s potion is particularly useful when the party is outdoors, and the Clerics and Paladins can cast C 7-3 (Moon Ray), as the party may actually be able to gain hit points as the combat progresses!
THIEVERY
I promised you a way to use some other type of character in place of a Robber, so here it is!
A Looter's Knife and a Pirate's Crossbow both enhance a character's ability as a thief, and both may be used by classes other than Thieves and Ninjas. Thus, when an Archer is equipped with a Pirate's Crossbow, he may function as a Thief. The higher the magical bonus of the weapon, the better the character will do as a Robber.
More importantly, when a character who is equipped with one of these weapons advances a level in a Training Center, his natural ability as a Robber increases by one-percent. From now on, each time this character advances, this ability goes up just as if he was born a Robber.
A 35th level Archer who started to learn Thievery when he was 7th level would have the natural ability of Thievery 28-percent. If he is equipped with a Pirate's Crossbow +15 and a Looter's Knife +17, his ability will be Thievery 60-percent. He isn't a spectacularly successful Robber, but he's good enough that you can now afford to leave your Robber at home, and replace him with a more powerful character.
This process works as well with other character types; I just chose the Archer because that is the character type I prefer.
Much of your time in Cron is spent adventuring, exploring new and dangerous places or revisiting familiar, but still dangerous places. This section contains hints that may help you survive some of these dangers.
COMBAT AND OPTIONS
Most of your interaction with the characters that are part of the game (called "monsters," but this might also include creatures very similar to men) occurs either just before a combat, or during the course of a combat.
The display will tell you when you have encountered monsters. The next message (if necessary) will tell you if you surprised the monsters or if they surprised you. If there is surprise, you will have to press the spacebar to continue. If you surprised the monsters or if there is no surprise, you will have to decide what you wish to do next. If the monsters surprised you, your only choice is to fight.
When your party encounters a monster or monsters, your options are Attack, Bribe, Hide, or Run.
HIDE: I have never successfully used the Hide option; it probably works best if you have surprise on your side.
RUN: If successful, your party is transported to a safe square somewhere on the current map. If you run from a creature (instead of a random, wandering monster), there will still be monsters in the square you ran from when you return, although they may be different monsters.
BRIBE: The art of bribery is extremely valuable in Cron. It may help you avoid encounters that would be fatal otherwise. Vary bribes to suit the types of monsters you encounter. Man-like creatures usually prefer gold; less intelligent animals may be bribed with food; some spellcasting monsters will accept gems.
Any frenzied monster (specifically "Crazed Natives") might be considered a non-intelligent animal; you might try a bribe of 100 units of food (don't fight Crazed Natives unless you have no other option).
A group of monsters may accept a bribe in some circumstances and reject it in others. For instance, you can often bribe Castle Guards at a Castle Gate to let you in, but you will have a much harder time trying to bribe the same number of Castle Guards who encounter you in the Castle's Treasury.
Bribed monsters go away and take their treasure with them.
ATTACK: This means what it says: Engage the monsters in combat to the death!
ORDER OF COMBAT
The order of combat is determined mostly by the respective speed of the opponents, with modifiers for marching order and surprise. When you face a party with several different types of monster in it, some may go before some of your characters and some afterwards, with some acting in the middle of the sequence. Often when the monsters get to go first, combat is over before you ever get to take a swing. This is why you should concentrate on making your party faster!
The combat options available to characters are Attack, Fight, Shoot, Cast, Block, Run, Exchange, and View.
Some of these actions can be taken without ending the character's turn, such as "V" for view (allows you to check the current character status display) and "Q" which checks the Quick Reference display.
Other actions produce some effect (or fail) after which it is someone else's turn. Non-violent actions are Block, Exchange, and Run.
BLOCK increases a character's Armor Class only until the end of the combat round in which it is used. Block is of little value to a character who goes last!
RUN may allow a character to withdraw from combat. The character will not rejoin the party until combat is finished. When unconscious party members are abandoned because other party members choose to run, the enemy slits their throats. Sometimes a character is unable to run successfully, leaving him unable to take any other action until the next round.
EXCHANGE lets a character swap positions with another character in the marching order. This may be done to move a wounded character out of harm's way, move a dead character to the back to let someone else fight, or to allow a character with no missile weapons to use his hand-held weapon instead.
USE allows you to try to use the special power of any item your character is equipped with or carrying in his pack. If an item's special power cannot be used in combat, the character gets to select another option.
SHOOT allows a character to use his missile weapon against the opponents. Archers can always shoot during any combat round, even if they are engaged in hand-to-hand combat. Other classes can only shoot if they are _not_ engaged in hand-to-hand combat.
CAST allows the character to use a combat spell. Any spellcaster can attempt to throw a spell at any time, regardless of his current combat status (in other words, a spellcaster engaged in hand-to-hand combat may still use his spells).
ATTACK/FIGHT: These are essentially the same option, except Attack automatically hits the monster in the front of the enemy party, while Fight allows you to pick your target. Only a character engaged in hand-to-hand combat is allowed to select these options, and the target must also be engaged in hand-to-hand combat.
During a fight, some of the monsters may decide to run away. Occasionally, all of the monsters may run away before you kill any of them. If this happens, you will get no experience and no treasure for that fight.
It also seems as if monsters can go for reinforcements. Sometimes a message will be displayed reading, "Monster adds Friends," and suddenly, there are twice as many monsters.
The S 6-2 spell (Entrapment) prevents monsters from running away from a combat. I don't know if this prevents monsters from "Adding Friends."
COMBAT HINTS
The "Rule Of Ten": In most cases, only the ten monsters closest to your party are able to hit you in a given combat round. The others can't reach you, even if you kill the first ten. This may be because they are having trouble climbing over their casualties in order to reach you. This is useful if you face lots of opponents who could potentially beat you, but you get to go first in combat. As long you can kill the front ten monsters in any single round, you will take _no_ damage. While this may seem unrealistic, you will come to appreciate it before very long!
There are exceptions to the Rule of Ten, and they are extremely dangerous! Monsters in the back row don't seem to have trouble climbing over their buddies who have self-destructed during their attack (Crazed Natives or Carnage Spirits, for example). With a little bad luck, all 100 members of a party of Mad Peasants might be able to hit you in the same combat round. As you learn what monsters are exceptions to this rule, you will learn to avoid them!
Monsters designed specifically for combat (Warbots) also seem to be exceptions to this rule. Some powerful spellcasting monsters (like Wizards) seem to be able to cast spells regardless of any carnage surrounding them.
When you are fighting outdoors, one of the most useful spells is C 7-3 (Moon Ray). Moon Ray hurts the enemy and heals your party at the same time. Some magic items are able to create Moon Rays. Putting these items into the pack of party members who can't use Clerical Spells provides you with insurance in case your Clerics and Paladins go down first!
You are often faced with the choice of concentrating your attack on one monster, or spreading your attacks around among all monsters. If there is one monster (or only a few monsters that are clearly more dangerous), you should concentrate on it first. For example, if you encounter a Tyrannosaurus Rex accompanied by ten Kobolds, you should worry about T'Rex first!
Characters do not usually die as a direct result of hand-to-hand combat. When a character's hit points reach zero, he falls unconscious, and most opponents will leave the unconscious bodies alone until none of your party is still standing. If you have healing spells, an unconscious character may be able to return to combat the next round. A character with one hit point hits just as hard as a character with 200 hit points, so try and keep everybody in action!
There are always some exceptions: Monsters in a frenzy will hit anything, even unconscious bodies, and the Mega-Dragon eradicates a character whenever he hits. The C 7-4 spell (Raise Dead) can be thrown during combat, but C 9-3 (Resurrect) can't; so, dead characters may sometimes be returned quickly to combat, while eradicated characters have to wait until a fight is over.
If you are facing opponents with area damage spells or breath weapons, try to make sure none of your characters is unconscious when these spells or weapons are used. One point of damage will kill an unconscious character, while 100 or even 1,000 points of physical damage done to a character with one hit point will usually only render him unconscious.
SEARCHING FOR TREASURE
You can search for treasure immediately after combat is over, but if your party is badly damaged, you should take time to heal before you open the treasure. Most treasures are trapped, and if the trap is sprung, any member of your party who was unconscious is now dead. Most treasures are worth the delay.
There is no need to throw a Detect Traps spell on a treasure; it doesn't actually help you disarm the trap, and it wastes spell points. If you leave a square with treasure in it without searching for that treasure, it will be gone when you return.
RESTING
About once in 20 rest periods, you will be attacked while you are asleep. There is no way to leave a guard awake, so your party is always surprised if attacked during a rest.
Low-level parties are usually wiped out if they are attacked while asleep. Monsters are much more careful around high-level parties; sometimes when they realize who it is that they tripped over, they all run away before you wake up (who says you don't get no respect?). To me, this one situation makes the game worth playing; I've always wanted to be so powerful that people were afraid to wake me up!
Spells S 1-1 (Awaken) and C 1-2 (Awaken) are useful if your spellcasters wake up before the rest of your party. There is also a magic item (the Wakeup Horn) which will wake your party. Unfortunately, if the character with the horn is asleep, he can't use it!
Spell S 6-? (Shelter) and the Magic Item Instant Keep will both grant your party an undisturbed rest period, during which your wounds will heal; however, used spell points don't regenerate during this rest.
CASTING SPELLS
There are two types of spells: Sorcerer Spells and Clerical Spells. Sorcerers and Archers can cast Sorcerer Spells, and Clerics and Paladins can cast clerical Spells.
Spells are often referred to in a type of shorthand, using the letter "S" for sorcerer Spells and "C" for Clerical Spells, followed by numbers indicating spell level and spell number. So, "C 7-4" refers to the seventh level Clerical spell Raise Dead; "S 4-6" refers to the fourth level Sorcerer spell Time Distortion.
Each spellcaster always carries a spell book, and all the spells that he knows are listed in the book. When your party is not in combat, you can examine each character's spell book by selecting the character and then pressing "C" as if to throw a spell. Press ESC to abort a spell. To examine a character's spell book in combat, use the "V" command to view that character's record sheet, then use "V" again to examine the character's spell book.
First level Clerics and Sorcerers start the game knowing some spells. They probably learned these spells during their apprenticeship, which presumably occurred before the start of the game. Whenever a character learns a new spell, it is automatically added to his spell book. There are three ways to learn spells:
1. Each time a spellcaster attains a new spell level, certain spells are taught to him at the Training Center. However, the Training Centers never teach all the spells of a certain level.
2. Some of the spells the Training Centers don't teach may be purchased at the Sorcerers' Guild or Temple in each town.
3. There are some spells that you can't learn in any of the towns. You must find these spells scattered throughout Cron.
Many hirelings can throw spells. Some hirelings (notably Mr. Wizard) know all of their own type of spells. They can't teach your characters any spells, but by adding them to your party you can benefit from their knowledge.
There is a Spell Salesman on the second level of one of the dungeons, who will teach your party every spell that is available to player-characters.
SPELL POINTS
A spellcaster has an attribute called "Spell Points." Casting spells (usually) requires the use of spell points, and also the use of gems. Some spells don't cost any spell points, others don't cost any gems, but most spells use up both. The number of spell points Sorcerers and Archers have depends on their level and their intelligence, while the number of spell points Clerics or Paladins have depends on their level and their Personality.
Any spellcaster who is alive, awake, and has enough gems and spell points can attempt to cast spells at any time, whether he is engaged in hand-to-hand combat or not. Depending on circumstances, the selected spell may fail, or if the selected spell is inappropriate due to spell limitations, the caster may not be allowed to throw that spell at that time.
There are a number of limitations on spells limiting when and where they can be used, and what their effects are. To find out what the limits are for any given spell, read the spell descriptions in the manual. A spell's limits may prevent you from casting that spell at a certain time and place, or they may just cause the spell to fail. For example: Sorcerer spell S 3-4 (Lightning Bolt) can only be cast when your party is in combat; Sorcerer spell S 4-4 (Guard Dog) can only be cast when the party is not in combat; Clerical spell C 7-3 (Moon Ray) only works outdoors.
PROBLEMS DURING SPELLCASTING
Probably the biggest single problem players have with spells is in the use of spells that will not work on monsters in hand-to-hand combat. Not only doesn't the spell work, but the character who threw the spell not only loses spell points and gems, he also loses the opportunity to do something useful until the next round.
Monsters in hand-to-hand combat are very close to at least one member of your party, and the wrong type of spell could hurt party members as well as the monsters. Rather than hurting your party, your spell just doesn't work, and you see the message "Spell Failed."
The description of these spells in the manual states (following the category TYPE) "Combat, not in hand-to-hand." Examples of this type of spell are: Clerical spell C 3-1 (Cold Ray); Sorcerer spell S 4-3 (Fire Ball).
A problem that occasionally irritated me was that I would try to use S 2-1 (Eagle Eye) indoors and S 3-6 (Wizard Eye) outdoors. The effect of these two spells is similar; the "Protect" display area shows a map of the area surrounding your party, but neither spell will function in the wrong environment.
There are two Clerical spells for dispelling Undead monsters: C 1-7 (Turn Undead) and C 9-2 (Holy Word). Their effects are similar; if the spells are successful, undead monsters are eradicated. The number of undead monsters dispelled by C 1-7 depends on the level of the character casting the spell; C 9-2 dispels all of the undead monsters in the enemy's party. When using C 1-7, Paladins can apparently turn as many undead as Clerics of the same level.
Only one of these spells can be effective in a single encounter. Repeated casting of the same spell will fail, as will attempts to use the other spell. Failed spells will cost spell points and gems.
OTHER SPELLCASTING PROBLEMS
Spell C 6-2 (Rejuvenate): Don't use this spell! It backfires more often than it works. There are safer ways to grow younger (take a cruise to a distant resort, for example).
Some monsters are immune to certain spells. For instance, throwing lightning at lightning bugs doesn't achieve much in the way of damaging the bugs, and Frost Dragons aren't too unhappy if you throw a Cold Ray at them.
If you encounter a monster who seems immune to the spells you normally use, try using other spells which cause other types of damage. If you can't hurt a Fire Elemental with a Fire Ball, try a Cold Ray!
A TRAVELER'S GUIDE TO THE REGIONS OF CRON
The land of Cron contains many dangers, but it also has many natural attractions. The wise traveler should always be prepared for danger, from flora, fauna, and natural elements, but should not let caution deter him from noting the many wonders of Cron.
In this travelogue, you will find general descriptions of the 20 regions of Cron. For more detailed descriptions of the caves, caverns, dungeons, and towers of Cron, you should consult the Guide to the Cron Underground (Part 7). Exact locations of the features described in these two works may be found in the Cron Gazetteer (Part 8).
REGION A1
The town of Tundara is situated in the southeastern corner of this region. Surrounding Tundara are the Ice Plains, which make up half of the area.
The other half of A1 is an extension of the Plane of Air into our dimension. Mountains form a natural barrier between the Plane of Air and the rest of Cron.
Travel in this region is difficult; even experienced navigators lose their way due to the constant glare from the snow. Novice and seasoned travelers alike are occasionally trapped by natural disasters such as blizzards and avalanches; you should closely monitor the health of your party.
In spite of the dangers of traveling in this region, there are also rewards. In the mountains, a careful search will uncover the secret of an ancient clerical spell, and traveling through the extension of the Plane of Air may inspire your clerics to develop another spell to make travel here safer. It is rumored that a passage exists that will take travelers back to the mythical "Time of Air."
Another rumor suggests that in a past age, the area around what is now Tundara was ruled by a mighty warrior with an invincible magical weapon.
REGION A2
Almost the entire northern half of this region is covered by the Ice Plains. To the east there is a small group of mountains; it is rumored there are some very powerful monsters in these mountains who may hold the secret of an extremely potent Sorcerer Spell.
A close search of the ice has been known to turn up valuable artifacts, perhaps lost ages ago. In the western part of the ice lives the dreaded Death Spider, who holds a key to success in your near future. Anger her not, however: Not only will you lose her valuable treasure, you may also lose your life.
Southern A2 is covered with woods and mountains. Hidden in a valley between mountains surrounded by forest, there is rumored to be a stronghold filled with gold, and a magical fountain that makes even the oldest adventurers caper with joy. Somewhere in the region is another fountain, whose effects are contrary to the effects of this one. In the southern mountains, the degenerate descendants of ancient nobles protect their legacy: a magic weapon rumored to have great value.
The forest thins toward the west. The woods in this region are filled with patrols of militia and their allies. These patrols guard the approach to Castle Pinehurst, hold of Lord Peabody. Peabody can be extremely helpful if you have an interest in the history of Cron.
REGION A3
This region is mostly ocean to the south, with a small plain surrounded by mountains and forest to the north. There is also a peninsula that extends quite far out into the ocean.
Here you will find a number of sea-going monsters, and the peninsula is a favorite roost for flying dragons. A fearless gourmet makes his residence on the peninsula, and will be generous with those who can hold his interest.
Near the southern border are the Pearl Islands where the enterprising party can find treasure and possible allies.
REGION A4
Most of this region is ocean. Half of it is the normal ocean of Cron, while the other half is covered by water that has leaked from the other-dimensional Elemental Plane of Water. It is rumored that passage can be made through the leak into the "Time of Water."
Separating the normal and Elemental oceans is a mountain range. In the mountains is hidden an ancient Clerical Spell, and travel through the Plane of Water may inspire your clerics to develop a spell to make water travel simpler.
Several of the Pearl Islands are in this region, as well as the much larger island where you will find Atlantium. Also, you will find several magical fountains on the Atlantium island; remember that appearances may be deceiving, especially in Cron.
Magical transportation spells don't work well in this region, forcing adventurers to travel on foot.
REGION B1
Most of this region is covered with ice, and travel here is difficult, even for the experienced traveler. Beware of blizzards and snow drifts which can cause frostbite and more dangerous damage if ignored.
Standing by itself in the middle of the Ice Plains is a single mountain. Myths tell of the evil monsters who use this mountain as a place to hide from pursuit, and a place to prepare for raids on creatures in nearby regions. The monsters described in the myths are cunning and ruthless, and would probably booby-trap their fortress extensively...if they actually existed.
Careful exploration of the Ice will reveal an ancient fortress; a favor done for its Lord will repay you well. It is rumored that somewhere on the ice lives a magical creature (while the rumors aren't entirely clear, it is probably not a goose) who will provide your party with gold.
In the forest to the northeast, you may encounter a group of lumberjacks who will treat you well if you can gain their respect.
Be careful what you eat and drink here.
REGION B2
This region is composed of a variety of terrain types making it an interesting place to explore. In the mountains to the west your party will encounter great danger and even greater treasure.
This region is split by a road running from east to west. South of the road is mostly forest, while north of the road is mostly ice plains. Depending on the time of the year, a number of organizations use this area for conventions: North of the road in the east you may disrupt a Merchants' Meeting, while south of the road, you may find OrcCon and the Circus. Visits to the Circus can help you become a better person.
There are two secluded clearings in the southern woods. One is of great interest to Archers, while the other provides a quick method of travel.
Beware of stuff dripping from the sky, and be careful what you eat!
REGION B3
This area is mostly open land on the shores of a bay. In the bay is the long, wasp-waisted Isle of the Ancients. Rumors indicate that the mountains on this island conceal the hideaways of two ancient, powerful wizards.
The north shore is dominated by the mighty Dread Knight and his companion, the Jouster. While the Dread Knight will only compete with Knights, the Jouster will attempt to slaughter anyone who visits the region. The eastern shore is calm and inhabited mostly by Druids.
REGION B4
Among the most visited regions of Cron, this area also has some of Cron's most deadly inhabitants. The eastern half is plains bounded by the ocean, a mountain range, and forest, and the natives are extremely hostile to strangers, often seeming crazed. They have been known to capture parties and hold them for ransom, possibly disposing of them if their ransom demands are not met.
Successful journeying among the natives may help your clerics learn a powerful spell.
Part of the Isle of the Ancients extends into this region, and in the southwest waters is Murray's Resort Island. Murray's is a place that should be seen by everyone, young and old alike (actually, young and old are the same).
There are reports of fabulous riches to be found in the shallow water along the eastern shore.
REGION C1
Seen from above (by those with access to a Witch's Broom or a Fly Spell), this region is covered with beautiful green forest. From ground level, the view isn't so beautiful; indeed, it seems as if most of the undead and unholy monsters of Cron use this area for their meetings!
Rumor says Corak's soul wanders through the forest, vainly searching for his body. Some say the strongest of Clerical spells is also hidden here.
To the west are two magical fountains that can aid a traveler with his spellcasting, and Hungry Devils guarding a potent Sorcerer Spell.
The mad hermit Mark awaits parties in the southwestern corner, rewarding parties that help him while punishing those who won't.
REGION C2
This region is home to the town of Sandsobar and is likely to become very familiar to player-characters. Part of a wide, gentle plain surrounded by distant mountains, this is a very pleasant area.
There are three magic fountains here, two of which are at least benevolent for characters. In the southwest lives a tribe of Orcs who will attack intruders, but who never leave their protected valley. Here one can also find the Tomb of Corak, which explains why his soul has never found his body.
A major landmark is Square Lake and the mountain that rises from it. Your characters have often heard whispers that the final reward for a good lifetime may be found in this mountain.
In the southwest is a magical pit which can prove fatal to inexperienced characters. To the east are the ruins of a mighty castle which appears to have been destroyed within the last 100 years.
Clearly, the former residence of a great power now laid low, the ruins of this castle intrigue most visitors, somehow causing them to feel a vague desire to return this castle to its former glory.
Few in this modern era have visited the Square Lake Mountain. Fewer still have returned, empty-handed, telling wild tales of invisible forces guarding a majestic entrance; presumably, those who have not returned were able to pass through this entrance.
REGION C3
Bounded by mountains to the north and east, the ocean to the west, and the Forbidden Forest to the south, this land is the home to many Druids. Indeed, there are stories concerning the great Druid Stronghold which suggests that it is somewhere in the area.
A mountain ridge runs between the open grassland of the Druids and the dark Forbidden Forest. There are myths that suggest that the Druids themselves created these mountains to prevent an invasion of monsters from the southeast. The mountains are currently inhabited by tribes of hard barbarians, who favor neither the Druids nor the monsters, and challenge anyone trying to pass through.
There are rumors of a monster-ridden counterpart to the Druid Stronghold, in the far southeast, where an invasion army is being quartered and trained. The Forbidden Forest is being patrolled by militia from this Fort. From their willingness to accept a bribe, it seems that this army is not yet ready to attack.
The ferry to Murray's Resort Island leaves from a dock in this region; such is the power commanded by Murray that a path running directly east from Murray's Dock to the enchanted road seems to be even safer than the road itself.
On the north shore of the Druids' grassland, there lives a crazy old coot with an obsession for an exotic munchie. Although he is practically senile, he has a store of useful information, particularly about Nature, his deity for the last 500 years (give or take a few).
REGION C4
Once a very pleasant area, this region is now choked with a hot, wet forest, and much of the region has become an evil swamp. There is very little to draw a visitor here, and often those who wander into and through the swamp never come back. Walk on water and levitate spells don't seem to work in quicksand!
While most of the Temples and religions in Cron hold that it's a long way to hell, your characters can never be closer to hell than they are here!
In the early years of the 8th Era, King Kalohn fought the Mega-Dragon in this region, turning it into the dreary place it is today.
REGION D1
As you travel further to the east, Cron becomes gradually more mountainous; this region is almost completely surrounded by mountain ranges. However, the largest mountain in the region is not there any longer, having been destroyed by King Kalohn in one of his battles to save Cron. The former mountain is now a Dead Zone, and those who enter the Dead Zone quickly sicken. Even characters who only take one step into the zone feel its effects, and those with less hardy constitutions often die immediately.
The disease does not provide a painless death! The disease produces blisters that resemble fire burns; blindness and hair loss quickly follow, then death. Anyone who accidentally enters the Dead Zone requires immediate treatment!
The forces of Nature are trying to heal this terrible wound to the land, and it is rumored that on certain occasions, the magic of Nature is enough to temporarily offset whatever is causing the disease. It is further rumored that the spell the King used to devastate the mountain may be found somewhere in this region.
Because of the mountains, many dragons frequent this region, including the fearsome Dragon Lord, one of the Envoys of Evil. The Dragons have set up their own kingdom -- the Dragons' Dominion -- in the mountains to the north. Only the powerful may enter this kingdom and return alive.
Barbarians in the mountains guard an ancient artifact, even though they no longer understand its significance.
There are several peaceful goblin villages in valleys in the southern mountains, ruled by a clown named Bozorc. Bozorc likes to hold captives for ransom, and kill them and whomever brings the ransom. A party that manages to free some of his victims might make some loyal friends.
REGION D2
This land is the site of Luxus Palace Royale, home of Queen Lamanda, the reigning monarch of Cron. Luxus, in the northeast corner of this area, is still a magnificent sight, and gives hope that the rest of Cron can be restored to its former glory.
Also in this region is the Queen's Orchard, which is guarded by very tough patrols of the Queen's militia. Raiding the Orchard may be a bad idea.
An evil Baron, Mandagul, has set up a toll station on the road, and won't let anyone pass without paying.
Mount Farview is in the southern portion of this region, and the 12 Jurors reside there. Visit them for information for your Jurors' Quests!
The valleys in the southern mountains hold danger for the unwary traveler. In the southeast is a portion of the Desert of Desolation. The Desert offers many dangers, not the least of which is being caught unprotected in a sandstorm.
REGION D3
While this region looks placid, it is the home of two of the most evil creatures in Cron. Their modus operandi is to imprison powerful creatures, torture them for their secrets, then kill them. More than one resident of Cron would love to see them dead!
This area is also inhabited by elusive tribes of natives. Your party will never encounter the average tribesman, but groups of tribal Shamans often gather here. Offer them no mercy, because unless you stop them first, they will paralyze your party and