Snake Pit
A lovely little vacation home for the criminally insane (or, at least, those who will become insane after being declared criminals by Namtar…)
Exits
East: Isle of the Damned (03,19).
(11,14): The ferrymaster will take you to the King’s Isle ambush point (20,26).
Points of Interest
The Boathouse (12,10): There’s a young man guarding the boathouse who won’t let you past unless you show him King Drake’s Signet Ring. Once you’re past him, take the “secret” door to the N and meet the ferrymaster at (11,14).
Loose Branches (08,13): Pick up some Branches here. Technically, they will cast D:Beast Call if you Charge them first.
The Lonely Druid (04,01): Show him the Branches and he’ll teach you D:Beast Call. This doesn’t consume the Branches, so hand them to anyone else in the party with Druid Magic and do it again.
The Stone Head (01,09): Apparently just washed up on the beach. (You need this to put Lanac’toor’s statue back together in Mud Toad.)
The Mad Artist (11,02): Read paragraph #76.
Josephina the Dwarf (06,08): Read paragraph #81 for a plot arrow towards using the Jade Eyes to repair the statue at the Dwarf Ruins. If you’ve defeated Ugly and have the Eyes, you’re supposed to be able to show them for a more explicit hint to “replace them in the statue”, but the item reference doesn’t actually exist in the code so it doesn’t work. Anyway, there’s a reasonable chance you don’t even have the Eyes at this point, so the bug isn’t really much of a loss.
The Useless Hint (09,07): A mad woman tells you “the King is near!” She’s right, sorta.
The Sad Remains of King Drake (07,08): First, meet a sad jester at (07,06). If you’ve explored the entire rest of the map, you’re now left with a 2x2 area in the center that’s not filled in. Hopefully that clues you to start looking for secret doors. Drake’s throne (and skeleton) are at (07,08), along with paragraph #80, his Signet Ring, and $8000 worth of Jewels. Step 1S from there through another secret door, and there’s a locked chest (difficulty 2) containing the Luck Wand (L:Luck), Crush Mace (4d10, STR 15), Grand Sword (2d12, +1 AV, STR 22), a Magic Bow (+4 AV, 70’, DEX 10), and a quiver of Magic Bolts (1d20, +20’ range).