape with my life.
1. Too late for that. Time to die! (++chaotic, attacks)
2. I will keep my promise. Leave now and do not cross my path again. (+law, +200xp)
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