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The Dragon Wars Clue Book/Book of Lore
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TABLE OF CONTENTS
~~~~~~~~~~~~~~~~~
Introduction 4
A Brief History of Dilmun 4
Purgartory 6
Slave Camp 8
Guarded Bridge 10
Mog's Slave Estate 10
Slave Mines 12
Tars Ruins 14
Phoebius, City of the Sun 16
Phoeban Dungeons 18
Mystic Wood 20
Heavily Guarded Bridge 22
City of Lansk 22
Lansk Undercity 24
War Bridge 24
City of the Yellow Mud Toad 26
Lanac'toor's Magic Lab 28
Smuggler's Cove 28
Necropolis 30
Old Dock 32
Bridge of Exiles 32
Snakepit 32
Dwarf Ruins 34
Dwarf Clanhall 34
Siege Camp 36
City of Byzanople 36
Byzanople Dungeon 38
Kingshome 40
Kingshome Dungeon 40
Royal Game Preserve 42
Scorpion Bridge 42
Freeport 44
College of Magic 46
Dragon Valley 48
Sunken Ruins 50
Magan Underworld 52
Pilgrim Dock 54
Nisir 56
Depths of Nisir 58
Weapons Statistics 60
"Which items should I keep?" 63
Major Dragon Stone Caches 63
INTRODUCTION
~~~~~~~~~~~~
It wasn't always like this. There was a time when the skies of Oceana
weren't the color of lead, and when the air didn't smell like meat. Our
world has become a waking nightmare since Namtar rose from the pit. Some of
the young ones have never experienced a world without war. And this is jus
the start of what Namtar has planned for us.
Here and there you'll find people holding out against the dark, but don't
expect them to pitch in on your side just because your campaigning against
Namtar. These are desperate days, and even honest folf won't hesitate to
take you on if you look like an easy mark.
Collected in this book of lore you'll find maps and descriptions of all
the major areas of Dilmun, the Land Where the Sun Sets. I've assigned the
report of each earea to someone intimately associated with that region. You
may meet several of my correspondents in your travels. I take no
responsibility for the accuracy of the information. Note also I have room
only to describe the most prominent features of the areas you will
visit--even armed with the knowledge this books provides, you will still
encounter many surprises as you explore Dilmun. You have been warned.
A BRIEF HISTORY OF DILMUN
~~~~~~~~~~~~~~~~~~~~~~~~~
The archipelago collectively referred to as "Dilmun" is composed of nine
large islands and several small atolls. Many of the islands were formerly
dominated by independent city states. The city states previously existed in
a rough balance of power, with no single city able to dominate the others.
All that changed when Namtar rose from the Pit.
In the beginning, Namtar was a simple wizard to the court of King Drake
of Kingshome. Namtar was not human, but many demi-human creatures existed
4
peacefully with man in those days. Shortly after Namtar arrived at Drake's
court, observers noticed a change in the old King, and things started to
turn bad.
The first thing King Drake did was recall his daughter as governor of the
city Purgnati. Drake then ordered the guard tripled in the city, sealed off
the city's gates, and left the people within to rot. In the absence of
authority, Purganti became a living hell....and Purgatory was born.
Next Drake declared a general ban on Magic. This was followed almost
immediately by the first appearance of Namtar's new secret police, the
Stosstrupen. The Stosstrupen sacked the City of the Yellow Mud Toad and
destroyed Lanac'toor's school of magic. The great, if eccentric, Lanac'toor
himself was killed in the battle. Simultaneously, Zaton the Displaced, the
master of Druidic magic, mysterously went mad. It is unknown exactly what
deal Mystalvision struck with Namtar, but the Master of Sun Magic continues
to hold court in Phoebus, the City of the Sun.
Open warfare from Namtar's perfidy. King Drake wasted no time, but went
right for the throat. With the City of the Yellow Mud Toad already in
ruins, Drake unleashed dragons against the peaceful maritime city of Tars,
utterly destroying it. The city of Lansk immediately sued for peace, but
only after determining their dragon was sick and unable to defend the city.
The city of Byzanople, ruled by Drake's own son, Prince Jordan, was
promptly beseiged by the Kingshomer army. Phoebus was never touched by
war.
Some of the wild places remain free. In the Eastern Isles, Namtar is but
a shadow, but the shadow grows longer and darker by the day. Here and
there are scattered those that remain loyal to King Drake, convinced the
King is not responsible for the reign of terror. But resistance is feeble
and disorganized. It seems only a matter of time before Namtar is
triumphant.
5
PURGATORY
~~~~~~~~~
This used to be a nice place before they sealed off all of the exits and
cut off the food. Now rats rule the streets, and I, Clopin Trouillefou, am
King Rat!
I know Purgatory like the back of my hand, so you'd do well to listen to
what I say. Your first priority on arriving armored and to get armed.
You'll doubtless have a brawl or two almost immediatley after your arrival,
but you should have little trouble surviving unless you're a total wimp. A
good initial strategy is to strike almost due north from the main city
square and sign up for a battle in the arena. You'll get the snot kicked
out of you but at least you'll score some weapons.
Magic is forbidden in Dilmun, but no one can stamp out the Art entirely.
You'll find a modest scroll shop due west of the statue of Namtar (a nice
bit of irony, that). The scrolls won't do you any good unless you are
skilled in Low Magic. If you intend to do any intense spell casting in the
city, you'll want to investigate the southeast corner of town, right behind
the harbor wall. You'll find it refreshing.
My favorite tavern is in the northeast section of town, not far from the
arena. the place is usually lousy with drunks, but they'll scatter if you
give them a taste of steel. The tavern is good picking for the latest
rumors, and you even find a fool there interested in joining your quest. If
one of your friends dies, you should do your civic duty abd deliver the
corpse to the city morgue north of the harbor and east of the main city
square. I've heard some have tried to escape the city hidden in a
7
bag of corpses, but I wouldn't want to try it. Now would I ever consider
surrendering myself to slavery just to escape the city, but you can take
that way out by visiting the salve market north of the staue of Namtar.
My own part of town is southwest, and you'll likely stumble on my court
if you wander in my neighborhood. I might have a job for you, if you're a
cut above the common scum I usually deal with. Play your cards right and
and you might even score enough gold to pay the outrageous prices demanded
by the black market. The black market shop is just a few blocks west of the
arena. Not far to the north of my court you'll find a shrine to the Dark
Lady, Irkalla...be sure to pay her your respects before entering the Aspu
Waters.
One last bit of advice. Don't be in such a hurry to leave Purgatory. As
bad as it is inside, it is tougher outside. If you don't belive me, have a
look for yourself. There's a secret door leading behind the wall in the
northwest tower of the city, and a door leading to "freedom" in the
southwest corner of the wall.
Be seeing you.
-Clopin
SLAVE CAMP
~~~~~~~~~~
You'll probably find the slave camp if you ever escape from Purgatory,
especially if you do so through the harbor. The camp was founded by
escapees from Purgatory and Mog's slave estate. Why poeple would escape
from one pit and immediately cluster together to form another is beyond me.
Mostly you'll find shattered nerves here...tread softly and never draw
your weapons. Use your bureaucratic skills to convince the slaves you mean
no harm.
A wizard lives in the camp, and he'll welcome anyone displaying a bit of
their skill in the art. Healing the sick--or at least trying to--can be to
your benefit. They brew good stew by the campfire. Mostly you can serve
yourself best by keeping your mouth shut and your ears open
9
Get in, get some information, and get out. I visit about once a month, but
things never get interesting. The slaves are mostly losers, aside from an
old rogue name Louie, whom I'm sure would join your party if given the
opportunity.
-Clopin
GUARDED BRIDGE
~~~~~~~~~~~~~~
North of Purgatory, you'll find a bridge connecting the isle of Forlorn
with the Isle of the Sun. You'll need citizenship papers to get past the
guards, and even then expect to get shaken down for some gold in the form
of a toll. You can get citizenship papers by winning a battle in the
Purgatory arena, or by looking in the right place in the Slave Camp. A
complete search of the region near the bridge is worth your time.
-Clopin
MOG'S SLAVE ESTATE
~~~~~~~~~~~~~~~~~~
I am the world's greatest artist. Of this there is no doubt. My works of
art are displayed for the benefit of cretins such as yourself at my slave
estate on the isle of Forlorn. You should come visit, but don't touch
anything.
I maintain a large garrison in a wing adjoining my home, so don't think
that you can get away with anything. My finest art is displayed in the
middle garden. I do not mind telling you this--even should you fight your
way through my guards, you will not have the strength to claim my gold.
No monsters or beasts are permitted inside my house. Leave your familiars
and summoned pets at the door.
-Mog
11
SLAVE MINES
~~~~~~~~~~~
I'm working on a plan. I think that I know a way out of the mines. I
would never have sold myself into slavery to escape Purgatory if I'd known
how impossible it would prove to get out of these mines.
I don't have much time. If Mog's guards catch me talking to Outlanders,
they'll flay me alive. I've been in these pits so long that I'm no longer
afraid of pain, but I don't want to die! (WIMP!)
There's no way to escape the mines so long as I am bound by Mog's chains.
The guards beat me for sport, and the chains prevent me from reclaiming my
stolen goods. They key to escape is to break the chains, recover my goods,
then play the guards a sharp turn.
The richest man in the mines is about to die. You'll know him when you
see him--he's the one in the main quarters who still owns a pair of shoes.
I've tried to befriend him but he is unconcious most of the time, and when
he is awake all he does is moan for water. Even if I could find the spring
rumored to exist somewhere in the mines, how could I bring him water? It's
not like the guards provide us with drinking cups. It's not the old man's
shoes I want--it's his laces. I found an old axe handle, and there are
plenty of loose stones lying around....with the laces I could make a
hammer. And with a hammer, I could break my chains!
-A friend
13
TARS RUINS
~~~~~~~~~~
(EAST COAST OF FORLORN)
~~~~~~~~~~~~~~~~~~~~~~~
Of course my city wasn't always in ruins. Prior to the attack by Namtar's
dragons, this was the proud city of Tars, the greatest maritime center of
the world.
Little remains of Tars' past glory. You might find something interesting
in the southwest corner of the ruins, where a magic scroll shop formerly
stood. You would likewise be wise to investigate the old hero's house...
you'll know you are near when you find the magic snake that guards his
home, long after the house itself has been destroyed.
One skilled in tracking should be able to follow the clear trail through
the ruins to the threshold of the undercity. Many looters have doubtless
passed this way, but a few treasures might remain. You will discover the
entrance to the undercity beneath the great slab of stone if one of your
party possess great strength. The ruins below are overrun by monsters, but
important treasures can be found near where your footsteps sound hollow.
You will also find a shaft descending to the Underworld.
Although the ceiling may sometimes seem about to cave in, you have
nothing to fear. The undercity is also smaller than it appears...at one
point, minor magic may permit you to see your own party as if it stood at
the end of a hall.
-Tarkas of Tars
15
PHOEBUS
~~~~~~~
Phoebus, City of the Sun, is a city well past its prime. While Phoebus
puts on a bright face, there is little to recommend it as a destination for
adventurers or pilgrims. It is in fact a very dangerous place.
Ignore the Welcome Waldo. It is a bit of civic folly. Our funds would
have better been invested in restoring the ruined sections of the city. It
is true we were never touched by the war, but peace has not been pleasant
for us. Namtar's Stosstrupen have destroyed several buildings and many of
the public monuments that formerly graced my city.
The streets in the southwest corner of the city are uninteresting, and
doubly dangerous since a tribe of goblins (of all things!) took up
residence in the city. Thieves squat in several buildings, hoarding their
ill-gotten gains. The big buildings in the center of the city are occupied
by the Stosstrupen, and are not a healthy place to linger. The large
compound in the southeast of the city is controlled by the military, You
can join the army by visiting there, but remember, as a friend of mine used
to say...the army's not just a job-it's a lousy job!
In the northwest corner of the city you'll find the Icarian Triumph, my
favorite pub. You'll find me there from time to time. The pub is also
frequented by an old collegue of mine named Valar, He is skilled in the
ways of Sun Magic and could prove a valuable addition to your party.
The north side of the city is dominated by the Temple of the Sun. You
can't miss the Temple-just travel directly north along the main street from
the city gates. While the temple remains an architectural wonder worth
seeing, it has become a perilous place since Mystalvision, the High Priest
of the Temple, was corrupted by Namtar. I am afraid only misery greets
pilgrims who call at the Temple these days.
-Berengaria
17
PHOEBAN DUNGEONS
~~~~~~~~~~~~~~~~
As is all too common these days, if you visit Phoebus you'll probably
wind up in the dungeons. Do not waste your spells or strength trying to
escape from the magical cell in which you'll be imprisoned. I will help you
when I can. Beating your head against the door will release frustration and
help to pass the time.
Although the jailor drinks heavily, he will notice anyone moving through
his room that does not take care to hide. The secret tunnel south of the
jailor's room is poorly maintained, and subject to cave-ins You may need to
recover a shovel from the dungeon's armory before you can successfully
travel the tunnel.
When excavating these dungeons, it was discovered the Temple of the Sun
was built on the foundations of a considerably older druid shrine. The
treasure of this shrine is still guarded by a powerful supernatural force
that will permit passage only to those using the proper password. The
Stosstrupen even now torture a poor druid in the depths of this dungeon to
learn the password. He might respond to kindness, rather than cruelty. I
have also heard the password is identical to the name of a freelance
adventurer who frequents the "Brew's Brothers" tavern in Freeport.
Mystalvision resides in the dungeon, but know that even should you defeat
him you will be robbed of victory. There is a dragon here, poorly tended by
a demented hunchback keeper. Angering the dragon could destroy the dungeon
and entire city of Phoebus above-a fitting revenge, perhaps, but cruel to
those few honest poeple who still dwell there.
-Berengaria
19
MYSTIC WOOD
~~~~~~~~~~~
My woods are a holy place, and so far we have been largely untouched by
the war. Zaton, the chief Druid of our Temple, is absent and mad, however,
so all is not well. The woods are home to all manner of beasts, and this is
their home, so do not expect to explore here with impunity. Combat with
animals is a regrettable but natural aspect of the order of things, but you
could easily come out on the poor end of most encounters here...it would
not be shameful to run from such encounters.
The Temple is sacred to Enkidu, and adventurers may summon the god to
flesh by blowing his horn. One strong in both body and spirit will most
benefit from grappling with the god. Beside the Temple is the Well to Hell,
down which the foolish can climb to the Under- world.
In the midst of the forest you'll find an enchanted glad-those skilled in
tracking may follow a trail to the very place. It is also important you
find the shrine to the Old Druid Zaton. Should you rescue Zaton's soul from
the Eastern Isles, return it here for your reward.
Just to the east of the glade is a magical pond. The shrine on the island
in the pond cannot be reached by swimming...you must leap across the pond
using a magic item's assistance. The shrine is very old, dating back to the
days of sacrifice. Use a weapon to shed blood on the shrine, and the old
god should awaken.
Somewhere in the forest you'll find a patch of mushrooms. Do not eat
these, as they drive mortal men mad. The mushrooms are the favorite
delicacy of the abominable Nergal, and you should have them ready if you
would serve him.
-David the Druid
21
HEAVILY GUARDED BRIDGE
~~~~~~~~~~~~~~~~~~~~~~
The soldiers garrisoning the bridge connecting Lansk with the Isle of the
Sun take craven profits from the war. Travellers are required to pay
outrageous fees in the name of "customs inspections"-in truth, this is
simple highway robbery. At first you'll have no choice but to pay this
fine, but when your party grows strong you'll do well to pay these finks
with steel. It is also possible to outwit these dullards with high levels
of skill.
The building to the south of the bridge is a barracks filled with sleep-
ing guards. The guard nearest the door sleeps with a valuable My in his
pocMt. A nimble fingered sort will profit from relieving the soldier of
this My, and using it on the strongbox found elsewhere in the room.
To the north of the bridge is a customs house occupied by a tiresome
Lansk bureaucrat. The man is a turgid bore, but a regular party guy
compared to the plastic clowns you II meet in Lansk. He means what he says
when he threatens to turn the guards on you. Should you defeat the guards,
be advised the treasure to be had here is still not without protection.
-Clopin
LANSK
~~~~~
Everything on ground level in this city is pure ya-ya. Find the
Department of Lubrication, cut through the red tape using your bureaucratic
skills, pay the man at least 500 gold, then join us in the undercity. The
party is just beginning!!
-a wild woman
23
LANSK UNDERCITY
~~~~~~~~~~~~~~~
Whereas the surface portion of Lansk is staid and conservative, the Lansk
Undercity is a wide-open party town. Nominal city laws re- quire you keep
your weapons sheathed and refrain from violence in the city streets, but
experience has proven this is all but impossible. Venture into the Lansk
Undercity at your own risk, and beware the wild women!
The usual range of city services are available here: weapon smiths, ar-
morers, and healers. You will also find the Ministry of EZ Paperwork, which
will provide invaluable documentation for a price, including tickets for
the ferry to King's Isle which regularly departs from the north docks.
Strictly off the record, there is a grey market magic shop hidden in
Lansk. It's not too hard to find if you poke around, and the manage- ment
has valuable scrolls as well as dragon stones to sell.
Visit the statues in the four corners of the Undercity to learn some-
thing of Oceana's religion and history. Strive also to visit the Lansk
dragon. The dragon pen is in the center of the Undercity, and while it is
not normally open to the public, with determination you can gain entrance.
The dragon found within is sick, and needs healing from spell or item.
And remember...look out for those wild women!!
-Doctor Death
WAR BRIDGE
~~~~~~~~~~
There is little to say about this bridge. The soldiers gaurding it
require a governor's pass of any who would travel to or from war-torn Quag.
The pass is most easily available from the Ministry of EZ Paperwork in the
Lansk Undercity. Or you can jump through a bunch of hoops and get your pass
by dealing with Lansk desk jockeys, but why waste you life in such
pursuits?
The woman in charge of the Quag Tourist Bureau is mad. Treat her kindly,
and pay no attention to what she says.
-A. Pismo Clam
25
YELLOW MUD TOAD
~~~~~~~~~~~~~~~
The City of the Yellow Mud Toad suffered mightily in the war, and the
squatting inhabitants of this place have done little to repair their
decaying home. Large sections of the city wall have been destroyed, and the
city streets are overrun by swampy horrors.
The Temple of the Golden Toad has always been a lesser attraction in
Dilmun, and few seem to care that the poorly constructed building is
sinking on its foundations. The priests of the Toad reputedly offer a pair
of magic golden jumping boots to anyone who can shore up the supports of
their Temple. It is a wonder this has not yet happened...all you need do is
locate where the wall surrounding the Temple leaks mud, stand just outside
it, then seal the fissure with a Create Wall spell. See what good outlawing
magic does? Buildings fall down but no one is allowed to repair them!
The souvenir shop in the southeast sector is worth a visit, as is the
Cavern Tavern in the northeast corner of the city. The tavern is some-
times frequented by Berengaria, an Acolyte of the Temple of the Sun in
Phoebus. Most of the town garrison has gone mad, but I've heard of one
group that guards a valuable treasure hidden in the walls.
The City of the Yellow Mud Toad was formerly the site of Lanac'toor's
College of High Magic. All that presently remains of the College is a
ruined statue of Lanac'toor. Legend holds the statue is actually Lanac'toor
turned to stone. The pieces of the statue or scattered in the four corners
of Dilmun-in the Necropolis, the ruins of Tars, Freeport, and along the
shores of the penal colony of Snakepit. Returning the various pieces of the
statue here could prove interesting.
-Eyebulge Thunderleg
27
LANAC'TOOR'S LAB
~~~~~~~~~~~~~~~~
I've seen the place. It's ain't such hot tuna. For one thing it's in the
City of the Yellow Mud Toad, which is the devil's armpit so far as I'm
concerned.
I don't think Toor will ever finish the place. It verges on another di-
mension, such that if you wander off too far in one direction you'll come
back again to where you started from another. That's a real pain in the
neck, especially without all the corridors In place yet.
The best way to get around is to use Soften Stone spells. There's one
place where Toor's uncovered an entrance to the Underworld. Seal- ing it up
with a Create Wall spell will cut down on the available supply of wandering
monsters.
Toor kept all his valuables in a single room. The way the dimensions wrap
around, you can reach it by heading southwest, northeast, northwest, or
southeast. There's no best way to get there-just pick a direction and be
assertive. You'll get there.
Unless, of course, you run into one of those pockets of water. But best not
to think of that.
- Instep
SMUGGLER'S COVE
~~~~~~~~~~~~~~~
Arr..to you it may be Smuggler's Cove, but I calls her home, and me crew
calls her Pirate's Cove. We don't much care for visitors, and if you find
us on the north coast of Quag, don't expect much hospitality.
Pieces of eight will soften our salty hearts...bureaucracy is our
language. Offer enough money, and you might score a meal and passage to the
Necropolis. Whatever you do, stay away from the south door, unless you want
to check your sneakers in Davy Jones' locker. Arr!
-Long John Ugly
29
THE NECROPOLIS
~~~~~~~~~~~~~~
NOW DON'T GET THE WRONG IDEA. IRKALLA IS QUEEN BUT I'M NO CONSORT.
SOMETIMES I JUST GET SICK OF THE UNDERWOFLD, IS ALL. NOBODY THROWS ME OUT.
YOU GOT THAT? I JUST GET SICK OF IT.
I HAVE A LITTLE SUMMER PLACE CALLED THE NECROPOLIS. IT'S FULL OF DEAD
GUYS AND GOOD FOR A FEW LAUGHS: A PAIR OF GRIM GUARDIANS PROTECT THE
ENTRANCE TO MY PALACE. GO AHEAD AND KILL THEM--THEY'RE USED TO IT.
MY BACKYARD IS FULL OF CORPSES. THEY'RE ALL WAITING TO SEE ME, BUT I'M A
BUSY MAN. THEY'LL BE HAPPY TO ENTERTAIN YOU. IF YOU'RE VERY LUCKY YOU MIGHT
FIND THE SECRET EN- TRANCE TO MY PALACE, BUT YOU'LL PROBABLY BE DEAD BY
THEN. AND THEN YOU WON'T CARE SO MUCH.
I KEEP MEANING TO CLEAN OUT THE EASTERN GUESTHOUSE OF MY PALACE. THE
PLACE IS FULL OF SPIDER WEBS. I SUPPOSE I SHOULD JUST BURN OUT THE SPIDERS,
BUT THAT SEEMS CRUEL. THERE USED TO BE A TELEPORTATION PORTAL BUILT INTO
THE GUEST HOUSE, BUT I HAVEN'T USED IT IN AGES. THERE'S ALSO AN UNDERWORLD
ENTRANCE ON MY PROPERTY, BUT IT JUST GOES DOWN TO THE WELL OF SOULS, WHICH
IS A REALLY DULL PLACE UNLESS YOU WANT TO BRING SOMEONE BACK FROM THE DEAD.
YOU HAD BEST BE VERSED IN ARCANE LORE IF YOU WISH TO TRY.
DON'T DARE TO FACE ME WITHOUT A STRONG RIGHT ARM, A STRONGER STOMACH, AND
PLENTY OF MUSHROOMS.
BRAAAAP! THERE'S ONE FOR YA! PLAY YOUR CARDS RIGHT AND I MIGHT BE THE
KEY TO YOUR ADVENTURE.
NOW GET OUTTA MY FACE!
-Nergal
31
OLD DOCK
~~~~~~~~
There was a time when this dock was very busy indeed, before Namtar and
the war. Not only was this the single port connecting Lansk with King's
Isle, it was also the primary point of departure for Nisir, the Mountain of
Salvation.
Now traffic has slowed to a crawl. Passage is offered to Lansk but the
fare is necessarily high. In honor of the old traditions, properly attired
pilgrims are still offered free passage to Nisir.
-Wiggly Warmflash
BRIDGE OF EXILES & SNAKEPIT
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Previously a leper colony, the spit of land on the western end of King's
Isle is known as the Isle of the Damned on some charts, but now known far
and wide as the site of Snakepit, Namtar's penal colony for the criminally
insane. The isle is reached by bridge from the mainland. The bridge permits
traffic in one direction only. Those who cross over to Snakepit do not
return by the same route.
Namtar has lately exiled many who disagree with him to Snakepit, so a few
bits of wisdom might be found amid the madness. The central cluster of the
village's huts conceals a secret chamber, within which is the private
apartment of the colony's most important member. It is here that the late
King Drake of Kingshome lived out his final days after being sent into
exile by Namtar.
The western coast of the village is known as Toxic Beach, and while the
inhabitants think of it as a resort, sane folk are unlikely to agree.
Interesting artifacts sometimes was up along the beach.
There is a patch of fresh pine somewhere in the village, which should
stir something in your sould if there's anything like a druid in you. If
you find an old man sitting out of doors and refusing to go inside, he's
probably on eof the colony's mad druids. Show him fresh pine branches and
do the fellow a kind deed.
You may first encounter servants of the king here. Remember that in times
of strife, evidence of the King's seal is often enough to convince one you
are on the business of the King. The King is innocent of wrongdoing, and
many good and noble people still serve him.
-Josephina
33
DWARF RUINS AND CLANHALL
~~~~~~~~~~~~~~~~~~~~~~~~
In a desolate part of King's Isle you are likely to find a once-proud
dwarven statue. The statue gazes at a tunnel into rock, but within the rock
no door or crack can be found. The dwarves are enemies of evil and they
have been all but driven from the world by Namtar. The entrance to the
clanhall will remain sealed until the statue is restored. Somewhere in
Dilmun you will find a pair of jade eyes that will fit the statue. Namtar
cast the eyes into the sea, but I hope some fisherman or pirate will
recover them one day.
Rumor has it a terrible doom overcame my people even before Namtar rose
from the Pit. A hideous monster was supposedly re- leased from the dwarven
mines...a monster that turned my people to stone. It has been said the
proper spell can soften the dwarves stony hearts, and it has never been
more true than now. Should you gain access to the clanhall, beware the
beast that lurks in the dark- ness.
Also be advised that dwarves are jealous people, and even should the clan
be indisposed, their treasure will be well hidden and well guarded. It is
best to rescue the dwarves from their fate, rather than taking advantage of
their misery. That way, you will win both the friendship and the treasures
of the dwarves, and avoid thier defenses in the bargain.
Sealed behind an unbreachable wall of glass at the heart of the clanhall
you'll find the fires of a magical forge. In former days great treasures
came from this forge, but now the smith is idle. The forge cannot be
reached from the clanhall--you must brave the fires of the Underworld to
arrive there. IT was a dwarf who forged the Sword of Freedom, and perhaps
someday that deed will be repeated.
-Josephina
35
SIEGE CAMP & BYZANOPLE
~~~~~~~~~~~~~~~~~~~~~~
It's bad enough I have to fight a war without having to give an orien-
tation tour to every greenhorn cadet that walks into my office. If yer in
my camp, yer in the army. It is isn't important to me if you signed up at
the gate or in Phoebus...all that matters now is that I'm the boss!
Right! There isn't much to say about the siege camp because we don't
expect to be here much longer. One way or the other we're going to resolve
the war with Bysanople, and then the camp will be abandoned.
Armies are armies and men are men and I'm confused...what I'm trying to
say is there are things that always follow armies (and I don't mean women!)
and you'll find several of them in the camp. I know there's a black market
(even though I'm not supposed to know) and I think there's a healer (even
though I am supposed to know). Don't forget to report to yer commandin'
officer--that being me! And don't try to desert--my boys don't take kindly
to rats who go AWOL.
When you're done goldbrickin' in the camp, strike out north and head for
the siege of Byzanople. We've just about starved the rebel scum out of
their city, and all we need is a few suckers--er, I mean hereos--to find a
way into the city and open the gates. Yer best bet is to run along the wall
and try the main gate, but I suppose getting peppered with arrows and
boiled by oil might make you wanna cry for mommy. Our dwarf sappers are
supposed to be diggin' a tunnel under the wall, and there might even be
other ways to get into the city. Once yer in, on yer own--but remember that
amnesty I ptomised ya if you do a good job.
Now quit loafin' and get to work!!
-Buck Ironhead
37
BYZANOPLE DUNGEON
~~~~~~~~~~~~~~~~~
This is no place for adventure, but rather the nerve center of my war
effort against Namtar. He has corrupted my father and lay siege to my city.
I fear I cannot long hold out against the forces of evil.
The halls are regularly patrolled, and should my sister find you she will
request your surrender. You would be well advised to comply. I am a fair
man, and I know many who fight beneath Namtar's banner do so not of their
own choosing. Perhaps you could start anew for me.
There is a treasure chamber here, but my stores have been depleted by
war. A single stair leads from the dungeon to the city above. Near the
stair is a locked door leading to the crypts of my ancestors. My great
grandfather is buried there, still clutching his magic axe, and a legion of
undead soldiers protect him.
-Prince Jordan
39
KINGSHOME & DUNGEON
~~~~~~~~~~~~~~~~~~~
Understand that I have not visited my father's court at Kingshome for
many years. When last I was there the place was bustling with activ- ity. I
have since heard the palace is a virtual morgue, with its great stonework
stripped away to build fortifications on the frontier. Re- gardless, if
King's men still patrol the place, they'll respect the King's seal and
permit you to enter the castle.
If the Great Hall is abandoned there may still be things worth finding in
the antechambers. My father owned great riches, although I doubt much
remains. Of interest is my father's library and wardrobe. Somewhere in the
palace you may still be able to view poorly ren- dered portraits of my
sisters and me.
The dungeon beneath the palace was not used in my father's time, but I
can well imagine the use to which it's been put lately. There's no way out
of the cell block without passing through the guard room, so if you're
imprisoned here you'll have to carve your way out. I'm sure the various
barracks are claimed by mercenaries and Stosstrupen.
The long north-south passage has a secret door directly in its midst--it
leads to a tunnel that to my knowledge has not been completed. My father
intended the tunnel system to serve as a treasure vault, but I do not know
if he has gone through with his plans. The only way out of the dungeon
leads through the royal apartments in Kingshome. I doubt anyone is in
residence there now, but should you find my father please tell him to cease
his war against me. I mean him no harm and fear for his safety.
-Prince Jordan
41
ROYAL GAME PRESERVE
~~~~~~~~~~~~~~~~~~~
It's been a long time since the King hunted here. His young boy Jordan
was a firebrand, and he liked to hunt, but they don't come around anymore.
All the way out here on the Isle of Rustic I don't see much of anyone
anymore, and that's the way I like it.
I've filled the forest with snare traps to capture poachers. They're
heaviest around my home. If you get captured I'll get around to you when I
can, but don't try anything funny or I'll let you have it with my bow
Nevermiss.
Around the ford you'll find some animal tracks, but remember not to hunt
any game as the forest is King's property. The forest is still a pretty
wild place, and killing in self defense is all right, I reckon. Some
outlaws have made camp on the far side of the river, and they look pretty
tough. I'll clean `em out when I get around to it.
Bring me news of the King and I'll be much obliged.
- Old Jack
SCOPRION BRIDGE
~~~~~~~~~~~~~~~
The scorpion bridge guards the way from Rustic to the Eastern Isles, the
Utnapishtim's College of Music. The man-scorpions that guard the bridge are
fearsome beasts and not to be crossed. Recall, however, that Enkidu is
patron of beast-men and man-beasts...if you show the man-scorpion the Totem
of Enkidu to be found in the Mystic Wood, they wkll permit you to pass the
bridge.
Within the bridge you will find darkness, confusion, and fierce beasts.
Remain on a straight and true path and you will find your way to the far
side of the bridge. Do not stray into the north-south passage or you may
never leave the bridge.
-David the Druid
43
FREEPORT
~~~~~~~~
Freeport is aptly named, for it is the last free port in Dilmun. The city
is located in the Eastern Isles, and you will have to acquire a boat before
you can sail here.
The city is arranged around the best harbor this part of the world has to
offer. Along the waterfront you'll find the Brews Brothers tavern- the best
pub hereabouts--and the Order of the Sword. The Order of the Sword is a
pack of thugs and they deserve to be put in their place. Everyone else
you'll meet in town is friendly and industrious. Most of us are from
somewhere else, and we know what it means to lose your home, so we work all
the harder to keep Freeport free.
You'll find the usual armoring, magic, and healing services if you look
in the right places. You'll also find the town's most important arti- fact,
the Sword of Freedom. The Sword was set in the harbor by the great hero
Roba when he founded the city. Legend holds that so long as the Sword is
safe, Freeport will thrive. The same legend holds that in a time of need a
great hero will appear to claim the sword and fight against the darkness.
Several months ago a dark figure was spotted on the island where the
Sword of Freedom is displayed. The Sword is still visible, but I can't help
but wonder if the mysterious figure did something evil to the weapon.
-Tarkas of Tars
45
COLLEGE OF MAGIC
~~~~~~~~~~~~~~~~
Cliff's Notes: Utnapishtim's requirements for graduation are stiff and
uncompromising. If you would pass his test, keep the following points in
mind. And remember these notes cannot substitute for a first hand
experience of the test...they are intended as a guide for study only.
First, you will be unable to enter the College unless you can see the
entrance, and to see the entrance you must use a pair of rarely found
magical spectacles. Lanac'toor had one such pair. Use them where you see
tracks in the mud.
Utnapishtim requires you overcome a number of obstacles to claim his
boon. Most require the use of magic, so don't bother coming here before you
are well-versed in spells and their use. The first room requires that you
overcome a wall of fire. Defeat fire with ice. The next room presents you
with another wall of fire, but all is not as it seems. Reveal the glamour
of Utnapishtim's illusion, and take ap- propriate action when you see the
true nature of your task.
Invisibility will let you move unseen past the creature that kills with
its gaze. Cloak yourselves with an arcane spell. When the time comes to
kill the Phillistine,do so and without remorse. Magic will not help you
here. And even if you clearly see and understand what you think is an
obvious trap, you must trigger the trap with magic before you can safely
pass. Either disarm the trap or eliminate the stone block by softening away
to nothing.
Neither magic nor any other action help when Utnapishtim demands to see
something novel--just walk past him and claim your reward. The ring and the
staff are amusing but only the Soul Bowl will genuinely help you in your
quest. Take all you can when the treasure is offered--you can't come back
for seconds!
-Rimshot Hilario
47
DRAGON VALLEY
~~~~~~~~~~~~~
Exploring Dragon Valley is a quest for heroes and fools. There is little
to be gained by venturing here, unless you love bloodshed or seek an
invaluable ally against Namtar.
The Valley is wide and flat, and crawls with dragons and other beasts.
Legend holds the teeth of a dead dragon make for powerful weap- ons, so
should you find a dragon skeleton be sure to make the most of your
discovery. A large collection of dragon bones can be found just north of
the entrance to the valley, but they will not be without guardians.
At the north end of the valley, beside the water, you'll find the lair of
the Dragon Brood Queen. She is as powerful as all her children put
together, and no one can hope to survive combat with her. When confronting
the Dragon Brood Queen, your only hope is to prove to her you are a friend
of dragons--a difficult task after hacking through legions of her children
to reach her. Correct use of a dragon gem--such as that to be had from the
dragon of Lansk--will temporarily bind the Dragon Queen to your will.
Entering Dragon Valley without such a gem is sheer folly.
-Hamaran Tongs
49
SUNKEN RUINS
~~~~~~~~~~~~
Not far from Dragon Valley you'll find these exotic coastal ruins. The
ruins exist both above and below water--to explore the underwater portion
of this area, you will require the water breathing potion lrkalla maKes
available in the Underworld.
The ground level of the ruins is mundane. No amount of skill will permit
you to pass the locked door. Seek a secret way past the door rather than
wasting precious experience on improving your lockpick- ing skills.
Once past the gate, explore the ruins thoroughly. You will soon uncover a
blank area where a secret door will prove the only means of entrance. At
this point you must use your water breathing potion if you would advance.
Important treasures are to be had here, but none more so than the skull
of the legendary hero Roba. The skull is required to reforge the Sword of
Freedom. The skull is trapped in the maw of a clam...just take the clam,
and it will shrivel away to reveal the skull when you leave the sea.
There are other items of interest in the ruins, not the least of which is
the original Davy Jones' locker. However, you will doubtless come here late
in your quest, and be anxious to confront Namtar. In such a case, it's
probably best not to linger here and risk falling prey to some aquatic
horror for no good reason.
-Floyd Bridges
51
MAGAN UNDERWORLD
~~~~~~~~~~~~~~~~
Beneath the surface of Dilmun is a magical Underworld. The kingdom is
called Magan, and it is not a place for the weak or inexperienced to
explore. You will have to come here eventually to complete your quest, but
better later than sooner.
The Magan Underworld is coterminous with all of Dilmun, which means many
of the surface world's locations can be reached directly from the
Underworld. Veteran adventurers sometimes find travel through the
Underworld ultimately less taxing than similar travel overland across
Dilmun. If you prefer combating Underworld beasts to dealng with pesky
bridge guards and swarms of goblins, you may agree.
Of course, there is more reason to explore the Underworld than simply
searching for a rapid means of travel across Dilmun. Irkalla's Realm is an
important land, but you will gain admittance only after sacraficing an item
to the Dark Lady at one of her surface shrines. Irkalla herself is on an
island which can be reached only by using a magic item. The Dark Lady is
further bound in chains that can be removed only by the grace of Nergal,
the lord of the Necropolis, who certainly owes Irkalla no favors. It is
well worth your time, however, to rescue Irkalla.
The entrance to the magical forge of the Dwarven clan hall can be reached
53
through the field of fire in the Magan Underworld.
Elsewhere in the Underworld you'll find access to several surface lo-
cations, magic pools, and an oracle cave that will further explain your
quest. The Well of Souls, the only place in Dilmun where the dead may be
returned to life, is located in the Underworld, but it can be reached only
through Nergal's palace of the Necropolis. The Well is only of use to those
blessed with arcane knowledge.
Pay special attention when you find the pit from which Namtar was
spawned. Legend holds Namtar cannot truly be destroyed unless and until he
is pitched back into the pit from which sprang. Making careful note of the
pit's location could save you precious time at the end of your quest.
-Bill Yarde
PILGRIM DOCK
~~~~~~~~~~~~
This old dock has welcomed pilgrims to Nisir, the Mountain of Salva-
tion, for as long as anyone can remember. Not even Namtar would dare tamper
with the will of the gods, and pilgrims are still welcome here. Be aware,
however, that Namtar's Stosstrupen are on hand to ensure only pilgrims pass
this way, and that no adventurers try to take the mountain by storm.
To this end, a fortress has recently been constructed near the docks.
Adjoining the fortress is a block of cells in which are imprisoned those
who came here on a quest rahter than on a pilgrimage. The cells are in
frequent use. At least one prisoner is usually present. There is a rumor
that someone recently escaped from his cell by tunneling through the heart
of the mountain, but I know nothing of the details.
-Wiggly Warmflsh
55
NISIR
~~~~~
Nisir is the holiest place in Dilmun, and also the most dangerous since
Namtar made it his place of primary residence. The old shrine and even the
entrance to the Underworld are unguarded, but the rest of Nisir is a very
treacherous place.
Your approach up the mountain will be long but unremarkable. Once at the
mountain's summit, be sure to visit the shrine to the Universal God.
Displaying the Sword of Freedom to the God will gain its blessing.
While at the mountain, seek the treasure of the Dragon Eyes. They are
powerful magical artifacts that will aid you in your quest.
The entrance to Namtar's tower is in the southeast corner of the plateau.
The approach to Namtar's stronghold is protected by a locked guardroom, but
an intelligent climber can bypass the guards if you find the right patch of
rock.
Once past the guardroom. you can't miss Namtar's tower. You'll have to
leap across the chasm with the Golden Boots to enter the tower. What
happens next, no man has lived to say.
-Jim Nasium
57
DEPTHS OF NISIR
~~~~~~~~~~~~~~~
It is here that you will (with luck) engage Namtar in final battle. The
heart of the mountain Nisir is a confusing and treacherous place, complete
with many obstacles not seen in other parts of Dilmun.
What you do here depends largely on you. Great combats are to be had,
provided such is your ambition. It may be possible to enjoy a final
reckoning with Mystalvision or Buck Ironhead, if you look in the right
places. Likewise, many clues to Namtar's identity and ultimate ambitions
are here for the curious.
Chances are, however, that you'll want to make directly for Namtar's
lair. You'll have to break out of the initial cavern using Soften Stone
spells. There are many places to wander in the Depths of Nisir, but you'll
know you're on the right track when you find the seemingly uncrossable
chasm.
A summoned air elemental will bear you across the chasm. Pass through the
doors and turn right...continue south to the wall and cast another Soften
Stone. You;ll now be in a large chamber that teems with traps. The doorless
stone structure in the center of the chamber contains the portal that will
transport you to Namtar's lair. To enter it, you must cast another Soften
Stone. This may seem like a difficult path to take to your final
confrontation, but it is nothing compared to the combat that awaits. If
this
59
preliminary action exhausts your resources, turn around and get out while
you still can.
Before you can battle Namtar you will have to get past his army. You can
always hack your way through Namtar's mighty legions, but it's easier to
call upon the Dragon Brood Queen, the alliance of which you've hopefully
secured. Astride her back you can sail high above the army and arrive at
your final confrontation with Namtar.
Good fortune in your final battle with Namtar, and remember that you will
not be entirely done with him until his body is hurled into the Underworld
pit from which he sprung.
--?
WEAPON STATISTICS
~~~~~~~~~~~~~~~~~
Following are set forth the names of the different weapons that can be
found in Dilmun, along with the damage each one inflicts and the minimum
strength you will need to wield them.
Damage is listed as the number of dice the computer will roll followed by
the number of sides on the dice. For example, if a weapon does 2d20 of
damage, your computer will "roll" two twenty-sided dice, add the results
together, and inflict that much damage to your poor opponent. Hand-to-hand
weapons generally require a minimum strength to use, and missile weapons a
minimum dexterity. A minus Attack Value (AV) makes it harder for you to hit
your foe, and a plus makes it easier. You may wish to "Use" a weapon - or
any item for that matter - both in and out of combat to find out if it has
any special powers. CAVEAT: From universe to universe (or computer to
computer) the actual statistics listed here may vary slightly, or may even
have undocumented abilities.
MELEE WEAPONS
¯¯¯¯¯¯¯¯¯¯¯¯¯
__________________________________________________________________________
AXES Damage Minimum Notes
Strength
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Small Pick 1d4 4
Pick 1d6 7
HandAxe 1d6 5
Battle Axe 1d12 17 -1AV
War Axe 1d12 18 -3 AV
Rusty Axe 1d20 18 -3 AV
Axe of Kalah 1d12 18 +4 AV, can attack
20'-50' for 1d20
Magic Axe 1d30 20 +1 AV
Nature Axe 1d30 18 -6 AV
60
__________________________________________________________________________
FLAILS Damage Minimum Notes
Strength
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Flail 1d6 10
War Flail 1d12 10
Bladed Flail 1d12 10
RunedFlail 1d20 14 +2 AV, +1 armor
Barbed Flail 1d30 16 +2 armor
Spiked Flail 4d20 16 +2 AV, +1 armor
__________________________________________________________________________
SWORDS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Dagger 1d4 3 +1 AV
Ruby Dagger 1d4 3 +3 AV
Shortsword 1d6 8 +1 AV
Broadsword 1d8 12 +1 AV
Hook 1d8 12 +1 AV
Magic Sword 1d12 17 +1 AV
Fire Sword 1d12 17 +2 AV, + 1 armor
Lance Sword 1d20 12 +1 AV, can attack foes
at 20'
The Slicer 1d30 17 +4 AV, +2 armor
Glow Sword 1d30 24 +1 AV
Dragon Tooth 2d20 12 +8 AV, +2 armor
can attack foes up to
60'
Freedom Sword 1d100 15 + 15 AV, +5 armor,
casts Inferno if
blessed by the
universal God
__________________________________________________________________________
TWO-HANDED WEAPONS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Polearm 1d10 13 +1 AV
Greatsword 1d12 17 +1 AV
Grand Sword 2d12 22 +1 AV
Mountain Sword 1d30 2(mountain lore) +3 AV, +2 armor
Holy Lance 3d20 13 +4 AV
Heavy Sword 8d10 25 -3 AV
Dragon Sword 4d20 21 +3 AV
__________________________________________________________________________
MACES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Mace 1d8 10
Old Peg Leg 1d8 10 +1 AV
Hammer 1d10 12
Long Mace 1d20 15 +1 AV, can attack foes
at 20'
Holy Mace 1d20 12 +2 AV, +1 armor
casts Exorcism spell
Druid's Mace 1d20 12 +2 AV, +2 armor
casts Cure All spell
Throw Mace 2d12 18 +1 AV
1d12 at 20'-30'
Spiked Mace 2d20 18
Crush Mace 4d10 15
61
MISSILE WEAPONS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
___________________________________________________________________________
BOWS Range Dexterity Notes
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Bow 20' 10
LongBow 40' 14 +1 AV
Great Bow 50' 16 +1 AV
Archer's Bow 50' 18 +3 AV
Magic Bow 70' 10 +4 AV
Gatlin Bow 20' 10 Can fire 1,3 or all
arrows in quiver
___________________________________________________________________________
CROSSBOWS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Crossbow 30' 12
Tri-Cross 30' 15 + 1 AV, can fire 1 or
3 bolts
___________________________________________________________________________
THROWN WEAPONS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Javelin 30' 12 1d6
Spear 40' 12 1d8
Fire Spear 50' 14 1d12
Boomerang 50' 12 or 14 1d12 or 2d20
Barbed Spear 40' 16 1d20
Trident 40' 15 2d20
___________________________________________________________________________
ARROWS Damage
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Arrow 1d6
White Arrow 1d8
Silver Arrow 1d12
Grey Arrow 1d20
Magic Arrow 1d20
Magic Quiver 1d4 Always full
___________________________________________________________________________
BOLTS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Bolt 1d4
Long Bolt 1d4 +20' range
Pierce Bolt 1d6 +1 AV
MegaBolt 1d20
Dead Bolt 1d20
62
"Which Items do I keep?"
Items that you should hang onto: the Golden Boots, the king's Signet
Ring, and the Dragon Gem. The Spectacles are useful if you want to return
to the Magic College, though you do not ever need to go to the College to
finish the game. The same applies to the Water Breathing potion at the
Sunken Ruins. The Pilgrim's Garb, Citizen Papers, Governer's Pass, and
Enkidu Totem are all useful for getting around. Of these four items,
however, only the Pilgrim's Garb is required to finish the game (to get
back and forth to Nisir). Everything else is of general use over the
course of the game, or is only useful in a particular spot and can be
discarded or sold after that use. The mushrooms, Soul Bowl, Jade Eyes,
mirror, various Stone statue parts, Roba's skull (the clam), stone hammer,
Key, Silver key, battered cup, and shovel are all one-use items that can
be discarded after they have been used in the proper location.
If the item has a price, it can be safely sold. The parrot, drifiwood,
flotsam, crown, rare books, jewels. and Royal Robe have no use beyond any
monetary value.
Major Dragon Stone Caches
Dragon Stones are the primary source of magic power regeneration
throughout Dilmun. Use them wisely since, with the exception of a few shops
and minor locations, the stones listed below are all that exist.
Num Map Approximate Location
5 Slave Camp Protected by the "wizard" in the central
building
6 Tars Ruins Behind the guardian snake at the east
border
5 Tars Ruins Underground Behind a secret door
4 Guarded Bridge Behind a tree on the Purgatory side
7 Mystic Wood Along the west coast
5 Phoebus Room in northwest corner
5 Phoeban Dungeon Treasure vault
7 Byzanople Duneeon Treasure vault
20 Kingshome Dungeon Treasure vault
10 Magan Underworld In the fires
10 Magan Underworld Near a small body of water south of
Irkalla's Realm
10 Heavily Guarded Bridge Armory on Lansk side
12 Lansk Undercity Under Irkalla's statue
7 Old Dock Under Statue
Dragon Eyes (half again as powerful as Dragon Stones)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
15 Dragon Valley Southwest corner
30 Nisir (Salvation) Along the west wall
63
Scanned/Edited/Typed by Mictlantecuhtli!