Guard Bridge #1
Allows passage between Forlorn and Isle of the Sun, but you won’t get there without some hassle.
Exits
North: Isle of the Sun (12,08)
South: Forlorn (12,06)
These exits are correct even if you exit to the East or West from the appropriate side of the bridge.
Points of Interest
Lanac’toor’s Rock (03,01): A hint on how to restore the statue of Lanac’toor in Yellow Mud Toad, which grants access to his laboratory. Useful if you picked up the Stone Arms already in Tars.
The Arms Cache (07,02): A Helm (+1 AC), a Shield (+2 AC, STR 10), the Bladed Flail (1d12, STR 10), a copy of S:Sun Light, and four Dragon Stones.
The Southern Approach (04,02): Guards demand to see your Citizenship Papers; if you show them, they demand a bribe of $10 per party member. If you blow past them, they attack on the bridge.
The Northern Approach (04,05): Guards ask you if you’re sure you know where you’re going, then demand to see your Citizenship Papers. No bribe in this direction, though.
The Bridge (04,03 - 04,04): If you didn’t appease the Guards, they attack. Otherwise, there’s a 1 in 10 chance of getting swarmed by some Rats.
Bestiary
STR | DEX | INT | SPR | HP | AV | DV | Speed | XP | |
---|---|---|---|---|---|---|---|---|---|
Bridge Guards | 15 | 20 | 9 | 10 | 15–65 | +20 | +0 | 10' | 320 |
4d8, call for help — awards gold | |||||||||
Rats! | 8 | 18 | 2 | 3 | 1–4 | +6 | +0 | 50' | 70 |
3d4, flee, 1d4 health |