0,5 This appears to be a vast barracks area, filled with multi-leveled bunks.

Ogres, Goblins, Ogre Shaman, Hobgoblins (10K exp)
Safe to rest.
...noted by Kurt Reonis
0,14 You walk into a room filled with various angry looking monsters. The man you saw in Gideon is here. He sees you and says, 'I don't know how you got here, but we will take care of you now, and the Pirate victory over the Sapphire Coast will be all the better for the experience!' With that he casts a spell in your direction

PC takes damage.

Evil Mage, Stone Guards, and Trolls (23.8k XP)
...noted by Kurt Reonis
0,15 Searching the wall to the south you find a portal and step through

to Gideon (5,15)
...noted by Kurt Reonis
1,7 Hobgoblins, Hill Giants, Cloud Giant (12K exp) ...noted by Kurt Reonis
1,9 Entrance from Gideon (1,8) ...noted by Kurt Reonis
1,13 As you enter the room you see a mage in beautiful, flowing robes addressing a group of hobgoblins. A hill giant sits in one corner, ignoring the richly clad speaker. '...that the road to Crooked Reed is cut, our forces will start to strangle the coasts and Bastille. And the blame will--' The mage sees you and screams to the others, 'Attack!'

Mage, Hill Giant, Hobgoblins, Ice Hounds (5.3K exp)

Among the mage's belongings you find a small chest.

TICKET

In one wall of the room you find a secret door, which leads to a stairway. Climbing it, you emerge from a small cave and are again standing in the middle of the road.

to Gideon (1,10)
...noted by Kurt Reonis
2,3 Looking up, you can no longer see your rope.

from Gideon (2,3)
...noted by Kurt Reonis
2,5 Hobgoblins, Hill Giants, Fire Giant Mages (13.1K exp) ...noted by Kurt Reonis
2,12 Hobgoblins, Minotaurs, and Cryo Snakes (3.9K exp)
Safe to rest.
...noted by Kurt Reonis
2,14 There is a small army gathering here and they intend to practice on you.

Fire Giant Mage, Mammoths, Fighters, and Goblins
...noted by Kurt Reonis
3,3 Hell Hounds, Ogre Shamans and Ogre ...noted by Kurt Reonis
3,7 Hell Hounds, Ogres, and Yeti (3.4K exp)
Safe to rest.
...noted by Kurt Reonis
3,9 You open the door and find giants chained to the walls. Do you free them?

If Yes:
One of the giants stops before walking out, 'Our thanks, small one. We did not think they would capture us, but they have proven their power. We shall help you if we can, and remove the debt.' With that the last giant steps out.
...noted by Kurt Reonis
4,7 There is a large wooden desk in this room, and maps cover the walls. ...noted by Kurt Reonis
4,8 The large chair behind the desk starts to turn around, and a woman's voice snarls, 'It's about time, fool!' The chair completes its turn, and the woman's eyes widen in surprise. 'Well, well. What a nice surprise. I'm going to have to take care of those buffoons for allowing you in here. But first, I will take care of you! Guards!'

Sorceress, Iron Guardians, and Ice Giant Shamans
...noted by Kurt Reonis
4,9 You hear sounds of movement from the nearby rooms. ...noted by Kurt Reonis
4,15 The door is locked. Do you wish to try and open it?

If Yes:
PC takes damage.

You feel great pain, and are enveloped in a blue shimmering light. When you recover your senses, you find yourself elsewhere.

to Gideon (0,12)
...noted by Kurt Reonis
5,1 The sound of a metal door clanging shut rings in the distance. ...noted by Kurt Reonis
5,7 Searching carefully, you find a secret door ahead of you. ...noted by Kurt Reonis
5,10 You open the door only to be attacked!

Fire Giants and Red Dragon (15.4k XP)
Safe to rest.
...noted by Kurt Reonis
5,11 A number of dwarves are here. They look at you as you open the door. Do you free them?

If Yes:
The dwarves rush out the door. One calls back to you, 'Thank ye! We'll find our own way out.'
...noted by Kurt Reonis
5,12 You try to explain to the prisoners that you are here to help, but they do not hear and attack!

Ogre Magi and Ogre Shamans (11.4k XP)
Safe to rest.
...noted by Kurt Reonis
5,13 You look through a slot on the door and see prisoners, dwarven, elven, and human alike. There is a key close by. Do you wish to unlock the door?

If Yes:
You open the door, and the prisoners fall back from the light. One man, however, steps forward, 'Another come to torment us? What else can you do except kill us? Do it!' You explain that you have nothing to do with the people here, and that they are free to go. The prisoners waste no time in leaving. The tall man just looks at you and finally says, 'My name is Dugan Fritzpetter. I am a guide from Gideon who has gotten a bit too close to what they have hidden here. I owe you my life, but can only repay you with the little knowledge I have. I have heard that there are two exits from this place. Search carefully.' With that, he thanks you and strides out the room.
...noted by Kurt Reonis
5,15 A door appears in the wall to your right. You step through it and try the locked door in front of you again and find that it is now open. You step through it, but the door closes behind you and will not budge. The only exit you can find is the door ahead of you and to the left.

to (3,15)
...noted by Kurt Reonis
6,8 Empty barrels indicate a storage area. ...noted by Kurt Reonis
7,2 Ghouls, Mummies and Banshees
Safe to rest.
...noted by Kurt Reonis
7,5 Undead Dragons, Widow Makers, and Bulette (61.9K exp)
Safe to rest.
...noted by Kurt Reonis
7,9 This looks like an unoccupied barracks. ...noted by Kurt Reonis
7,11 Spies, Ice Hounds, Clerics (3.6K exp)

In a pocket of the clerics you find a slip of paper that reads: 'Hidden door, W end of S corridor. Push. Do not go without a Pirate.'

Safe to rest.
...noted by Kurt Reonis
8,10 A large group of wyverns is defending this part of the passage, but despite their great superiority they don't move forward to attack you. Do you attack them or stay where you are?

(Attack Stay)

If Attack:
Wyverns (11.9K exp)
Safe to rest.
...noted by Kurt Reonis
8,12 A large group of wyverns is defending this part of the passage, but despite their great superiority they don't move forward to attack you. Do you attack them or stay where you are?

(Attack Stay)

If Attack:
Wyverns (11.9K exp)
...noted by Kurt Reonis
8,14 Spies, Ice Hounds, Clerics (3.6K exp)

In a pocket of the clerics you find a slip of paper that reads: 'Hidden door, W end of S corridor. Push. Do not go without a Pirate.'

Moves you forward one spot.
...noted by Kurt Reonis
10,2 Ghouls, Mummies, and Harpies (5.0K exp)
DNT
...noted by Kurt Reonis
10,15 Browlers and Purple Worm (10.6k XP)
Safe to rest.
...noted by Kurt Reonis
11,6 Entrance from Gideon (9,1) ...noted by Kurt Reonis
13,3 Banshees and Giant Skeletons (7.8K exp) ...noted by Kurt Reonis
14,2 Margoyles and Giant Skeletons (2.9k XP)
Safe to rest.
...noted by Kurt Reonis
14,15 Gazers, Gazing Hulk, and Spies (33.5K exp)

You find a document filled with numbers describing the defenses of all the towns and villages of the Sapphire Coast. The top page is adorned with the picture of a toucan tattoo, and says: 'Most esteemed Lord Randolf: Herein lies the information for which you have most generously provided. We have included the defensive force estimates for Tsugaria as you requested To confirm, after your attack is successful our operations in Gideon shall be moved to what is now the Shrine to Jolith, and our areas in Kordon shall remain under our control. We shall also gain the privileges of free movement throughout the Sapphire Coast for the purpose of detecting and reporting to you any remaining resistance to your rule, for which we shall be paid as agreed upon in your letter. May the self-righteous seafarers destroy themselves and your brilliant plan be crowned with victory. K.'

LETTER WITH TOUCAN EMBLEM

In the back corner of the room you find a stairway. Climbing it, you find yourself back in the small residence through which you first entered the Pirate complex.
...noted by Kurt Reonis
15,6 Efreeti and Rock Lizards (9.9K exp)

Crumpled in the monster's pocket is a note that reads: 'Tell the man at the dock in the Harbor, the password is '____' for travel to the Tipec Isles' Searching the walls of the room, you find a series of hand-holds that form a ladder. Climbing it, you emerge from a small opening and are standing once again in the middle of the road.
...noted by Kurt Reonis
15,9 Harpy and Phase Spiders (4.9K exp)
DNT
Safe to rest.
...noted by Kurt Reonis
15,11 Entrance from Gideon (5,4) ...noted by Kurt Reonis

X-axis Y-axis Comments
0 5 This appears to be a vast barracks area, filled with multi-leveled bunks.

Ogres, Goblins, Ogre Shaman, Hobgoblins (10K exp)
Safe to rest.
0 14 You walk into a room filled with various angry looking monsters. The man you saw in Gideon is here. He sees you and says, 'I don't know how you got here, but we will take care of you now, and the Pirate victory over the Sapphire Coast will be all the better for the experience!' With that he casts a spell in your direction

PC takes damage.

Evil Mage, Stone Guards, and Trolls (23.8k XP)
0 15 Searching the wall to the south you find a portal and step through

to Gideon (5,15)
1 7 Hobgoblins, Hill Giants, Cloud Giant (12K exp)
1 9 Entrance from Gideon (1,8)
1 13 As you enter the room you see a mage in beautiful, flowing robes addressing a group of hobgoblins. A hill giant sits in one corner, ignoring the richly clad speaker. '...that the road to Crooked Reed is cut, our forces will start to strangle the coasts and Bastille. And the blame will--' The mage sees you and screams to the others, 'Attack!'

Mage, Hill Giant, Hobgoblins, Ice Hounds (5.3K exp)

Among the mage's belongings you find a small chest.

TICKET

In one wall of the room you find a secret door, which leads to a stairway. Climbing it, you emerge from a small cave and are again standing in the middle of the road.

to Gideon (1,10)
2 3 Looking up, you can no longer see your rope.

from Gideon (2,3)
2 5 Hobgoblins, Hill Giants, Fire Giant Mages (13.1K exp)
2 12 Hobgoblins, Minotaurs, and Cryo Snakes (3.9K exp)
Safe to rest.
2 14 There is a small army gathering here and they intend to practice on you.

Fire Giant Mage, Mammoths, Fighters, and Goblins
3 3 Hell Hounds, Ogre Shamans and Ogre
3 7 Hell Hounds, Ogres, and Yeti (3.4K exp)
Safe to rest.
3 9 You open the door and find giants chained to the walls. Do you free them?

If Yes:
One of the giants stops before walking out, 'Our thanks, small one. We did not think they would capture us, but they have proven their power. We shall help you if we can, and remove the debt.' With that the last giant steps out.
4 7 There is a large wooden desk in this room, and maps cover the walls.
4 8 The large chair behind the desk starts to turn around, and a woman's voice snarls, 'It's about time, fool!' The chair completes its turn, and the woman's eyes widen in surprise. 'Well, well. What a nice surprise. I'm going to have to take care of those buffoons for allowing you in here. But first, I will take care of you! Guards!'

Sorceress, Iron Guardians, and Ice Giant Shamans
4 9 You hear sounds of movement from the nearby rooms.
4 15 The door is locked. Do you wish to try and open it?

If Yes:
PC takes damage.

You feel great pain, and are enveloped in a blue shimmering light. When you recover your senses, you find yourself elsewhere.

to Gideon (0,12)
5 1 The sound of a metal door clanging shut rings in the distance.
5 7 Searching carefully, you find a secret door ahead of you.
5 10 You open the door only to be attacked!

Fire Giants and Red Dragon (15.4k XP)
Safe to rest.
5 11 A number of dwarves are here. They look at you as you open the door. Do you free them?

If Yes:
The dwarves rush out the door. One calls back to you, 'Thank ye! We'll find our own way out.'
5 12 You try to explain to the prisoners that you are here to help, but they do not hear and attack!

Ogre Magi and Ogre Shamans (11.4k XP)
Safe to rest.
5 13 You look through a slot on the door and see prisoners, dwarven, elven, and human alike. There is a key close by. Do you wish to unlock the door?

If Yes:
You open the door, and the prisoners fall back from the light. One man, however, steps forward, 'Another come to torment us? What else can you do except kill us? Do it!' You explain that you have nothing to do with the people here, and that they are free to go. The prisoners waste no time in leaving. The tall man just looks at you and finally says, 'My name is Dugan Fritzpetter. I am a guide from Gideon who has gotten a bit too close to what they have hidden here. I owe you my life, but can only repay you with the little knowledge I have. I have heard that there are two exits from this place. Search carefully.' With that, he thanks you and strides out the room.
5 15 A door appears in the wall to your right. You step through it and try the locked door in front of you again and find that it is now open. You step through it, but the door closes behind you and will not budge. The only exit you can find is the door ahead of you and to the left.

to (3,15)
6 8 Empty barrels indicate a storage area.
7 2 Ghouls, Mummies and Banshees
Safe to rest.
7 5 Undead Dragons, Widow Makers, and Bulette (61.9K exp)
Safe to rest.
7 9 This looks like an unoccupied barracks.
7 11 Spies, Ice Hounds, Clerics (3.6K exp)

In a pocket of the clerics you find a slip of paper that reads: 'Hidden door, W end of S corridor. Push. Do not go without a Pirate.'

Safe to rest.
8 10 A large group of wyverns is defending this part of the passage, but despite their great superiority they don't move forward to attack you. Do you attack them or stay where you are?

(Attack Stay)

If Attack:
Wyverns (11.9K exp)
Safe to rest.
8 12 A large group of wyverns is defending this part of the passage, but despite their great superiority they don't move forward to attack you. Do you attack them or stay where you are?

(Attack Stay)

If Attack:
Wyverns (11.9K exp)
8 14 Spies, Ice Hounds, Clerics (3.6K exp)

In a pocket of the clerics you find a slip of paper that reads: 'Hidden door, W end of S corridor. Push. Do not go without a Pirate.'

Moves you forward one spot.
10 2 Ghouls, Mummies, and Harpies (5.0K exp)
DNT
10 15 Browlers and Purple Worm (10.6k XP)
Safe to rest.
11 6 Entrance from Gideon (9,1)
13 3 Banshees and Giant Skeletons (7.8K exp)
14 2 Margoyles and Giant Skeletons (2.9k XP)
Safe to rest.
14 15 Gazers, Gazing Hulk, and Spies (33.5K exp)

You find a document filled with numbers describing the defenses of all the towns and villages of the Sapphire Coast. The top page is adorned with the picture of a toucan tattoo, and says: 'Most esteemed Lord Randolf: Herein lies the information for which you have most generously provided. We have included the defensive force estimates for Tsugaria as you requested To confirm, after your attack is successful our operations in Gideon shall be moved to what is now the Shrine to Jolith, and our areas in Kordon shall remain under our control. We shall also gain the privileges of free movement throughout the Sapphire Coast for the purpose of detecting and reporting to you any remaining resistance to your rule, for which we shall be paid as agreed upon in your letter. May the self-righteous seafarers destroy themselves and your brilliant plan be crowned with victory. K.'

LETTER WITH TOUCAN EMBLEM

In the back corner of the room you find a stairway. Climbing it, you find yourself back in the small residence through which you first entered the Pirate complex.
15 6 Efreeti and Rock Lizards (9.9K exp)

Crumpled in the monster's pocket is a note that reads: 'Tell the man at the dock in the Harbor, the password is '____' for travel to the Tipec Isles' Searching the walls of the room, you find a series of hand-holds that form a ladder. Climbing it, you emerge from a small opening and are standing once again in the middle of the road.
15 9 Harpy and Phase Spiders (4.9K exp)
DNT
Safe to rest.
15 11 Entrance from Gideon (5,4)

Last updated on May 30, 2009,
by Kurt Reonis