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 Proving Grounds III - Shadow Over Stonegate (AG) Formal Adventure?
Location: Takes place in Stonegate in Eastern Tysa.
Description: A darkness has settled upon the eastern Tysian town of Stonegate. The town's protector, a man by the name of Garrwin Silverfoot, seeks the aid of an adventurous hero...
Requirements: none
Saga: Proving Grounds
Difficulty: Recommended MR/SP: 115+ MR (maybe higher, see discussion), > 100 SP, some powers at 50+
This quest gives a chance to earn xp to all skills and powers.
This quest gives a chance to earn Adventurer Tokens.
Note: This is not an "Adventures for This Location" quest. It can be accessed from any Proving Grounds location.
  • Added: May 2006

Part 1 - Arrival in Stonegate

You arrive in Stonegate, eager to learn what lies behind the desperate summons that has brought you here.

The Lurker

Long introductory story. Meet the Lurker; then get into 3 mêlées against the undead:

  • Large Axe-Wielding Skeleton (9+ at MR ??-57 Approx, 75-98 SP, 5+ XP)
  • Shrieking Phantasm (9+ at MR ??-57 Approx, ~65-102 SP, 10+ XP)
  • 2 Skeletons (9+ at MR ??-57 Approx, 36-50 SP, 1+ XP)
Completion reward
  • 16 general XP.

Amongst the Graves

(strange discrepancies between old and new data in this section. see the discussion section before you begin!)
Exploring among the graves, you come upon an inticing presence...

  • First you must resist a psychic attack by passing a Random check (1-100 + Mind * 1 + Spirit * 1). 78 is a win. 75 is a fail. you lose 1-2 SP if you pass. you fight 3 melees after first failure and then 1 after the following failures if you don't pass You can fail several times in a row. Hardest fight reported is 16 skeletons (9+ at MR 74-75 Approx, ?? SP)
    Attested foes:
    • 15 Skeletons (9+ at MR 147-?? Approx, 80 SP)
    • 15 Skeleton (9+ at MR 147-?? Approx, 80 SP)
    • 13 Skeletons (9+ at MR 66-67 Approx, ~70 SP)

After succesfully passing the check, you'll fight, in no particular order, four groups of skeletons:

  • 6 Skeletons (9+ at MR ??-57 Approx, 50-63 SP, 1+ XP), can't FLEE
  • 10 Skeletons (9+ at MR 1-95 Variable, ~65-84 SP, 4+ XP), can't FLEE
  • 14 Skeletons (9+ at MR 66-67 Approx, 92 SP)
  • 13 Skeletons (9+ at MR 115-1000 Variable, ~70-95 SP, 6+ XP), can't FLEE, older (outdated?) value was 6+ to hit at MR 70

And then another check (equal to first one - 35 is a fail). You keep rolling as long as you fail. Once you pass, you attack the creature, who vanishes.

Completion reward
  • 64 general XP.

Part 2 - Into the Crypt

Following your initial encounter in the graveyard atop Lookout Ridge, you discovered an open crypt. Wary of the danger that might lurk within, but eager to take the fight to the undead invaders, you boldly enter the ancient tomb...

The Crypt

Map Proving Grounds III Shadow Over Stonegate Crypt

E - Entrance
C - Cloaked Skeleton
S - Shadow Path
? - ?? Unclear.

((Questionmarks placed by Woodsmanship score, but I saw little to distinguish between the encounters at these locations and standard random encounters - especially since I received random encounters triggered from clicking "continue" after gathering loot from a random encounter!)
Tip: Even if capable, do not use your power of Gating to close the Shadow Path prior to finding the Shadowstone (if you want to obtain the thing!), else you'll have to leave The Crypt without it! Though you can still get it later, should you miss this one.

  • There are many undead foes throughout this crypt. All are 3+ at MR 77 except the Cloaked Skeleton (4+ at MR 77).
  • Your objective is to close the Shadow Path.
The Shadow Path
  • 3 Elite Skeletal Warriors (9+ at MR ??-64 Approx, 40 SP) (Number of warriors varies.)
  • Closing the Shadowgate appears to require a Random check (1-100 + Mind * 1 + Spirit * 1 + Aura * 1). 122 is a win. 99 is a fail, to close it with the Shadowstone, or
  • Random check (1-100 + Mind * 1 + Spirit * 1 + Aura * 1 + Gating * 1) to close it with Gating (40+). Receive 128 specific XP to Gating if successful - no idea what the threshhold for success is since you should probably have a 100+ bonus if you have Gating 40+.
The Cloaked Skeleton
  • 16 XP to Fortification (30+) for using it to block the fireball. To dodge, +3 Agility check, if you fail you lose ~18 SP.
  • Cloaked Skeleton (9+ at MR 65-67 Approx, ~100 SP, 33 XP)
  • Automatically receive Shadowstone on defeating it; note that you can complete the scenario without finding it, if you have Gating at level 40+
Completion reward
  • 128 general XP.

Part 3 - The Beasts of Bone

The trip back to town from Lookout Ridge proves perilous indeed...

In the Company of Wolves

  • Most combats are 3+ to hit at MR 75, with foes' SP levels ranging from 30 to 80. Noting that there is a record of two 7+ combats at MR 83 prior to the final chamber.
  • Final combat is also 3+ vs MR 75, but watch out for the dangerous special attack! Don't Quick Combat this one!

There are a few random wolfpacks to be defeated along the way before you arrive to the chamber at the end of the cave (map needed, I still have to upload it)

Stone Chamber
  • 5 Rotting Wolves (9+ at MR ??-64 Approx, 70 SP)
  • 7 Rotting Wolves (9+ at MR ??-64 Approx, 80 SP)

At this point you must pass a Random check (1-100 + Mind * 1 + Aura * 1 + Spirit * 1). ?? is a win. 71 is a fail. you lose 13~23 SP if you don't pass, 79 is also a fail. then follow two more battles:

  • Alpha Skeletal Wolf (9+ at MR ??-64 Approx, 100 SP)
  • Alpha Rotting Wolf (9+ at MR ??-64 Approx, ~115 SP)
Completion reward
  • 384 general XP.

Part 4 - The Rising of the Tide

In the wake of a devastating undead assault upon Stonegate, a lone hero remains standing, and upon his/her shoulders rests the fate of the town and its people... any guesses who s/he might be?

The Undying

  • 16 XP to Archery (skill check) if used successfully against the self-healing Ghoul, then you must defeat it:
  • Greater Deathless Ghoul (9+ at MR 65 Exact, ~80-114 SP, 33+ XP), can't FLEE.
Completion reward
  • 32 general XP.


The following 4 scenarios, detailing the defense of the town of Stonegate, can be done in any order.

In the Thick of It

  • Six combats, all 3+ vs MR 71. There is an +2 agility check in between; if you fail you lose some SP (7-15 observed)
Completion reward
  • 32 general experience.

A Quartet of Death

Four separate battles against a

  • Lesser Deathless Ghoul (9+ at MR ??-58 Approx, ~85-154 SP, 9-17 XP), can't FLEE, has a healing ability.
Completion reward
  • 32 general XP.

The Beast Keeper

  • 1st Skeletal Bear (9+ at MR ??-58 Approx, 85-90 SP, 1 XP), can't FLEE
  • 2nd Skeletal Bear (9+ at MR ??-58 Approx, 70-88 SP, 1 XP), special attack deals ~17 SP damage, can't FLEE
  • The Beast Keeper (9+ at MR 62-74 Variable, ~76-100 SP, 33-34 XP), special attack ~11 SP, can't FLEE, not scaled, confirmed 3+ at MR 90
Completion reward
  • 32 general XP.

A Cry for Help

  • 4 Ghouls (9+ at MR ??-58 Approx, ~50-74 SP, 1 XP), can't FLEE
  • 2 Greater Ghouls (9+ at MR ??-58 Approx, ~60-89 SP, 1 XP), special attack deals ~10 SP damage, can't FLEE
  • 32 xp to Telekinesis (30+), 16 xp to Unarmed Combat for escaping the choke-hold (both tested), OR attempt a +4 (Extremely Difficult) Might Stat check. You free yourself if you pass
  • Ghoul Lord (9+ at MR ??-58 Approx, ~75-84 SP, 17-34 XP), can't FLEE
Completion reward


The following scenario is only available once you complete the previous four.

We Meet Again

'Dogbreath' is back; a recent acquaintance blocks your way and conjures some playmates for your enjoyment - a mob of eight Greater Ghouls enveloped in the stench of death advances on you:

  • first, battle against 4 Greater Ghouls (9+ at MR 59-61 Approx, 85 SP, 17-33 XP), special attack does 4-10 SP damage, can't FLEE,
  • then another group of 4 Greater Ghouls (9+ at MR ??-58 Approx, 80-84 SP, 17-33 XP), special attack deals 16 SP damage, can't FLEE

Then, from the side, the cherry on top of this cake of the undead:

  • Greater Deathless Ghoul (9+ at MR 67-72 Variable, 178 SP, 33-34 XP), it can heal itself each round, can't FLEE
Completion reward
  • 128 general XP.

Part 5 - A Second Gate

The citizens of Stonegate have fled their homes and set up a fortified camp in a secluded part of the forest north of town, while you continue to wage a one-adventurer war against the invading undead...

A Solitary Guardian

  • 64 XP to Thievery (60)/ Telekinesis (50)/ Illusion (50)/ Gating (50) when used to deal with the undead troll (all tested). Employing this option successfully you'll avoid fighting the troll, but also miss out on the additional combat XP to be gained from that fight. (Note, that using Gating will put you behind the troll, giving you 64 XP and allowing you to engage the Troll at a lower MR [as if you passed the below test])
  • Alternately, you can attempt a Random check (1-100 + Thievery * 1 + Woodsmanship * 2 + Agility * 1 + Luck * 1). 259 is a win. 195 is a fail. You get 32 XP to Thievery and Woodsmanship and surprise the troll if you pass. Your fight with the troll is more difficult if you don't pass.
    Depending upon the success or failure of your attempts above, you'll face either a...
    • troll caught off guard: Skeletal Troll (9+ at MR ??-58 Approx, ~105 SP, 33 XP), or a...
    • troll aware and ready for your attack: Skeletal Troll (9+ at MR 70-72 Approx, ~100 SP), 8-10 SP special, can't FLEE
Completion reward
  • 32 general XP.

Into the Dark

Walkthrough:

  • There is the usual unmarked resting point at the mouth of the cave; each time you exit the cave, your SP and NV points are automatically restored to their full values.
  • New (?) foes have ratings ranging from 3+ (to hit) at MR 80 to 6+ (to hit) at MR 80, with SP values of 86 to 100.
  • Most enemies in this scenario are 3+ vs MR 71, which is why the MR values below are "approximate".
  • All trolls here have a special 15-20 SP attack
  • There are random groups of trolls (they're weaker than the ones at the points of interest):
    • undead troll (9+ at MR ??-58 Approx, 86 SP, 1+ XP)
    • 2 undead trolls (9+ at MR 64-72 Variable, 100 SP, 1+ XP)
    • 3 undead trolls (9+ at MR 64-75 Variable, 96-97 SP, 1+ XP), special attack deals 15 SP damage, you have to attack 3 times before you can flee
  • This is a mapped area, with Woodsmanship being the key skill to having points of interest marked for you. The points of interest, in the only order they can be encountered, are listed here:
    1. Your starting point
    2. 2 undead trolls (9+ at MR 62-63 Approx, 82 SP, 17-33 XP), you have to attack 3 times before you can flee
    3. 2 undead trolls (9+ at MR 64-66 Approx, 77-84 SP, 17-33 XP), you have to attack 3 times before you can flee
    4. Shadowstone (If not picked up in previous cave)
    5. 3 undead trolls (9+ at MR 75 Exact, 116 SP, 65-66 XP), special attack deals ~11-13 SP damage, you have to attack 3 times before you can flee
    6. Unknown -- Thievery 70+ and Woodsmanship 70+ tested with no result. (As above; same conclusion.)
    7. End of the labryinth, you'll see a Shadow Path:
      • 64 Experience to Fortification 50+ when used to block the lightning strike,
      • or "rush forward and attack him": must pass a Random check (1-100 + Body * 1 + Agility * 1). 86 is a win
        • 1st undead troll (9+ at MR ??-62 Approx, 71 SP, 17-66 XP), can't FLEE
        • 2nd undead troll (9+ at MR ??-62 Approx, 80 SP, 5-9 XP), can't FLEE
      • to close the shadow path, you can...
        • use Gating 50+ for 128 XP, but even if power is used successfully, you still need to execute a Random check (1-100 + Mind * 1 + Spirit * 1 + Aura * 1 + Gating * 1). ?? is a win. However, if roll is successful, result (number rolled) is not displayed.
        • or use the shadowstone - must pass Random check (1-100 + Mind * 1 + Spirit * 1 + Aura * 1). ?? is a win. 96 is a fail. 100 is assumed to be necessary for success. No XP earned for this option.
        • if you fail (presumably in either case), you must fight a skeletal troll (9+ at MR ??-62 Approx, ?? SP, 5-9 XP), this can, apparently, happen indefinitely (or until you die or run out of NV points)...

Rewards Summary:

  • 17 to 33 combat XP from each of the 2 fixed battles against 2 undead trolls.
  • 65-66 combat XP from the fixed battle against the 3 undead trolls.
  • 64 XP to Fortification (50+) when used to block the lightning strike.
  • 17 to 66 combat XP from the first undead troll emerging from the portal.
  • 128 XP to Gating (50+) for closing the Shadow Path.
  • Shadowstone - only if you did not find the Shadowstone during the earlier The Crypt scenario; and this time you can't miss it.
Completion reward
  • 384 general XP.

Part 6 - Many Happy Returns

Your return to Stonegate turns out a bit different than you expected...

Pull up a Chair

Seems like nobody's content just being dead, these days...

  • 1st undead goblin champion (9+ at MR ??-62 Approx, 66 SP, 5 XP), can't FLEE
  • 2nd undead goblin champion (9+ at MR 63-65 Approx, 72 SP, 9 XP), can't FLEE
  • 3rd undead goblin champion (9+ at MR 65-70 Variable, 90 SP, 17 XP), 8 SP special attack, can't FLEE
  • 4th undead goblin champion (9+ at MR 71-72 Approx, 106 SP, 33 XP), 6-12 SP special attack, can't FLEE
  • Blalak the Unmerciful (undead) (9+ at MR 75 Exact, ~80-94 SP, 65-68 XP), 6-12 SP special attack, can't FLEE; he drops an exceptional Spear.
Completion reward
  • 128 general XP.

Camp Stonegate

The fleshless seem restless... and are apparently wondering what parenthood is all about - so they kidnapped little 'Gretel of Stonegate'...

A few options to aid your search:

  • 256 experience (both tested) to find the little girl when you use...
  • or a Random check (1-100 + Mind * 1 + Luck * 1 + Spirit * 1). 102 is a win. No XP reward for this option
  • Then 4 consecutive battles ensue - no Restoration pauses in-between:
    • 7 skeletons (9+ at MR ??-62 Approx, 54 SP, 1 XP), can't FLEE
    • Lesser Deathless Ghoul (9+ at MR ??-62 Approx, 89 SP, 1 XP), can't FLEE
    • Greater Deathless Ghoul (9+ at MR ??-62 Approx, 130 SP, 1 XP), can't FLEE
    • Ghoul Lord (9+ at MR 68-73 Variable, 108 SP, 33-34 XP), can't FLEE.
Completion reward
  • 256 general XP.

Part 7 - Nillom

The search for Nillom has led you to his residence -- an old watchtower atop a hill on the eastern edge of Stonegate.

The Watchtower

  • May attempt to enter from front or back.
    • 16 XP to Thievery for entering the tower from the back, Random check (1-100 + Thievery * 3 + Luck * 1). ? is a win, or:
    • 64 XP to Illusion (40) or 32 XP to Gating (30) to enter from the front (Both tested).
    • 64 XP to Thievery plus 32 XP to Woodsmanship if another option is chosen for the frontal approach, which is to try and sneak by the guards: Random check (1-100 + Thievery * 2 + Woodsmanship * 1 + Agility * 1 + Luck * 1). 227 is a win. exact values not recorded, only guessed and calculated based on usual requirement for such a check and on number representing the skills/abilities modifier
  • 64 XP to Fortification (50) / Telekinesis (50) for avoiding Nillom's attack (Both tested)
  • Nillom (undead) (9+ at MR ??-62 Approx, 62 SP, 9 XP), can't FLEE
Completion reward
  • 64 general XP.

A Final Descent

You find yourself on the lower level of the late mage's watchtower... This is a mapped area (albeit a strictly linear one); Thievery (if trained high enough) reveals points of interest.
Note: On the very first square is a resting spot, with a textual option to do just that (restores both SP and NV).

  • There are groups of skeletons that you need to defeat before you get to the end of the labyrinth (random and apparently infinite number of occurences; ergo: 'mini grinding spot'):
    • 8 Skeletons (9+ at MR ??-76 Approx, 58-71 SP, 1+ XP), you have to attack 4 times before you can flee
    • 9 Skeletons (9+ at MR 77-90 Variable, 55-79 SP, 1+ XP), 8-9 SP special attack, you have to attack 4 times before you can flee
    • 10 Skeletons (9+ at MR 93-94 Approx, 68-78 SP, 1-4 XP), you have to attack 4 times before you can flee
    • 11 Skeletons (9+ at MR 101-105 Variable, 74-83 SP, 3-6 XP), 3-9 SP special attack, you have to attack 4 times before you can flee
    • 12 Skeletons (9+ at MR 113-120 Variable, 64-82 SP, 7-16 XP), 8-10 SP special attack, you have to attack 4 times before you can flee
  • At the end of the path, in the vortex chamber, you'll face a (fixed?) number of groups of 1+ foes, with Restoration pauses between 'bouts'. Examples of possible groups include:
    • 5 Ghouls (9+ at MR ??-80 Approx, 58 SP, 1+ XP)
    • Ghoul Lord (9+ at MR ??-76 Approx, 92 SP, 1+ XP), 16 SP special attack
    • 10 Skeletons (9+ at MR 88 Exact, 68 SP, 1+ XP)
    • Greater Deathless Ghoul (9+ at MR ??-76 Approx, 115 SP, 1+ XP)
    • 8 Ghouls (9+ at MR 77-79 Approx, 69 SP, 1+ XP)
    • 11 Skeletons (9+ at MR 103-105 Approx, 72 SP, 4+ XP)
    • 2 Greater Ghouls (9+ at MR ??-76 Approx, 66 SP, 1+ XP)
    • 3 Greater Ghouls (9+ at MR ??-71 Approx, 74 SP, 1+ XP)

(Previous -older - reports were of foes all (9+ at MR ??-62 Approx, ?? SP), (3+ vs MR 75), including Greater Deathless Ghouls, groups of 8, 9 and 10 Skeletons, 4 Bone Bladesmen, 2 Greater Ghouls, 3 Lesser Deathless Ghouls.)

  • Finally, you get a chance to close the Shadow Path:
    • 256 XP to Gating (50+), after also passing a Random check (1-100 + Mind * 1 + Spirit * 1 + Aura * 1 + Gating * 1). ? is a win. number resulting from roll not shown, or...
    • 0 xp for using the Shadowstone, after passing a Random check (1-100 + Mind * 1 + Aura * 1 + Spirit * 1). 138 is a win.
Completion reward
  • 256 general XP.

Part 8 - The Return to Camp Stonegate

You return to the forest encampment only to find that the final undead assault upon the beleaguered citizens of Stonegate already rages beneath the trees...

The Return

Nearing the outer defenses of Stonegate's former residents' camp, you're confronted by the besieging undead hordes:

  • 10 Ghouls (9+ at MR 96 Exact, 80 SP, 2 XP), 12 SP special attack, can't FLEE (confirmed on 1/6/2011 that there 8 ghouls that are 5+ at MR 83 confronted instead of the aforementioned foe).
  • 8 Skeletons (9+ at MR 68-70 Approx, 63 SP, 1+ XP), can't FLEE
  • Undead Troll (9+ at MR ??-67 Approx, 103 SP, 1+ XP), can't FLEE

The number of ghouls and skeletons must be variable. Not sure about MR, but was 9 ghouls and 12 skeletons. 10/20/2012 (Older reports were of enemies rated "all 3+ vs MR 75", including 9 Ghouls, 10 Skeletons and the Undead Troll.)

Completion reward
  • 64 general XP.

Part 9 - The Last Battle

Battle rages beneath the trees at the edge of Camp Stonegate. The ill-equipped and largely untrained citizenry of the town pitch a valiant fight against a vast, merciless and bloodthirsty undead foe. You've arrived just in time to help even the odds.


The following scenarios can be done in any order.

The Caped Crusader

An undead killer of over a dozen of Stonegate's citizens charges at you:

  • Skeletal Knight (9+ at MR 58-60 Approx, 93 SP, 9-17 XP), 3-16 SP frequent special attack, can't FLEE
Completion reward
  • 64 general XP.

A Thundering Bellow

  • Massive Skeletal Troll (9+ at MR 63-65 Approx, 112 SP, 17-18 XP), can't FLEE
Completion reward
  • 64 general XP.

The Headless Rider

A forgetful undead horseman dismount and attempts a Zeus-impersonation...

  • 32 XP to Fortification (50+) for blocking the lightning bolt (you may also "attempt to dodge" but it is not tested).
  • Headless Warrior (9+ at MR 63-65 Approx, 111 SP, 33 XP), 12 SP special attack, can't FLEE
Completion reward
  • 64 general XP.

The Withering Touch

An insect-loving abomination seems afflicted by nausea, and shares his 'wealth'...

  • Witherer (9+ at MR ??-57 Approx, 77 SP, 9+ XP), can't FLEE

...then two more join the impromptu entomological convention:

  • Witherer (9+ at MR ??-53 Approx, 77 SP, 9+ XP), can't FLEE
  • Witherer (9+ at MR 50-51 Approx, 83 SP, 18 XP), can't FLEE.

All three may drop minor sellable items and gold.

Completion reward
  • 64 general XP.

A Cause for Fear

An old acquaintance for those who have previously visited Stoneback Hill...

  • Voren-Thul (9+ at MR 59-65 Variable, ~80-102 SP, 65-66 XP), can't FLEE
Completion reward
  • 64 general XP.

The Bone Warriors

In the thick of the battle... the truer sense of "mêlée":

  • 8 Bone Warriors (9+ at MR 69 Exact, 57 SP, 2 XP), can't FLEE
  • 9 Bone Warriors (9+ at MR 81-82 Approx, 67 SP, 3 XP), can't FLEE
  • 8 Bone Warriors (9+ at MR 68 Exact, 58 SP, 1+ XP), 10 SP special attack, can't FLEE
  • 8 Bone Warriors (9+ at MR 71 Exact, 57 SP, 2 XP), can't FLEE
  • 7 Bone Warriors (9+ at MR 63 Exact, 58 SP, 1+ XP), can't FLEE
  • 9 Bone Warriors (9+ at MR 82 Exact, 68 SP, 2 XP), can't FLEE
  • 7 Bone Warriors (9+ at MR 63-64 Approx, 64 SP, 1+ XP), can't FLEE
Completion reward
  • 64 general XP.

To the Rescue

Hero to the rescue - meaning you, of course...

  • Greater Whitherer (9+ at MR 60 Exact, 82 SP, 28-35 XP), can't FLEE
Completion reward
  • 64 general XP.

From Above

They've grown wings! What next... undead unicorns? Brace youself for:

  • Winged Skeleton (9+ at MR 53-54 Approx, 64 SP, 17 XP), 10-15 SP special attack, can't FLEE
  • 3 Winged Skeletons (9+ at MR 60-61 Approx, 77 SP, 33-35 XP), 9 SP special attack, can't FLEE
  • 3 Winged Skeletons (9+ at MR 55-57 Approx, 68 SP, 33 XP), can't FLEE
  • Winged Skeleton (9+ at MR 50 Exact, 64 SP, 17 XP), can't FLEE
Completion reward
  • 64 general XP.

A Parade of Ghouls

This isn't the beauty pageant held in your honour, that you may have been hoping to witness...

  • 6 Ghouls (9+ at MR 56-57 Approx, 60 SP, 9 XP), 5 SP special attack, can't FLEE
  • 3 Greater Ghouls (9+ at MR 51-52 Approx, 78 SP, 33 XP), can't FLEE
  • 2 Greater Ghouls (9+ at MR 49-50 Approx, 66 SP, 9-17 XP), 13 SP special attack, can't FLEE
  • Greater Deathless Ghoul (9+ at MR 64-65 Approx, 132 SP, 34-35 XP), can't FLEE
  • Greater Deathless Ghoul (9+ at MR 61 Exact, 202 SP, 34-35 XP), can't FLEE
Completion reward
  • 64 general XP.

Death Swings a Sword

'These bones are made for rattling...'

  • Skeletal Champion (9+ at MR 80 Exact, 125 SP, 33-40 XP), 7-15 SP special attack, can't FLEE
Completion reward
  • 64 general XP.

A Gruesome Scene Interrupted

The undead have no respect for the dead, these days...

  • 2 Blackbone Skeletons (9+ at MR ??-52 Approx, 51 SP, 2-5 XP), can't FLEE
  • 7 Blackbone Skeletons (9+ at MR 73-75 Approx, 90 SP, 12-17 XP), 2-7 SP special attack, can't FLEE
  • 7 Blackbone Skeletons (9+ at MR 73-74 Approx, 78 SP, 10-17 XP), can't FLEE
  • Blackbone Avenger (9+ at MR ??-52 Approx, 72 SP, 9-17 XP), can't FLEE
Completion reward
  • 64 general XP.

A Rotting Behemoth

The 'many-toothed wedge-monster'... this was bound to happen...

  • Hulking Undead Beast (9+ at MR 65 Exact, 176 SP, 17-18 XP), can't FLEE
Completion reward
  • 64 general XP.

Skeletons at The Gate

If the barbarians weren't bad enough... the new guests seem even hungrier - all skin and bones...

  • 7 Skeletons (9+ at MR 62-63 Approx, 51 SP, 5-7 XP), can't FLEE
  • 4 Skeletons (9+ at MR ??-43 Approx, 42 SP, 1+ XP), can't FLEE
  • Skeletal Axeman (9+ at MR 59-60 Approx, 93 SP, 18-20 XP), 7 SP special attack, can't FLEE
  • 6 Blackbone Skeletons (9+ at MR 65 Exact, 73 SP, 9-10 XP), 3-4 SP special attack, can't FLEE
  • 2 Blackbone Avengers (9+ at MR 57 Exact, 74 SP, 17-22 XP), 8-17 SP special attack, can't FLEE
  • Master Bone Warrior (9+ at MR 78-85 Variable, 90-103 SP, 65-72 XP), ~10+ SP special attack, can't FLEE
Completion reward
  • 64 general XP.

That's the Spirit

Every dog has its day... and every skeletal bone might, sooner or later, find its way into a dog's mouth - make sure they're not your bones...

  • Evil Spirit (9+ at MR 57-58 Approx, 91 SP, 7-10 XP), 11-21 SP frequent special attacks, can't FLEE
  • 2 Evil Spirits (9+ at MR 62 Exact, 94 SP, 17-18 XP), 15-19 SP frequent special attacks, can't FLEE
  • Greater Evil Spirit (9+ at MR 70-71 Approx, 129 SP, 17-33 XP), 17-23 SP frequent special attacks, can't FLEE
Completion reward
  • 64 general XP.

Part 10 - The Aftermath

The final battle is over and the undead plague has been defeated, but will things ever be the same in Stonegate?

What Follows

A very unsettling story text (no combat, powers, or skills needed).

Final rewards

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