Kingshome Dungeon

map

Plenty of random encounters (1 in 100), as if the fixed ones you have to fight weren’t bad enough. You also need a light and a compass. The map doesn’t have the “wrapping” bit set, which means if you Soften a wall and go running around in the backstage area, you find lots of weird territory to run through that the automap doesn’t know how to draw or keep track of.

Exits

You’re dropped in a cell at (00,15) by the ambush on King’s Isle.

(07,09): Stairs up to Namtar’s Bedroom (06,08).

Points of Interest

The Jail Cells (00,08 - 04,15): All the doors are locked (level 1) except yours.

The Court Jester (04,12): Paragraph #53 actually has you back quickly out of the room and re-lock the door.

The Vicious Guards (02,07): Not easy (paragraph #65). If you lose, they throw you back in your cell. Hope you brought plenty of Dragon Stones, or have good save game backups.

The Kingshome Armory (07,15): A Black Helm (+3 AC, M:Zak’s Speed), a Fire Shield (+2 AC, -2 AV, STR 12), the Mage Ring (+4 AC, +1 AV, D:Whirl Wind, requires Low Magic 3), the Throw Mace (2d12, 1d12 at 30’, +1 AV, STR 18), the Gatlin Bow (20’, DEX 10, allows full-auto fire), a quiver of Grey Arrows (1d20, +2 AV), and twenty Dragon Stones.

See the Byzanople file for more on the Fire Shield.

Drake’s Old Throne: At (11,10) there’s a secret door to the E. Follow the tunnel and turn S, then pass through a secret door to find his throne, $1000, and his Crown (worth $5000).

The Crossbow Trap (14,16): For anyone foolish enough to explore the northern branch of the secret hallway, take 1d6 damage unless you have a trap-detection spell running.

Bestiary

STR DEX INT SPR HP AV DV Speed XP
Patrolmen 15 12 09 10 22–57 +2 +0 30' 140
5d6, 5d8 piercing, call for help — awards gold
Stosstrupen 18 18 18 18 30–55 +3 +0 50' 150
8d8 stun, call for help, L:Mage Fire
Vicious Guards 12 17 10 10 32–53 +3 +0 20' 150
7d10 stun — awards gold