The Death's Sting
puzzle may be one of GemStone's most complex and underexplored oddities. This
is because of the large area the quest spans, and the lack of logical linkages between its various parts. Despite two full
days of study and the efforts of several collaborating investigators, much of this puzzle remains unexplained. This document
is less of a walkthrough than a framework to save other investigators time and
effort during exploration of the Death's Sting quest. Every effort has been made to ensure
that the information in this document is correct.
Moonlight shines
though the dense branches from above, striking the ground around you. The columns of pale light seem to form their
own tiny forest within the larger forest of trees. You also see a faint footpath and a black
altar.
Obvious paths:
southeast, northwest
The trees seem more
carefully placed within this pocket of forest.
Lush and resilient against the encroaching cold of Glatoph, they bring a
welcome warmth to the wood. You also see
a faint footpath.
Obvious paths: up
The trees part to
form a pocket opening on the hill just above the grove. Underbrush creeps into the path fullfilling
nature's effort to erase the presense of past visitors. Situated at the edge of the overlook is a
large grey pedestal with a massive lens mounted on it. A tall steel lever protrudes from the
pedestal to the left of the lens, and a short grey mithril crank rises up on
its right.
Obvious paths: down
Without a halfling or
a dwarf, you will not be able to accomplish the next section of this guide.
That aforementioned half-pint will need to go to Cavernhold and find a way into
the Crystal Mine.
The crystals
sprouting from the far wall of this sprawling cavern give off a light of their
own in a shifting rainbow of color.
Drops fall in a quick, steady pace from the top of the cavern and land
in a small puddle below the wall. The
path leading towards the crystals has been well-worn by many gnollish
feet. You also see a gnoll miner and a
large crank attached to a heavy water wheel that pours out into a raised
trough.
Obvious exits:
southeast
Crafted from rich oak
and maple woods, this rickety dome-shaped structure seems even more enormous
from the inside. Anchored on the floor
in the center of the structure is a twisted crystal spire that stretches
skywards, through a large hole cut in the ceiling. Surrounding the base of the spire is an
ornate wooden bin etched with a golden anvil.
You also see a small rounded door.
Obvious exits: out
If the priestesses
who sell the death's sting potions are asked, they will reference both the
shadowy dragon who flies around the Wehnimer's area and wisps that appear in
the nearby graveyard. This dragon is Kor'thriss, a beast that eats the excess
spiritual power thrown off by ressurection. This power is embodied by the
wisps. You can pray for the wisps to appear at the altar northeast of the
Wehnimer's Graveyard entrance.
[Graveyard]
The crypt casts fell
shadows that block out any bleak light imparted by the heavens. They also seem to absorb all sounds and signs
of life. The rough stone walls that
enclose the graveyard stretch far to the northeast, sheltering the irregular
rows of burial sites from unwanted intrusions.
You also see a black altar.
Obvious paths: north,
southwest
A glowing yellow wisp
blinks into existence and flits about the area.
I could tell that the
dragon was sated because, instead of flapping into another room and continuing
his circuit of the graveyard, he vanished:
A flickering light
issues forth from between the gaps of the teeth of the shadowy dragon and then
runs along the entire length of the dragon.
As the light works its way back to the mouth from the tail it begins to
grow brighter and seems to obliterate the shadowy dragon as it progresses along
the body. When it reaches the mouth,
there is nothing left of the shadowy dragon.
Imaera's Path
The dragon will
reappear over the Crystal Spire atop Imaera's Path. You do not need to follow
him there, but it is nice to have a familiar or a proxy there to watch. The
dragon will position himself over the spire and perform his part in the Cycle
of Life. The process still does not make full sense to me, but it appears the
spire drains him of the wisps' energy and that power is redistributed into the
world.
An inky darkness
starts to gather around the base of the crystal spire.
The gathering
darkness around the base of the crystal spire suddenly swirls into a whirlwind
that climbs up the spire and out of the hole in the roof. It appears to be drawn to a shadowy dragon
hovering high above the structure.
The swirling darkness
issuing from the spire continues to expand until it fills the hole in the roof
above you.
The swirling darkness
issuing from the spire fills the hole in the roof above you. Occasionally you can see what appear to be
small wisps of light swirling in the darkness above you.
One by one, the wisps
circling the top of the spiral break free of their pattern and quickly skim
down the side of the crystal spire. As
they reach the bottom, they vanish into the base of the spire.
The crystals in an
ornate wooden bin begin to glow faintly as the wisps trickle down the length of
the spire.
As more wisps are
absorbed by the spire, the collection of crystals glows more brightly, and the
spire begins to emit a low droning hum.
The crystals in the
ornate wooden bin begin to develop hairline fractures across each surface.
As the last few wisps
float down along the spire, the crystals begin to rattle around inside the bin,
and the spire's hum grows increasingly louder and deeper, until you are not so
much hearing as feeling it. The facets
of the crystals appear to be peeling up at the edges, like parchment in a fire.
The spire suddenly
begins to glow with a heatless light that threatens to blind you! As the crystals in the ornate wooden bin
suddenly fade away, the light rushes up through the spire, gathering at the top
in a brilliant amorphous cluster of energy before streaking off to the east in
a blue-white beam.
As you blink away the
afterimage, the droning hum rapidly fades into nothing, leaving a conspicuous
silence and a ornate wooden bin which is noticeably less full than it was a
moment ago.
The light flies
straight for the massive lens out near the Elven Village, so you do not have
much time to make it there from the graveyard. It is doable without a script,
but it requires a decent amount of knowledge of the area. Back at the Grove,
things are happening both at the lens and down by the trees themselves.
Without warning, a
thick beam of blue-white light blasts out of the western sky! The beam strikes the lens, which focuses it
directly onto one of the trees nearby!
As your eyes blink
away the beam's afterimage, a large pale flower on the tree's trunk suddenly
begins to twitch. Moments later, the
flower peels rapidly open, revealing a myriad of colors and a large green
stamen on the inside.
Moments later, the
Cycle of Life is complete:
A large wasp comes
buzzing in and hovers near one of the trees.
It grabs a flower stamen and casually buzzes away.
The Wasps and
Priestesses
All of this is tied into the creation of the Death's Sting potions sold by priestesses across Elanthia: the key ingredient in the potions is residue found in hornets' (wasps') nests. If you bring residue to a priestess, she will give you a free Death's Sting potion.
Residue Creation for Dummies
In order to create residue, you need two components: acorns and stamens. Acorns spawn near the mound locations, often times one room away in any direction. Below are some mound locations in the Wehnimer's Landing region:
[Melgorehn's Valley, Grasslands]
A lone, scrawny tree rises up from
the grass. Two large black birds sit in the branches, mocking you
from above with shrill squawks and raucous laughter. The tree
provides the only shade in the area, but the respite from the sun is
not worth having to listen to the birds making fun of you. You
also see a small mound.
Obvious paths: north, west
[Upper Trollfang]
Three large modwir trees stand in a
north-south line and split the trail as it passes from west to
east. The northeast branch runs up the side of a long winding
ridge while the southeast branch disappears in the brush that grows
along the base of the ridge. The two trails come together and
form a wider trail that runs off to the northwest. You also see a
small mound.
Obvious paths: northeast, southeast, northwest
[Upper Trollfang]
This part of the ridge is dominated
by a huge tree, now quite dead. It stands like a blackened spire,
towering far above the surrounding trees and bushes. You also see
a small mound.
Obvious paths: south, northwest
(northeasterly of previous)
And one in Illistim, near Sylvarraend:
[Sylvarraend Road]
A small wash crosses the road here,
currently dry. The years of seasonal change, with the evident
rains and infrequent flooding, have made the stones of the road
extremely smooth and nearly white from abrasion. The road dips
slightly at the wash, only to slope steadily upward on either
side. You also see a small mound.
Obvious paths: east, west
The exact trees that we used while testing, using (latitude/row, longitude/tree number) as a convention were trees (3, 1) and (3, 3). Further testing by Maliku's player proves that the chosen tree does not matter. A single wasp from one of the mounds will come each time you open a blossom, apparently at random. Each time you open the blossom, the wasp will bring a single stamen back to their random mound I believe that there is a correlation between how many acorns you put into the mound and how much residue is produced at the end of this process, rather like the iron puzzle in the kobold mines.
Below is a room capture of the Vornavis mound and what it looked like with fresh residue inside.
[Vornavis, West Road]
The fields to the south of the path
here change from amber to the east to green and lush to the west.
The fields have no paths or roads leading into them, but occasionally,
the tall grasses are crushed or swept to one side as if by a traveler
or a large animal. You also see a small mound.
Obvious paths: east, west
This
glistening mound has been meticulously crafted from mud and dirt.
There are several small holes that have been deliberately built which
provide an assortment of entrances into the mound. Some of the
holes are rimmed in a sticky reddish residue that trails down the side
of the mound. The residue shimmers faintly in the light.
Some of the residue has piled up at the bottom of the mound.
Note:
When there is no available residue, the "Some of the residue..."
portion of this description is missing. When there is residue, this is
what is echoed when you grab the residue:
>get residue
You reach your hand into the residue that's piled up near the mound and carefully break off a fragment of it.
After
you are done, bring the residue to one of the Imaeran priestesses and
GIVE it to her twice. Congratulations! You've got free flasks.
What's Next?
Determining whether or not there is a way to direct a wasp to a particular hive.
Future Updates for This Site:
- Travel scripts for Wehnimer's quest locations
- Mound maps
- Forthcoming information about the quest
Special Thanks
Thanks go out to:
Lalora, Farn, Aurach,
Raelee, Rhandi, Zult, Marclar, Petrye, and others, who aided in researching
this process.
Maliku, who demonstrated the randomness of the wasp chosen.
Avidleigh, for being
my idea-bouncy-person.
Nilandia, for the
name of Kor'thriss and her summary of his introductory event.
Tsoran, without whose maps this guide would not have been possible.
Return
to the World Lore section.