128 rooms · levels 30–59
If you are not reading this, then you are lying.
The Stonelands are a wide, rocky desolate area. The land earns its name from the great boulders that seem to be strewn at random throughout its length like monuments to some forgotten god. A haunted, heavily gouged, sparse wasteland, this land has been a haven for tribes of orcs, goblinoids and evil humans known as the Border Raiders. A large rock valley lies to the north.
High walls of solid granite surround you. Large fissures in the rock wall allow passage to the north, south, east and west. The rush of the wind produces a loud, ominous howl, lending help to the rumors of this land being haunted.
This passage is barely wide enough for two people to walk abreast. Occasionally, you have to climb over large boulders that have fallen from high above. Let's hope that no rocks decide to fall down now.
The passage widens here, opening up onto a rock-strewn field to the east. Some words are etched into the wall here.
You are at the western edge of a vast rock-strewn field. The scene before you is one of beauty and wonder, but also one of danger and mystery. Far off to the northeast you can make out some sort of structure. The fissure leads back west, gaps in the rocks open north and east, and a small trail drops away to the south toward a dry wash.
Boulders the size of wagons crowd in on every side, and the ground between them is a jumble of broken stone. Gaps between the rocks lead north, east and west. Looking around, you begin to wonder how all of these rocks got here.
The boulders close in around a small pocket of bare ground, open only to the west. The earth here is scuffed by many boots, and a few dark stains on the stones suggest that someone in this field waits for travelers to wander too far.
A tall boulder split clean in two leans over the path, its halves held apart by a wedge of fallen rock. Paths wind north, east and south among the stones.
A hollow among the boulders offers shade and a flat rock to sit on, a tempting place to rest for a while. The ashes of an old campfire lie in a ring of stones. Paths lead north, south and west.
While taking a short rest, you are descended upon by a group of Border Raiders. The ruffians look quite tough, so be careful.
Goblin tracks crisscross the dirt between the boulders, and gnawed bones lie scattered about where the little raiders have stopped to eat. The way runs east and south.
Large rocks and boulders are all around you, giving you a limited view beyond each one. A narrow way winds east and west between them, and another opens to the south.
A broad flat stone, warmed by the sun, makes a natural bench in a ring of boulders. It seems a fine place to stop and catch your breath. The way runs east and west.
The field rises a little here, and the rocks grow larger as you near its far side. Gaps between them lead north, east and west.
A stone the size of a cottage walls off this corner of the field, its face streaked white by the birds that roost on top. Paths lead north around it and back west into the field.
After taking a quick break, you are set upon by a group of tough looking men. They don't look too happy to see you trespassing on their land.
The rocks here are scored with deep gouges, as if something huge had dragged its claws across them. Paths run north, east and south.
You manage to climb to the top of a large boulder. From here you can see most of the rocky field. Just to the north stands a squat, two-story building, and far to the southwest you can see the rock wall where you came onto the field.
The field ends against a wall of tumbled rock here, too steep and loose to climb. The only way on is east, back among the boulders.
Large rocks and boulders are all around you. Through a gap between them you catch sight of a squat stone building close by. Paths lead south and west.
You are standing outside of a small, fortified keep. A large door is the only thing adorning this side of the building. You can sense eyes watching you standing here. It might be a good idea to leave this place.
The fissure is barely three feet wide. Broken rock litters the ground, making travel through the fissure extremely difficult.
The fissure widens a little more here, allowing more than one person to pass at a time.
Dust and dirt billow out from the passage west, possibly indicating a cave-in. To the north lies a vast field of stones.
Tons of rock come crashing down from above, crushing you to death. PS- Pay closer attention to detail.
The fissure opens onto a rocky trail. The trail appears to be well worn and used often. Various types of tracks can be seen on the ground. A totem pole stands here, marking this territory as belonging to the Stoneland goblin tribe.
This part of the trail passes by a small spring. This spring is probably the only source of water for miles around. A small cave can be seen to the north.
A small cave is here, leading down into the bowels of the earth. Goblin tracks are all over the place. To the north a path climbs a rockslide to a rocky outcropping, and the spring is back to the south.
A dry wash cuts along the southern foot of the rocky field, its bed of gravel scoured by long-forgotten floods. To the north the boulders of the field rise in a jumble; to the west a small trail follows the wash toward a gulch.
The trail gets narrow here as it skirts the edge of a small ravine. The trail continues north and east.
The trail gets extremely narrow at this point, allowing only two people to pass safely at one time. The trail looks as if it could collapse if too much weight is set upon it.
This part of the trail is littered with rocks the size of a house. A narrow path leads north between two boulders.
From this point on, the land slopes downward to the north, and a stone tower is visible in the distance. A rockslide has cleared a path leading down to the south, toward the mouth of a small cave. The rocky trail is back to the west.
Water may have occupied this valley centuries ago, but not anymore. All the rocks have been ground smooth by the long-gone water. The dried-out stream bed leads north, and a landslide has choked the valley's eastern side. The path south leads to an outcropping of stones.
Very few rocks adorn this area. It is almost as if they were removed for some reason. Strangely enough, small scrubs and bushes have started growing here. A stone tower lies about one mile to the north.
A tower, built from stones of all shapes and sizes, stands here. Dark clouds hang in the sky directly over the structure. The door to the tower is falling apart and hangs open slightly. To the west, a dark, foreboding pit can be seen. A sign is staked into the ground by the path west.
Congratulations! You have found a bottomless pit! You are dead! Next time heed the warning!
This small trail winds along the foot of the rocky field, its stones worn smooth by ages-old flooding. It follows a dry wash east toward the boulders and drops south into a steep gulch.
Rocks of all shapes and sizes adorn this section of the land. From the top of this small hill a wide field of boulders spreads out to the north, a jumble of rock that seems to swallow the path. The fissure is back to the south.
The path winds between rocks ranging in size from small pebbles to the size of a small house. A gap opens to the west, and the hill falls away to the south.
Boulders crowd close on either side, leaving a channel of bare ground barely wide enough to walk. Old bones lie wedged between the rocks, picked clean. The way runs east and west.
The rocks grow larger and stranger here, smoothed and rounded as if they had been melted. To the west an enormous boulder squats alone, a dark crack running down its face. The path leads back east.
This is nothing more than a hollowed-out boulder, most likely made by magical means. Bones of all shapes and sizes litter the ground. Half hidden by the bones, a dark passage leads down into the floor; the only other way out is the crack to the east.
This is the entrance to a goblin complex. The Stoneland tribe takes up residence here from time to time. Voices echo along the cave passage, which leads west, and a little daylight shows up the shaft above.
The passage walls are rough-hewn and filled with cracks and crevices. The Common Area is to the north, and the chambers of the tribal witch doctor lie to the south. The passage continues west, further into the cave, and the entrance is back to the east.
This area is the communal sleeping chamber. All one needs to do in order to find a spot to sleep in is see the receptionist.
The tunnel here is surprisingly clean. The walls are adorned with tribal symbols marking this territory. The tribe's treasury is to the north and an old courier post to the south; the passage runs east and west.
This is a four-way intersection. To the north lies the Warrior guildmaster's brawling ring, and to the south the Cleric guildmaster's shrine. The passage continues east and west.
This is the holy place of the goblins. The goblins come here to speak with their gods and hold council with the Shaman.
This cavern is where the goblins come to practice swordplay and train. Goblins can be seen sparring each other as well as fighting creatures of various species.
This part of the tunnel boasts the conquests of the tribe. Various trophies of swords, skulls, pieces of armor and other things sit in holes in the wall.
This part of the tunnel is surprisingly clean and free of debris. To the south is the supply shop, and to the north the Barbarian master. The passage runs on west to the home of the Rogue guildmaster, and back east toward the entrance.
This is a supply store for the goblins. Basic adventuring gear and food products can be purchased here.
This is the domain of the tribal witch doctor. Runes of many shapes and sizes have been scrawled all over this chamber. Vials of foul and evil liquids line the walls.
This room is filled with brawling goblins. A single goblin stands out in the crowd...this must be the Guildmaster. Weapons of every type line the walls.
This room is nothing more than a small niche in the cave. The shadows seem to be alive. A blackness, even blacker than night, materializes and forms the goblin Thieflord. Behind him, a rough passage leads on west into the dark.
The walls lining the passage are rough and jagged and filled with many nooks and crannies, allowing many hiding places for goblins. The passage runs east and west.
The walls in this part of the passage are much smoother, almost as if the goblins did it on purpose. To the west the passage opens into a huge, dark cavern, and it runs back east toward the goblin caves. A sign is on the wall, written in goblin.
This cavern is bare except for two distinct features: a large pentagram etched into the floor, and the large demon standing in the middle of it. A small door is embedded in the north wall. A rough passage leads east, and the man-made tunnel runs south.
As you enter this cavern, you see large shelves with various strange things on them. The air about you is alive with arcane power. A strange old man is sitting at a desk scribbling on a piece of parchment.
This tunnel seems to be man-made. Somehow the large boulder you entered was really the entrance to this passage, which climbs back up into it. An extremely large cavern lies to the north.
This room is where all the money from raids is kept. Chests and bags lie scattered about. A small sign is hanging on the wall.
This room once held a large board for leaving messages, and a small goblin on duty to carry them. The board is gone, and the goblin went with it, muttering that he had been replaced by people simply talking to each other. A pile of unclaimed scrolls in the corner has been nibbled by something. It is unusually quiet.
You are standing in the entryway of a small keep. It is constructed of mortar and stone and appears to be quite old. A long hallway, lined with doors, lies before you. There is a door to the right and to the left of you. The exit lies to the south.
This is a small storage area. Crates and chests are piled up everywhere. Rats scurry about as you search the room.
This room must have been a waiting room a long time ago. Heavy curtains line the walls and half rotted furniture is scattered about.
This part of the hallway doesn't have doors on either side. Instead, it has two large paintings, one of a beholder and the other of an evil wizard.
You are standing in a long hallway. You can see a spiral staircase to the north, doors to either side of you and the exit to the keep farther to the south.
This is a somewhat tidy kitchen. Utensils and plates are stacked neatly on shelves. A closed door to the north leads to an unknown location and the exit lies to the west.
This room has many tables and chairs. It is safe to assume that this is a mess hall of some kind. The people here seem a little irritated at being disturbed while eating.
You have reached the end of the hallway. A spiral staircase leads up.
This room is icy cold. The hairs on the back of your neck stand on end from the overwhelming sense of magic here. Some powerful enchantment keeps all of the food fresh and frozen. Racks of meat hang on large hooks here.
This is a small, hidden closet. A small chest sits on the floor here.
You are standing at the end of an extravagant hallway. Large statues, made entirely of platinum, line the walls here. It looks like there is enough room to walk behind the statues.
Dust and cobwebs are about all you find behind the statue. Hopefully that's all you find.
Dust and cobwebs are about all you find behind the statue. Hopefully that's all you find.
Dust and cobwebs are about all you find behind the statue. Hopefully that's all you find.
Standing in the center of the hall puts you directly below a strange mural painted on the ceiling. The mural depicts a group of adventurers moving through a rocky field. After a moment, you realize that the group pictured is yours!
Dust and cobwebs are about all you find behind the statue. Hopefully that's all you find.
This is the door leading to the chambers of Deth Ironfang, the infamous leader of the Border Raiders. A large platinum golem blocks the way through the door.
These are the extravagant chambers of Deth Ironfang. This room is some kind of waiting room. You can see a bedroom to the east and a study to the west.
This room is adorned with a large bed covered with silk sheets. Everything in the room is very well crafted and very expensive. Apparently, being a raider is a pretty lucrative profession.
This is the private study of Deth Ironfang. Maps of Daleville and the surrounding areas are pinned to the walls and laid out on desks. It looks like Deth has been planning raids throughout the area.
This small room is filled with weapons of all types.
This is a closet filled with clothes. Nothing unusual here.
This is the entrance to a stone tower. The air is musty and dust covers everything. The walls are lined with rotting tapestries and the bones of some creature are scattered about on the floor. A short hallway stretches before you.
The hallway here, like the entrance, is lined with decaying tapestries and paintings. The paintings may have once been quite beautiful, but that beauty has been lost over time.
This part of the hallway is devoid of any decoration. The granite walls are bare, and radiate magic. A staircase is to the south.
The stairs lead up to the second level of the tower.
The staircase leads down to the first level of the tower.
The walls are inscribed with magical runes and glyphs, and the floor is covered with blood. The remains of some beast lie in several pieces on the floor.
Oak book cases line the walls, filled with ancient books and tomes. Most of the books have become so brittle with age, that the slightest touch causes them to crumble into dust. A set of stairs can be seen to the south.
The stairs lead up to the next level of the tower. A sense of evil permeates the air from above.
The staircase leads down to the second level of the tower.
This room is in shambles. Clothes, books and scrolls lie scattered about the room. A small cot sits in the corner and looks like it has not been used in many days. There is a closed door on the east wall.
There are two workbenches in this room. Beakers and vials filled with strange liquids have been placed sporadically on the tables. There are several small cages hanging from the ceiling, one of which is occupied. There is a door on the south wall.
This room has only one distinguishable feature: a large Portal. The portal stands at the far end of the room. Arcane symbols are engraved into the floor, most likely to offer protection from any creature that might emerge from the portal.
A few strong and ugly looking orc guards appear in a dark cave as soon as you get to this side of the mountain. You soon realize they do not like intruders when you meet their cold, hostile gaze. The mountain air seems to get colder when you see the blood stained maces in the guard's hands.
The trail was built along the side of the mountain. There are still some rocks and stones left here and there. You can hear noise coming from the tribe over in the hills. The trail leads west and south.
A few strong and ugly looking orc guards appear in a dark cave as soon as you get to this side of the mountain. You soon realize they do not like intruders when you meet their cold, hostile gaze. The mountain air seems to get colder when you see the blood stained maces held by the guards.
The trail was built along the side of the mountain. There are still some rocks and stones left here and there. You can hear noise coming from the tribe over in the hills. The trail leads north and west.
The trail was built along the side of the mountain. There are still some rocks and stones left here and there. You can hear noise coming from the tribe over in the hills. The trail leads east and west, and a small cave lies south.
A few strong and ugly looking orc guards appear in a dark cave as soon as you get to this side of the mountain. You soon realize they do not like intruders when you meet their cold hostile gaze. The mountain air seems to get colder when you see the blood stained maces held by the guards.
The trail was built along the side of the mountain. There are still some rocks and stones left here and there. You can hear noise coming from the tribe over in the hills. The trail leads north and east.
The trail was built along the side of the mountain. There are still some rocks and stones left here and there. You can hear noise coming from the tribe over in the hills. The trail leads north and south, while a small tunnel leads east, down into the ground.
A few strong and ugly looking orc guards appear in a dark cave as soon as you get to this side of the mountain. You soon realize they do not like intruders when you meet their cold hostile gaze. The mountain air seems to get colder when you see the blood stained maces held by the guards.
The trail was built along the side of the mountain. There are still some rocks and stones left here and there. You can hear noise coming from the tribe over in the hills. The trail leads east and south.
A narrow path made of rocks leads to all parts of the tribe. To west, a few hand made lanterns and torches are hanging outside a well polished cave. You can also hear someone inside is murmuring a folk tune. To east, a piece of animal skin covers the entrance to a hut of some sort. The Chieftain's Den is to the south.
The Chieftain, who once was a great warrior, has decided to spend rest of his days in life here in his comfortable den. Large maces and spears that are displayed by the walls remind you of his glorious days. A lion skin covered stool was placed by the fireplace. An old yet still strong orc is sitting there telling stories of great battles he took part in.
As you enter the room, you feel there are eyes in the dark peering at you suspiciously. The bartender is behind the counter mixing some drink. Over at the corner, an old dirty looking orc is surrounded by the crowd while he skill-fully performs a neat card trick.
This cave is filled with religious items of an evil god. Clouds of incense hang heavy in the air. Small bowls of blood are clustered together in a corner. Bones of some unfortunate victim lie in a neat pile in another corner. The cave reeks of evil and death.
Here is the passage that leads you to the Shaman's Cavern. The path has been well kept. Occasionally, the guards from the post pass you by, patrolling the area. Some orcs are sitting outside the cavern, waiting to see the Shaman. The mercenary's bar is south of here.
The path gets wider through this part of the tribe. You hear banging of the hammer and sizzling of water coming from a dark cave to the east. On the west side, freshly cut meat is piling up by the door of the meat stand. A cracked voice is singing inside the cave, along with the occasional scream of animals. A small well rests off to the side of the path.
Large wooden chests are stocked up inside the cave. As you might have expected, the orcs always have their best to guard the treasure
At first, you thought this is just a deserted cave since you don't see much of anything around here. As you turn around, you see strange blue flame lights up the north wall. The witch doctor rises from the shadows and begins to fiddle with his magic.
Here is the passage that leads you to the Witch Doctor's Grotto. The path has been well kept. Occasionally, the guards from the post pass you by, patrolling the area. The only bank in the tribe is to the north.
Pots and jars are neatly stacked against the north wall. Bottles and barrels are all in a pile at the south-west corner. An old wooden counter sits in the center of the cave. Beside the counter, there are several large leather bags and backpacks lying on the ground. A blackhaired orc woman is busy behind the counter. A small fountain of stale water juts from the wall.
This place doesn't look very comfortable. Strange plants are growing on the walls. Muddy water is dripping off the ceiling. Some bear skin and a few large wooden boards placed along the south wall form the sleeping area. A long haired orc is sitting behind the reception desk in a dark corner. South of here is the old message post.
Some finger bones and small leg bones form the name "Jole's" above the cave entrance. As you walk inside, the smell of flesh and blood overwhelms you. A complete set of butcher knives are laid out on the cutting board. A dark orc stands by the board, greets you with a grin on his face.
The only light source in this dark cave is the fire burning inside the stove. Piles of newly made breast plates and leggings are sparkling in the dark. The blacksmith is sweating by the fire, working his day away.
This is where mail was once dropped off and picked up. Rusty nails on the north wall still hold the torn corners of a huge bulletin board, and below them a sign has been scrawled in orcish.
This is where orcs practice their fighting skills as barbarian. Huge blocks of stones, several wooden spears and large maces were placed by the edge of the yard. Some young orcs are gathering in the center of the training yard to watch their guildmaster's demonstration closely.
This is a small side room in the bar. A table and two chairs take up most of the room. The rest of the room is filled by a single orc standing in the deep shadows.
This room is filled with weapons and trophies. A small bed of rugs lies in the corner of the cave and a burned-out cookfire lies in the opposite corner. A powerful looking orc is in here sparring alone.
A small tunnel opens up to the west, leading to the outside. A hole in the floor has been choked with rubble, and small spiders occasionally crawl out from between the stones.
This room is filled with books and papers. Shelves line the walls and boxes lie scattered about the room. A large painting of a panther hangs on the southern wall, looking a bit out of place here.
Directions on using this room. 1> Load mob/Trans PC 2> Kill mob/PC 3> Cackle maniacally when done.