Dilmun
The overworld map through which your party will adventure.
As a warning, you can’t cast D:Create Wall here and I don’t think there are any walls that you can usefully D:Soften Stone. Just in case you were tempted to try. Also, the map wraps, not that there’s any way to actually go sailing over the water.
Points of Interest
Forlorn
Purgatory (13,04): Contains a route to the Underworld.
Slave Camp (11,03).
Slave Estate (17,07) and the Slave Mines beneath it.
The ruins of Tars (21,04) and its dungeon.
The Refresh Pool (14,01): If you swim your way out of Purgatory, you wind up right next to this pool, which will refresh your Health, Stun, and Power for free.
The Arms Cache (16,03): Some Low Magic scrolls and four Dragon Stones.
Guards (12,06): Before you can get to the bridge, some Guards will jump you. (This combat goes away once you beat it.)
Guard Bridge #1 (12,07): Connects you to Isle of the Sun.
Isle of the Sun
Guard Bridge #1 (12,07): Connects you to Forlorn.
Goblins (12,09): A bunch of Goblins wait for you on the N side of the bridge. This combat regenerates, so you’ll have to fight it every time you come to Sun.
Phoebus (05,11). Can be destroyed by a dragon.
Mystic Wood (02,06): Contains both a route to the Underworld as well as a Transportation Nexus.
Guard Bridge #2 (14,12): Connects you to Lansk.
Isle of Lansk
Guard Bridge #2 (14,12): Connects you to Sun.
Lansk (16,14) and its Undercity, which connects to the Underworld and has a ferry to the Old Dock.
War Bridge (18,12): Connects you to Quag.
Quag
War Bridge (18,12): Connects you to Lansk.
Murk Trees (20,12; 20,08; 25,11; 25,07; 26,09): Dangerous.
Transportation Nexus (22,13). Allows you to teleport to the Mystic Wood, but only if you have Arcane Lore.
Yellow Mud Toad (25,08) and Lanac’toor’s Laboratory, which connects to the Underworld.
Smuggler’s Cove (24,13), which contains a Boat Dock (eventually).
Necropolis
The Necropolis (27,15), which connects to the Well of Souls (but no other part of the Underworld) and also contains a boat dock.
King’s Isle
Transportation Nexus (19,23). Allows you to teleport to the Mystic Wood, but only if you have Arcane Lore.
Goblins (17,24; 17,26; 18,25; 19,26): almost like they’re guarding Kingshome.
Ambush (20,26): The first time you step on this square, you’re subdued by guards and thrown in the Kingshome Dungeon. This is also where the ferry master from the Snake Pit drops you, which may very well trigger the ambush if you haven’t already.
Kingshome (18,27) and its dungeon.
Siege Camp (07,26), Byzanople (07,27), and its dungeon. You can’t enter Byzanople directly without going through the Siege Camp, even after the battle has been resolved.
Dwarf Ruins (10,21) and the Clan Hall beneath, which connects to the Underworld (sort of).
The Old Dock (14,17) can be used to travel to the Lansk Undercity or the Pilgrim Dock.
More Goblins (08,18): These guys are just insult to injury; the fight regenerates, so if you try to exit the Bridge of Exiles to the E you hit them immediately.
Bridge of Exiles (07,18): a one-way door that conveys you to the Snake Pit.
Snake Pit (02,19).
Rustic
Boat Dock (29,28).
The Game Preserve (25,27).
The Scorpion Bridge (31,19): links you to the Magic College.
The Magic College (36,24).
The Eastern Isles
Freeport (43,23): contains a Boat Dock.
Boat Dock (39,14): for the Sunken Ruins and Dragon Valley.
Sunken Ruins (38,15) and the underwater part.
Dragon Valley (34,15).
Salvation
The Pilgrim Dock (17,21): a one-way trip from the Old Dock.
Mount Salvation (19,19), which is confusingly marked ‘Nisir’ during overland travel. Salvation connects to both the Underworld and to the Depths of Nisir.
Bestiary
STR | DEX | INT | SPR | HP | AV | DV | Speed | XP | |
---|---|---|---|---|---|---|---|---|---|
Goblins | 10 | 16 | 6 | 10 | 5–17 | +3 | +0 | 30' | 90 |
4d6 | |||||||||
Guard Goblins | 0 | 20 | 0 | 0 | 24–36 | +4 | +0 | 30' | 120 |
6d6 | |||||||||
Guards | 20 | 16 | 1 | 3 | 5–19 | +1 | +0 | 10' | 100 |
1d20, 2d12 | |||||||||
Murk Trees | 0 | 16 | 0 | 0 | 23–95 | +4 | +0 | 50' | 150 |
7d8 |