Slave Camp
There are two paths through the Slave Camp. If you can get the residents on your side, you get to explore the camp and meet everybody. If not, the camp is empty except for a few nasty spirits.
Exits
You can’t exit to the E, but the other directions take you where you would expect in Dilmun.
Points of Interest
The “tavern” (10,02): There’s no bartender, but you can recruit Louie here.
The Nature Axe (04,02): Use Forest Lore to search this square for the Nature Axe (1d30, -6 AV, STR 18).
The Creepy Old Wizard (07,04): Use any magic skill to get him to talk to you; he unlocks his treasure room for you (Citizenship Papers, a Ruby Dagger (1d4, +3 AV, STR 3), a War Axe (1d12, -3 AV, STR 18), a War Flail (1d10, STR 10), a Hammer (1d10, STR 12), a Polearm (1d10, +1 AV, STR 13), some White Arrows (1d8, +1 AV), a Spear (1d8, 40’, DEX 12), Chain Armor (+7 AC, -3 AV), a copy of H:Fire Light, and some Dragon Stones).
If you killed everyone in camp, then the door to his treasure room is locked (level 1) and you’ll have to fight the Spirit Ward once you break in.
The Arms Cache (07,07): Hidden in a little alcove behind the wizard’s house is a locked chest (difficulty 1): Scrolls of H:Healing, H:Cloak Arcane, H:Sense Traps, and D:Scare, plus Chain Armor, and two each Leather (+3 AC, -1 AV) and Brigandine (+4 AC, -1 AV).
There’s an odd bug; the flag that determines whether you’ve raided this chest was [accidentally?] reused for the chest in the Dwarf Ruins that holds the Dwarf Hammer. The High Magic scrolls in this chest are unique, though, and you need this armor now more than you need that weapon then.
The Sick Man (10,06): When you visit him (08,07), there’s a 1 in 20 chance that he goes mad and attacks you (although he’ll immediately flee). Otherwise, you have the chance to heal him (use Bandage or any healing spell), in which case he gives you a little bit of exposition. In either case you can find copies of D:Greater Heal and S:Sun Stroke here.
The Campfire (10,11): Rest by the campfire for a while; it restores your Health, Stun, and Power.
The Blind Man (02,05): Exposition on Namtar, Drake, and the Master Mages of Dilmun.
The Universal Shrine (00,16): Exposition on the various gods that rule Dilmun. Interestingly, Refeek is the one we never hear about again.
The Dice Game (04,13): Exposition on the political climate and the names of some cities to look out for.
Bestiary
If you don’t appease the camp’s residents, you have to kill several of them:
STR | DEX | INT | SPR | HP | AV | DV | Speed | XP | |
---|---|---|---|---|---|---|---|---|---|
Escaped Slaves | 10 | 10 | 10 | 10 | 5–15 | +0 | +0 | 10' | 70 |
2d6, call for help, flee | |||||||||
Old Gladiators | 15 | 17 | 10 | 15 | 7–28 | +3 | +0 | 20' | 100 |
4d6, block, 3d8, dodge, flee |
And you’ll have to fight off the Spirit Ward to get at the wizard’s treasure:
STR | DEX | INT | SPR | HP | AV | DV | Speed | XP | |
---|---|---|---|---|---|---|---|---|---|
Spirit Ward | 1 | 19 | 20 | 20 | 10–60 | +1 | +0 | 10' | 500 |
H:Elvar's Fire, 7d4 |
On the off chance that The Sick Man attacks you:
STR | DEX | INT | SPR | HP | AV | DV | Speed | XP | |
---|---|---|---|---|---|---|---|---|---|
Man with a fever | 1 | 1 | 1 | 1 | 110–300 | +1 | +0 | 10' | 320 |
flee |