Sryth Wiki
Advertisement
 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...
Saga: Proving Grounds
Difficulty: 9@158 MR, recommend 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, 10+ XP)
  • Shrieking Phantasm (9+ at MR ??-57 Approx, ~80 SP, 13 XP), up to 19 death chill damage
  • 2 Skeletons (9+ at MR ??-57 Approx, 36-50 SP, 2 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 1-4 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 as of 2021 (massive MR increase):
    • 15 Skeletons (9+ at MR 147-?? Approx, 80 SP)
    • 15 Skeletons (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 93 Exact, 62-84 SP, 5 XP), can't FLEE
  • 14 Skeletons (9+ at MR 147 Exact, 92 SP, 6 XP), can't FLEE
  • 15 Skeletons (9+ at MR 158 Exact, 85 SP, 7 XP), can't FLEE

And then another Random check (1-100 + Mind * 1 + Spirit * 1). 96 is a win. 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 used to be placed placed by Woodsmanship score, not observed in 2021 at L70. If you got through part 2 without much difficulty, there is little to distinguish between the encounters at these locations and standard random encounters - especially with second random encounters triggered from clicking "continue" after battle success screens. The difference seems to be XP gained; instead of 2-5 XP, an Elite Skeletal Warrior gives you 21 XP, the set including the tall skeleton gets you 5 and 13, .
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 Cloaked Skeleton[]

  • option to retreat before combat, may return later if unprepared.
  • 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, 38 XP)
  • Automatically receive Shadowstone on defeating it; note that you can complete the scenario without finding it, if you have Gating at level 40+

The Shadow Path[]

  • The mapped ? before S, you face 11 Skeletal Soldiers (9+ at MR ??-118 Approx, ~100 SP, 6 XP)and4 Bone Bladesman (9+ at MR ??-118 Approx, ~80 SP, 5 XP)
  • At S, 6 Bone Bladesman (9+ at MR ??-118 Approx, ~90 SP, 5 XP) or 3 Elite Skeletal Warriors (9+ at MR ??-64 Approx, 40 SP) (Number of warriors varies.)
  • There is an option to continue without closing the gate; probably in case you don't have the shadowstone or Gating. 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+.

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 were reported 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.

Foes observed[]

  • Skeletal Wolf (9+ at MR ??-118 Approx, ?? SP, 2 XP)
  • 2 Skeletal Wolves (9+ at MR ??-118 Approx, ?? SP, 2 XP)
  • 4 Skeletal Wolves (9+ at MR ??-118 Approx, ?? SP, 4 XP)
  • [massive] Skeletal Wolf (9+ at MR ??-118 Approx, ~100 SP, 6 XP), high special reported was also reported 3+ vs MR 75

There are a few random wolfpacks to be defeated along the way before you arrive to the chamber at the end of the cave

  • observed 7 Skeletal Wolves (9+ at MR ??-118 Approx, ?? SP, 5 XP)

(map needed, I still have to upload it)

Text directions[]

Keep the wall to your right since the cave is roughly clockwise. Whenever it's available turn right. Other than that you'll need 4 north, west, then 4 south,

Entering the circular hallway[]

  • (there are 3 combats, number and type may be random)8 Skeletal Wolves (9+ at MR ??-118 Approx, ?? SP, 5 XP) in 2021
  • 6 Rotting Wolves (9+ at MR ??-118 Approx, 90 SP, 5 XP), up to 7 special damage in 2021
  • Alpha Rotting Wolf (9+ at MR ??-118 Approx, 63 SP, 4 XP), frequent special up to 9 damage in 2021

Stone Chamber[]

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

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 ??-118 Approx, 205 SP, 6 XP), frequent special up to 9 damage
  • Alpha Rotting Wolf (9+ at MR ??-118 Approx, 256 SP, 6 XP), frequent special up to 12 damage
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 if used successfully against the self-healing Ghoul Random check (1-100 + Archery * 0.333). 40 or more needed to pass. Other archery related bonuses like Grand Ashen bow +5 help
  • Greater Deathless Ghoul (9+ at MR 65 Exact, ~80-114 SP, 37 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 with usually 3-5 XP. There is an Random check (1-100 + Agility * 1). 50 or more needed to pass after 2 fights; if you fail you lose some SP (7-15 observed) followed bySkeletal Commander (9+ at MR ??-118 Approx, 94 SP, 21 XP).

Completion reward
  • 32 general experience.

A Quartet of Death[]

Four separate battles against a

  • Lesser Deathless Ghoul (9+ at MR ??-58 Approx, ~85-132 SP, 14, 18, 22, 22 XP), can't FLEE, has a common healing ability, which probably only helps it when wounded (like yours). Exact effects unknown.
Completion reward
  • 32 general XP.

The Beast Keeper[]

  • 1st Skeletal Bear (9+ at MR ??-58 Approx, 85-90 SP, 5 XP), can't FLEE
  • 2nd Skeletal Bear (9+ at MR ??-58 Approx, 70-88 SP, 5 XP), special attack deals ~17 SP damage, can't FLEE
  • The Beast Keeper (9+ at MR 62-74 Variable, ~76-100 SP, 38 XP), special attack ~11 SP, can't FLEE
Completion reward
  • 32 general XP.

A Cry for Help[]

  • 4 Ghouls (9+ at MR ??-58 Approx, ~50-74 SP, 3 XP), can't FLEE
  • 2 Greater Ghouls (9+ at MR ??-58 Approx, ~60-89 SP, 4 XP), special attack deals ~10 SP damage, can't FLEE
  • 32 xp to Telekinesis (30+) for escaping the choke-hold, OR attempt to break free. (There used to be a seperate option for 16 xp to Unarmed Combat, but this has likely been merged with the previous difficult might check (untested))
  • Ghoul Lord (9+ at MR ??-58 Approx, ~75-84 SP, 37 XP), can't FLEE
Completion reward


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

We Meet Again[]

A recent acquaintance - then 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, 37 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, 37 XP), special attack deals 16 SP damage, can't FLEE
  • finally Greater Deathless Ghoul (9+ at MR 67-72 Variable, 178 SP, 38 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, 37 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, 5 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, 37 XP), you have to attack 3 times before you can flee
    3. 2 undead trolls (9+ at MR 64-66 Approx, 77-84 SP, 37 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
        • Undead troll (9+ at MR ??-62 Approx, 71 SP, 37 XP), can't FLEE
        • Skeletal troll (9+ at MR ??-62 Approx, 80 SP, 13 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. (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:

  • ~30 combat XP from 6 x 5 XP random trolls
  • 37 combat XP from each of the 2 fixed battles against 2 undead trolls.
  • 67 combat XP from the fixed battle against the 3 undead trolls.
  • 64 XP to Fortification (50+) when used to block the lightning strike.
  • 50 combat XP from 2 undead trolls 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, 13 XP), can't FLEE
  • 2nd undead goblin champion (9+ at MR 63-65 Approx, 72 SP, 21 XP), can't FLEE
  • 3rd undead goblin champion (9+ at MR 65-70 Variable, 90 SP, 21 XP), 8 SP special attack, can't FLEE
  • 4th undead goblin champion (9+ at MR 71-72 Approx, 106 SP, 38 XP), 6-12 SP special attack, can't FLEE
  • Blalak the Unmerciful (undead) (9+ at MR 75 Exact, ~135 SP, 70 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, 5 XP), can't FLEE
    • Lesser Deathless Ghoul (9+ at MR ??-62 Approx, 89 SP, 5 XP), can't FLEE
    • Greater Deathless Ghoul (9+ at MR ??-62 Approx, 130 SP, 6 XP), can't FLEE
    • Ghoul Lord (9+ at MR 68-73 Variable, 108 SP, 38 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, 96 SP, 21 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'. On one occasion in 2021 only one fight encountered. Reported types:
    • 8 Skeletons (9+ at MR ??-76 Approx, 58-71 SP, 2 XP), you have to attack 4 times before you can flee
    • 9 Skeletons (9+ at MR 77-90 Variable, 55-79 SP, 3 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, 4 XP), you have to attack 4 times before you can flee
    • 11 Skeletons (9+ at MR 101-105 Variable, 74-83 SP, 5-6 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 (?) around ten groups of 1+ foes, with Restoration pauses between 'bouts'. Examples of possible groups include:
    • 5 Ghouls (9+ at MR ??-80 Approx, 58 SP, 3+ XP)
    • Ghoul Lord (9+ at MR ??-76 Approx, 92 SP, 3+ XP), 16 SP special attack
    • 9 Skeletons (9+ at MR 77-90 Variable, 55-79 SP, 5 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, 5 XP), you have to attack 4 times before you can flee
    • Greater Deathless Ghoul (9+ at MR ??-76 Approx, ~127 SP, 5 XP), healing special
    • 8 Ghouls (9+ at MR 77-79 Approx, 69 SP, 5 XP)
    • 11 Skeletons (9+ at MR 101-105 Variable, 74-83 SP, 5-6 XP), 3-9 SP special attack, you have to attack 4 times before you can flee
    • 2 Greater Ghouls (9+ at MR ??-76 Approx, 66 SP, 3+ XP)
    • 3 Greater Ghouls (9+ at MR ??-71 Approx, 74 SP, 5 XP)
    • 7 Bone Bladesman (9+ at MR ??-118 Approx, ~90 SP, 5 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 succeeding you must also pass 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 (the number of ghouls and skeletons must be variable.)

  • 10 Ghouls (9+ at MR 96 Exact, 80 SP, 2 XP), 12 SP special attack, can't FLEE (observed on 1/6/2011 8 ghouls that were 5+ at MR 83 confronted instead of the aforementioned foe. In 2021 observed unknown MR for 7 Ghouls (9+ at MR ??-118 Approx, 61 SP, 5 XP), 12 SP special attack, can't FLEE)
  • 8 Skeletons (9+ at MR 68-70 Approx, 63 SP, 1+ XP), can't FLEE (In 2021 observed unknown MR for 9 Skeletons (9+ at MR ??-118 Approx, 58 SP, 5 XP), can't FLEE)
  • Undead Troll (9+ at MR ??-67 Approx, 103 SP, 1+ XP), can't FLEE (In 2021 observed unknown MR for Undead Troll (9+ at MR ??-118 Approx, 99-103 SP, 5 XP), can't FLEE)

Not sure about MR, but was 9 ghouls and 12 skeletons on 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, 21 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, 150 SP, 22 XP), brutal stroke up to 10 damage, can't FLEE
Completion reward
  • 64 general XP.

The Headless Rider[]

An undead hotshot dismounts

  • 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, 111-130 SP, 38 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, 59-77 SP, 21 XP), can't FLEE

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

  • Witherer (9+ at MR ??-53 Approx, 70-77 SP, 21 XP), can't FLEE
  • Witherer (9+ at MR 50-51 Approx, 73-83 SP, 21 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, 69 XP), Aura of fear you may resist with Spirit, can't FLEE, Resists Divination. No necromancy resistance observed at level 60
Completion reward
  • 64 general XP.

The Bone Warriors[]

7 groups, and the number of foes in each group are likely random. In 2021, observed 10 Bone Warriors (9+ at MR ??-130 Approx, 61 SP, 5 XP), can't FLEE, 9, 9, 7, 10, and 8. Each gave 5 combat XP, for 35 total. Previous reported data may be closer to right MR:

  • 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[]

Desperate cries for help suddenly ring out to the east and you turn and dash off in that direction...

  • Greater Whitherer (9+ at MR 60 Exact, 75-82 SP, 37 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, 60-64 SP, 37 XP), 10-15 SP special attack, can't FLEE
  • 3 Winged Skeletons (9+ at MR 60-61 Approx, 69-77 SP, 37 XP), 9 SP special attack, can't FLEE
  • 3 Winged Skeletons (9+ at MR 55-57 Approx, 68 SP, 37 XP), can't FLEE
  • Winged Skeleton (9+ at MR 50 Exact, 64 SP, 36 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, 21 XP), 5 SP special attack, can't FLEE
  • 3 Greater Ghouls (9+ at MR 51-52 Approx, 73-78 SP, 37 XP), can't FLEE
  • 2 Greater Ghouls (9+ at MR 49-50 Approx, 66 SP, 20 XP), 13 SP special attack, can't FLEE
  • Greater Deathless Ghoul (9+ at MR 64-65 Approx, 106-132 SP, 38 XP), can't FLEE
  • Greater Deathless Ghoul (9+ at MR 61 Exact, 142-202 SP, 38 XP), can't FLEE
Completion reward
  • 64 general XP.

Death Swings a Sword[]

At the southern edge of the camp you come to the aid of a man who's been knocked down while attempting to fight an armoured skeleton...

  • Skeletal Champion (9+ at MR 80 Exact, 125-150 SP, 38 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, 49-51 SP, 10 XP), can't FLEE
  • 7 Blackbone Skeletons (9+ at MR 73-75 Approx, 71-90 SP, 21 XP), 2-7 SP special attack, can't FLEE
  • 7 Blackbone Skeletons (9+ at MR 73-74 Approx, 78 SP, 21 XP), can't FLEE
  • Blackbone Avenger (9+ at MR ??-52 Approx, 72 SP, 20 XP), can't FLEE
Completion reward
  • 64 general XP.

A Rotting Behemoth[]

You are certain that this undead creature is not of this world...

  • Hulking Undead Beast (9+ at MR 65 Exact, 176-223 SP, 23 XP), Brutal stroke up to 13 damage, can't FLEE
Completion reward
  • 64 general XP.

Skeletons at The Gate[]

A cry goes up through the encampment, signaling that the undead have entered it. You rush into the camp...

  • 7 Skeletons (9+ at MR 62-63 Approx, 51 SP, 13 XP), can't FLEE
  • 4 Skeletons (9+ at MR ??-43 Approx, 42 SP, 2 XP), can't FLEE
  • Skeletal Axeman (9+ at MR 59-60 Approx, 85-93 SP, 21 XP), 7 SP special attack, can't FLEE
  • 6 Blackbone Skeletons (9+ at MR 65 Exact, 73 SP, 21 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, 13 XP), 11-21 SP infrequent special attacks, can't FLEE, immune to mundane weapons, not resistant to necromancy
  • 2 Evil Spirits (9+ at MR 62 Exact, 93-94 SP, 21 XP), 15-19 SP infrequent special attacks, can't FLEE
  • Greater Evil Spirit (9+ at MR 70-71 Approx, 129 SP, 38 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[]

Advertisement