0,1 Kobolds and Minotaur ...noted by Kurt Reonis
0,3 The passageway here is slanted steeply upwards from south to north. ...noted by Kurt Reonis
0,4 Nasty water drips from the ceiling here, it is foul and has a stench. The ceiling. ...noted by Kurt Reonis
0,5 The floor slants downwards sharply here from south to north. ...noted by Kurt Reonis
0,7 Lizard Men ...noted by Kurt Reonis
1,5 Narrow stairs to the south lead upward. Do you wish to ascend?

(to 5,14)
...noted by Kurt Reonis
1,15 Zombies and Skeletons ...noted by Kurt Reonis
2,0 As you enter you realize this is an armory. The many rows of armor are very well kept and are hanging on the walls. ...noted by Kurt Reonis
2,3 Pots and pans line the walls. This appears to be a kitchen area with people around to the south. ...noted by Kurt Reonis
2,4 Men stop their chores and turn to attack you!

Bandits and Thieves
Safe to rest
...noted by Kurt Reonis
3,3 Thieves jump out of the shadows. They look displeased that you have interupted their meal.

Thieves
...noted by Kurt Reonis
3,4 You stumble into the mess hall. By the looks of the half-eaten meals on the table, and the empty benches, the alarm was sounded during mealtime. ...noted by Kurt Reonis
3,13 This narrow street is cast in shadow by the surrounding buildings, making it dark here even in mid-day. ...noted by Kurt Reonis
4,1 This looks like the sleeping quarters. You have surprised several men who were in the middle of getting into armor.

Bandits
...noted by Kurt Reonis
4,9 After a careful search of the room, you find a secret door on the western side. Would you like to descend?

(to 13,4)
...noted by Kurt Reonis
4,10 Orcs ...noted by Kurt Reonis
5,1 You enter a lavishly decorated room with a large man sitting with his back to you behind a polished oak desk in the far corner. He says, 'You have become most troublesome, and I'm actually surprised that you made it as far as you have. You will definitely make it no further.' The man stands and turns to face you. Noticing your shocked expression, he starts to laugh. 'I suppose I could tell you my plan, after all you will be dying soon anyway. My name is Aramil Tandel, I am the founder of the place you have stumbled into. You cannot hope to stop me, the plans are already in place, as you can see. The Sapphire Coast will be under my control!' He clenches his fist and looks at you again, 'Your beloved Father Bart will be assassinated, and I shall rule in his stead. With Bastille under my control, and Silverbrook as my ally, we shall go after Gideon itself!' With that said, you see the imposter slip through a panel on the back wall. Just before you are set upon by his guards, you think to yourself that this man has more tricks up his sleeve than his looks.

Orcs and Thieves
...noted by Kurt Reonis
5,3 You have found another storage room. Looking around quickly, you find nothing of value. ...noted by Kurt Reonis
5,11 This was once an elegant manor; however it is now deserted, its owners having fled to safer confines closer to Bastille. ...noted by Kurt Reonis
5,13 Orcs, Bugbear and Ogre
Safe to rest
...noted by Kurt Reonis
5,14 Narrow stairs to the north continue downward. Do you wish to descend?

(to 1,5)
...noted by Kurt Reonis
6,0 After the battle, you search the man's desk carefully. In a secret compartment, you find a diary with detailed information on his plans, but it bursts into flames in your hands and you quickly drop it. You realize that the only way to remove the threat to Bartholomew is to catch Aramil. You notice a secret door to the east, and step through it. The door slams shut behind you, leaving you no way to return.
...noted by Kurt Reonis
6,15 Just as you feel a stone block shift under your foot, spears fire at you through holes in the walls!

PC takes damage.

Do you wish to return?

(to 8,3)
...noted by Kurt Reonis
7,0 A sign on the crumbling wall says: 'to the haven of Bastille' ...noted by Kurt Reonis
7,2 The old stone walls of old Bastille rise beside you to the east and west. They are ruined now, a testimony of power from centuries of wind rain and snow. ...noted by Kurt Reonis
7,4 A bridge here crosses a foul smelling moat that once defended the city. ...noted by Kurt Reonis
7,10 There is an old well here that used to be the main 'watering hole' for all the farms in the area. It has crumbled away in most places, and seems to be unserviceable. ...noted by Kurt Reonis
7,11 You decide to move on, and after following a low dirty tunnel, you come upon some iron rungs, which you begin to ascend. As you start to climb the rungs, you see movement out of the corner of your eye. Turning, you see a sword flash toward you, and gasp as you feel it slice across your arm.

PC takes damage.

Aramil turns to you and says, 'I will finish you myself!'

Fighter, Bandits and Thieves
...noted by Kurt Reonis
7,14 The sign above the street says:

'Ariel's Place to the East
Brego's Weaponry to the West
All you'll ever need is here!'

(Inn 1pp)
...noted by Kurt Reonis
7,15 A guard stops you and says, 'This way lies Merandis. The High Road to the south is a dangerous place, Merandis too. Don't be going there unless you have a strong group.' ...noted by Kurt Reonis
8,3 There is a narrow stairway to the west, leading down. Do you wish to descend?

(to 6,15)
...noted by Kurt Reonis
8,5 Snake ...noted by Kurt Reonis
9,10 The old market seems deserted now. The farmers attending the produce stands have fearful looks in their eyes as they glance nervously to the few shoppers. ...noted by Kurt Reonis
9,11 Zombies and Skeletons ...noted by Kurt Reonis
9,12 The old market seems deserted now. The farmers attending the produce stands have fearful looks in their eyes as they glance nervously to the few shoppers. ...noted by Kurt Reonis
10,6 Spies
Safe to rest
...noted by Kurt Reonis
10,7 Kobolds and Orcs ...noted by Kurt Reonis
10,11 Skeletons ...noted by Kurt Reonis
11,4 You apparently have found the food stores for the thieves. Unfortunately, you have distracted several giant rats that were feasting on the bags of grain, as well as what appears to be the remains of one of the cooks.

Giant Rats
Safe to rest
.
...noted by Kurt Reonis
12,2 You have found a small storage room. You look around, but find nothing of value. ...noted by Kurt Reonis
12,15 NPC--'We are very pleased that adventurer's have returned to eradicate the thieves. The inner marketplace has become dangerous. Be careful, and may Jolith guide your quest for justice!' ...noted by Kurt Reonis
13,0 Orcs and Trolls (1.0k XP)
Safe to rest
...noted by Kurt Reonis
13,1 As you step forward, the man realizes you don't belong here. He sounds the alarm, and leads the attack against you!

Thief and Wolves
Safe to rest
...noted by Kurt Reonis
13,10 Thieves

As you search this corner of the room, you discover thieves hiding in the shadows. They silently draw their weapons and move to attack!

(fight)

After the battle you find one lone thief cowering in the corner, 'Please don't hurt me, I beg of ya's! I'll tell ya's what ya's want to know!' The thief stammers on, 'Our hideout, search to the west, the p.. password is dra...' Just before he can finish, a dagger flies across the room, burying itself deep into the thief's throat. You turn quickly towards the door and see a figure dressed entirely in black, 'Ye will talk no more, coward!' After muttering the words, the figure turns and hides in the surrounding shadows.
...noted by Kurt Reonis
14,4 Trying to enter the north arch, you find that it is strangely blocked. A seedy looking fellow asks if you know the password...You sense that you are to write on a mirror that hangs by the arch. What do you write?

If Right:
The man pulls a lever and the barrier slides into the wall, allowing you to step into the room.

If Wrong:
The man sneers at you through the barrier, and reaches over to pull something. Before you know it, the ground drops out from beneath your feet, and you go cascading down a chute!

(to 13,0)

PC takes damage.

You land on the stone floor heavily. As you pick yourself up and look over your wounds, you are attacked by figures rushing out of the darkness!
...noted by Kurt Reonis
14,5 The floor slants downward sharply here from west to east. ...noted by Kurt Reonis
14,7 Goblins and Hobgoblins ...noted by Kurt Reonis
14,13 NPC--'In the crowd you overhear someone saying '...not as solid as it once was...' and laughing. ...noted by Kurt Reonis
15,3 The passageway here is slanted steeply upwards from south to north. ...noted by Kurt Reonis
15,4 Nasty water drips from the ceiling here, it is foul and has a stench. The ceiling. ...noted by Kurt Reonis
15,11 NPC--'Its good to see you here. Now the farmers will bring more food, with your protection. Be careful of the dark passage to the west. At night many strange beings go there.' ...noted by Kurt Reonis

X-axis Y-axis Comments
0 1 Kobolds and Minotaur
0 3 The passageway here is slanted steeply upwards from south to north.
0 4 Nasty water drips from the ceiling here, it is foul and has a stench. The ceiling.
0 5 The floor slants downwards sharply here from south to north.
0 7 Lizard Men
1 5 Narrow stairs to the south lead upward. Do you wish to ascend?

(to 5,14)
1 15 Zombies and Skeletons
2 0 As you enter you realize this is an armory. The many rows of armor are very well kept and are hanging on the walls.
2 3 Pots and pans line the walls. This appears to be a kitchen area with people around to the south.
2 4 Men stop their chores and turn to attack you!

Bandits and Thieves
Safe to rest
3 3 Thieves jump out of the shadows. They look displeased that you have interupted their meal.

Thieves
3 4 You stumble into the mess hall. By the looks of the half-eaten meals on the table, and the empty benches, the alarm was sounded during mealtime.
3 13 This narrow street is cast in shadow by the surrounding buildings, making it dark here even in mid-day.
4 1 This looks like the sleeping quarters. You have surprised several men who were in the middle of getting into armor.

Bandits
4 9 After a careful search of the room, you find a secret door on the western side. Would you like to descend?

(to 13,4)
4 10 Orcs
5 1 You enter a lavishly decorated room with a large man sitting with his back to you behind a polished oak desk in the far corner. He says, 'You have become most troublesome, and I'm actually surprised that you made it as far as you have. You will definitely make it no further.' The man stands and turns to face you. Noticing your shocked expression, he starts to laugh. 'I suppose I could tell you my plan, after all you will be dying soon anyway. My name is Aramil Tandel, I am the founder of the place you have stumbled into. You cannot hope to stop me, the plans are already in place, as you can see. The Sapphire Coast will be under my control!' He clenches his fist and looks at you again, 'Your beloved Father Bart will be assassinated, and I shall rule in his stead. With Bastille under my control, and Silverbrook as my ally, we shall go after Gideon itself!' With that said, you see the imposter slip through a panel on the back wall. Just before you are set upon by his guards, you think to yourself that this man has more tricks up his sleeve than his looks.

Orcs and Thieves
5 3 You have found another storage room. Looking around quickly, you find nothing of value.
5 11 This was once an elegant manor; however it is now deserted, its owners having fled to safer confines closer to Bastille.
5 13 Orcs, Bugbear and Ogre
Safe to rest
5 14 Narrow stairs to the north continue downward. Do you wish to descend?

(to 1,5)
6 0 After the battle, you search the man's desk carefully. In a secret compartment, you find a diary with detailed information on his plans, but it bursts into flames in your hands and you quickly drop it. You realize that the only way to remove the threat to Bartholomew is to catch Aramil. You notice a secret door to the east, and step through it. The door slams shut behind you, leaving you no way to return.
6 15 Just as you feel a stone block shift under your foot, spears fire at you through holes in the walls!

PC takes damage.

Do you wish to return?

(to 8,3)
7 0 A sign on the crumbling wall says: 'to the haven of Bastille'
7 2 The old stone walls of old Bastille rise beside you to the east and west. They are ruined now, a testimony of power from centuries of wind rain and snow.
7 4 A bridge here crosses a foul smelling moat that once defended the city.
7 10 There is an old well here that used to be the main 'watering hole' for all the farms in the area. It has crumbled away in most places, and seems to be unserviceable.
7 11 You decide to move on, and after following a low dirty tunnel, you come upon some iron rungs, which you begin to ascend. As you start to climb the rungs, you see movement out of the corner of your eye. Turning, you see a sword flash toward you, and gasp as you feel it slice across your arm.

PC takes damage.

Aramil turns to you and says, 'I will finish you myself!'

Fighter, Bandits and Thieves
7 14 The sign above the street says:

'Ariel's Place to the East
Brego's Weaponry to the West
All you'll ever need is here!'

(Inn 1pp)
7 15 A guard stops you and says, 'This way lies Merandis. The High Road to the south is a dangerous place, Merandis too. Don't be going there unless you have a strong group.'
8 3 There is a narrow stairway to the west, leading down. Do you wish to descend?

(to 6,15)
8 5 Snake
9 10 The old market seems deserted now. The farmers attending the produce stands have fearful looks in their eyes as they glance nervously to the few shoppers.
9 11 Zombies and Skeletons
9 12 The old market seems deserted now. The farmers attending the produce stands have fearful looks in their eyes as they glance nervously to the few shoppers.
10 6 Spies
Safe to rest
10 7 Kobolds and Orcs
10 11 Skeletons
11 4 You apparently have found the food stores for the thieves. Unfortunately, you have distracted several giant rats that were feasting on the bags of grain, as well as what appears to be the remains of one of the cooks.

Giant Rats
Safe to rest
.
12 2 You have found a small storage room. You look around, but find nothing of value.
12 15 NPC--'We are very pleased that adventurer's have returned to eradicate the thieves. The inner marketplace has become dangerous. Be careful, and may Jolith guide your quest for justice!'
13 0 Orcs and Trolls (1.0k XP)
Safe to rest
13 1 As you step forward, the man realizes you don't belong here. He sounds the alarm, and leads the attack against you!

Thief and Wolves
Safe to rest
13 10 Thieves

As you search this corner of the room, you discover thieves hiding in the shadows. They silently draw their weapons and move to attack!

(fight)

After the battle you find one lone thief cowering in the corner, 'Please don't hurt me, I beg of ya's! I'll tell ya's what ya's want to know!' The thief stammers on, 'Our hideout, search to the west, the p.. password is dra...' Just before he can finish, a dagger flies across the room, burying itself deep into the thief's throat. You turn quickly towards the door and see a figure dressed entirely in black, 'Ye will talk no more, coward!' After muttering the words, the figure turns and hides in the surrounding shadows.
14 4 Trying to enter the north arch, you find that it is strangely blocked. A seedy looking fellow asks if you know the password...You sense that you are to write on a mirror that hangs by the arch. What do you write?

If Right:
The man pulls a lever and the barrier slides into the wall, allowing you to step into the room.

If Wrong:
The man sneers at you through the barrier, and reaches over to pull something. Before you know it, the ground drops out from beneath your feet, and you go cascading down a chute!

(to 13,0)

PC takes damage.

You land on the stone floor heavily. As you pick yourself up and look over your wounds, you are attacked by figures rushing out of the darkness!
14 5 The floor slants downward sharply here from west to east.
14 7 Goblins and Hobgoblins
14 13 NPC--'In the crowd you overhear someone saying '...not as solid as it once was...' and laughing.
15 3 The passageway here is slanted steeply upwards from south to north.
15 4 Nasty water drips from the ceiling here, it is foul and has a stench. The ceiling.
15 11 NPC--'Its good to see you here. Now the farmers will bring more food, with your protection. Be careful of the dark passage to the west. At night many strange beings go there.'

Last updated on May 30, 2009,
by Kurt Reonis