0,3 A stone wall blocks the coastside path as it leads west. A wooden gate is set into the wall.

to Pirate Compound (15,3)
...noted by Kurt Reonis
0,7 A hastily-built stone wall blocks the passageway ahead. A wooden door in the wall is slightly ajar.

to Pirate Compound (15,7)
...noted by Kurt Reonis
0,9 The path to the west is blocked by a stone wall, although it does contain a heavy wooden gate.

to Pirate Compound (15,9)
...noted by Kurt Reonis
1,6 As you start to climb the causeway that leads to the great fortress, several Pirates appear, leading a mass of great green monsters.

Shambling Mounds, Mage Spies, and Spies (14.9K exp)
...noted by Kurt Reonis
1,8 The path is very steep here, rising from south to north. ...noted by Kurt Reonis
1,12 You surprise the guards at this outpost, but they quickly grab their weapons and attack!

Mage Spies, Spies and Stone Guardians (24K exp)
...noted by Kurt Reonis
2,6 Two Pirates occupy this guard house. They sound an alarm!

Spies
...noted by Kurt Reonis
2,7 If Alarm:
Responding to the alarm, men and monsters rush forward and attack you!

Mage Spies, Margoyles and Stone Guards
...noted by Kurt Reonis
2,10 On a promontory to the south, a small fortress has been built. Great waves crash on the rocks below its parapets. ...noted by Kurt Reonis
2,14 This room smells terrible, and a glance tells why! Its full of garbage... Wait! Some of the garbage is moving!

Otyughs and Neo-Otyughs
Safe to rest.
...noted by Kurt Reonis
3,7 You pull the small boat up on a narrow beach, the massive pirate fortress rises above you to the west.

A small boat lies here on the beach. Do you want to row it back across the strait to Tipec Isle?
...noted by Kurt Reonis
4,3 Two Pirates occupy this guard house. They sound an alarm!

Spies
...noted by Kurt Reonis
4,4 To the north a small outpost fortress has been carved into a crag jutting out into the ocean. ...noted by Kurt Reonis
4,8 If Alarm:
Responding to the alarm, men and monsters rush forward and attack you!

Mage Spies, Margoyles and Stone Guards
DNT
...noted by Kurt Reonis
5,1 One of the Pirates was writing a letter when the battle began. It begins 'The fire giants from the compound below ground have tunneled out and into the old castle on the north shore of the island. The sea trolls who lived there have disappeared--probably burned to nothingness. We don't dare tell the giants to go back underground, for their...' The letter says nothing more. ...noted by Kurt Reonis
5,4 If Alarm:
Responding to the alarm, men and monsters rush forward and attack you.

Mage Spies, Margoyles and Stone Guards
...noted by Kurt Reonis
5,8 Two Pirates occupy this guard house. They sound an alarm!

Spies
...noted by Kurt Reonis
6,4 Two Pirates occupy this guard house. They sound an alarm!

Spies
...noted by Kurt Reonis
7,11 A large sea chest sits in one corner of this room... but contains nothing but old clothes.

If Searching:
In a pocket of one foul-smelling coat is a note that reads, 'The dragons are housed on all four sides of the arena. You will live longer if you let Leon feed them.'
...noted by Kurt Reonis
8,12 Two men are struggling with four Margoyle and two large monsters in this outpost, trying to reattach their chains to the wall. They see you and attack!

Gazing Hulks, Spies, and Margoyles (6.4K exp)
...noted by Kurt Reonis
9,7 Across the strait you see a massive stone fortress rising from another island, its bone-like columns an unmistakable signature. It is the headquarters of the Pirates. A small boat is moored beside this pier. It looks old and well worn, but still appears to be seaworthy. Do you wish to take it to the other island?

As you reach the point mid-way between the islands, the current starts to pull you sharply to the north--and the open sea. Do you want to let it carry you, or row harder and continue west?

If West:
You leave the sheltered waters between the islands and the weather starts to become rough. The tiny boat is tossed. If not for the courage of your fearless heart, you surely will be lost!

If North:
The current carries your tiny boat due north, growing stronger every minute. Frightened, you try to escape its clutches by rowing east, but to no avail. The great waves of the Trackless Sea lie straight ahead. But instead of hurling you into the stormy waters, the current deposits you on a cold, black sand beach. This is neither of the main isles, but a tiny, fortified crag that stabs through the surface north of Tipec Isle.
...noted by Kurt Reonis
9,12 This is the small residence of a terrified villager. ...noted by Kurt Reonis
9,14 This is the small residence of a terrified villager. ...noted by Kurt Reonis
10,10 Across the strait you see a massive stone fortress rising in the west.
It is the headquarters of the Pirates.
...noted by Kurt Reonis
10,12 This is the small residence of a terrified villager. ...noted by Kurt Reonis
10,14 This is the small residence of a terrified villager. ...noted by Kurt Reonis
11,0 Safe to rest in this room. ...noted by Kurt Reonis
11,1 You step through the gate and enter a warm, bustling fortress. Soldiers and villagers pass in each direction, hurrying on their way. But where are they all going on such a tiny rock? The man with the booming voice greets you, and seems to read your mind. 'Yes, the upper levels of the Fortress of the North are small. But our caverns reach far underground.' The man introduces himself as Duuvas, a captain of the guard. 'The Pirate Society is headquartered to the west,' he explains. 'They also have forts on Tipec Isle where they hold the people in virtual slavery. The Fortress of the North offers sanctuary to anyone who escapes from either island. In the generations since the Pirates took over here, many have come. Even the Pirates' power cannot breach these ancient walls.' You explain that you are an enemy of the Pirates and wish to travel to the western island to learn more about what they plan in Bastille. Duubas listens intently, nodding as you tell of your voyage from the new docks. 'There is a way,' he says. 'We have a tunnel that runs beneath the strait. It leads to ancient catacombs, deep beneath the Pirate fortress. But once you pass through, we must secure the opening. You cannot return this way. Before you go, you should rest thoroughly and prepare yourself. You may use either room to the north or that to the south. When you return, I will lead you to the western island myself.'

Duubas greets you once again. 'I hope you rested well for the fight ahead will be difficult. Follow me.' He leads you down many flights of steps, then through several long, damp, narrow passageways. 'We are here,' he announces, finally. 'May Jolith guide you on the trail of Justice, and may He strengthen your hand when it is raised against the forces of dishonor. Pass through this way...'

to Pirate Compound (0,1)
...noted by Kurt Reonis
11,2 Safe to rest in this room. ...noted by Kurt Reonis
11,6 This appears to be an area where men and monsters are waiting for something. Guards leap to their feet as you enter the room, and monsters join them as they rush forward to attack.

Otyughs, Neo-Otyughs, Mage Spies, and Toucan Fighters (16K exp)
...noted by Kurt Reonis
11,12 This is the small residence of a terrified villager. ...noted by Kurt Reonis
12,1 Rising to the west is an ancient fortress of weathered stone. The insignia of a crashing wave appears above the door. ...noted by Kurt Reonis
12,6 The door to the west appears to be the entrance to a coastal fortress built of stone. ...noted by Kurt Reonis
12,12 This is the small residence of a terrified villager. ...noted by Kurt Reonis
12,13 This house looks bigger and better-built than the other structures in this tiny village. ...noted by Kurt Reonis
12,14 After a conversation in which the village leader tries politely to say nothing at all, you realize that the terrified man will be of no use to you. Knowing that your presence here places him in danger, you depart. ...noted by Kurt Reonis
13,1 Your tiny boat lies here on the beach. A rock has pierced its bow. It will never be seaworthy again. ...noted by Kurt Reonis
13,10 Suddenly you find yourself stuck in a thick translucent web that has been spread across the passageway. Spiders! If only you'd been more careful as you walked.
Giant Spiders and Electric Spiders (5.6K exp)
DNT
...noted by Kurt Reonis
13,13 On arrival or death:
The tiny beach where you land is a handful of sand tossed like an afterthought on the side of the rocky isle. A small village lies ahead, squeezed between the cliffs and sea.

During the day:
This is the spot where you first set foot upon the island. No ship is visible on the waves to the south right now.

During the night:
The ship that brought you to the island lies at anchor a few hundred yards off shore to the south. A small boat lies on the beach, its rows stored inside. Do you want to tow out to the ship and return to Bastille?
...noted by Kurt Reonis
14,4 A narrow stone staircase spirals up to the top of the tower. Do you wish to climb it?

From the top of the lighthouse you can see a small fortress on the island directly to your west. Another small island, little more than a rock lies to the north of you across a narrow strait. It is heavily fortified. You descend the staircase and again find yourself at the base of the lighthouse.
...noted by Kurt Reonis
14,5 Several men are in the lighthouse keeper's quarters, rummaging through its cabinets and chests. They attack, and great monsters come out of the shadows.

Spies, Mage Spies and Stone Guards
...noted by Kurt Reonis
14,6 You stand before the lighthouse. Its narrow, white stone tower rises high above you. ...noted by Kurt Reonis
14,12 No sooner do you enter the cottage than a beautiful young woman rushes up to you. 'My mother, she was bitten by a large spider! She's in the bedroom! You have to help her! Hurry, please!'

This cottage appears empty.
...noted by Kurt Reonis
14,13 A hand-painted sign on the cottage to the east says: 'Visitors welcome. Clean room, No dirty boots, please' The sign on the cottage to the north reads 'Pearl's Guest House. Miss Pearl, Proprietress.'

(1pp)
...noted by Kurt Reonis
15,8 The delicate tower of a small lighthouse rises to the north. Its powerful lamp is visible, burning through a thin mantle of whirling fog. ...noted by Kurt Reonis
15,12 You rush into the bedroom, the girl following behind. But instead of an old woman, you find only monsters! You turn to the girl in surprise--but her beautiful face has transformed into the twisted leer of a hag!
Greenhags and Margoyles (7.5K exp)
Safe to rest.
...noted by Kurt Reonis

X-axis Y-axis Comments
0 3 A stone wall blocks the coastside path as it leads west. A wooden gate is set into the wall.

to Pirate Compound (15,3)
0 7 A hastily-built stone wall blocks the passageway ahead. A wooden door in the wall is slightly ajar.

to Pirate Compound (15,7)
0 9 The path to the west is blocked by a stone wall, although it does contain a heavy wooden gate.

to Pirate Compound (15,9)
1 6 As you start to climb the causeway that leads to the great fortress, several Pirates appear, leading a mass of great green monsters.

Shambling Mounds, Mage Spies, and Spies (14.9K exp)
1 8 The path is very steep here, rising from south to north.
1 12 You surprise the guards at this outpost, but they quickly grab their weapons and attack!

Mage Spies, Spies and Stone Guardians (24K exp)
2 6 Two Pirates occupy this guard house. They sound an alarm!

Spies
2 7 If Alarm:
Responding to the alarm, men and monsters rush forward and attack you!

Mage Spies, Margoyles and Stone Guards
2 10 On a promontory to the south, a small fortress has been built. Great waves crash on the rocks below its parapets.
2 14 This room smells terrible, and a glance tells why! Its full of garbage... Wait! Some of the garbage is moving!

Otyughs and Neo-Otyughs
Safe to rest.
3 7 You pull the small boat up on a narrow beach, the massive pirate fortress rises above you to the west.

A small boat lies here on the beach. Do you want to row it back across the strait to Tipec Isle?
4 3 Two Pirates occupy this guard house. They sound an alarm!

Spies
4 4 To the north a small outpost fortress has been carved into a crag jutting out into the ocean.
4 8 If Alarm:
Responding to the alarm, men and monsters rush forward and attack you!

Mage Spies, Margoyles and Stone Guards
DNT
5 1 One of the Pirates was writing a letter when the battle began. It begins 'The fire giants from the compound below ground have tunneled out and into the old castle on the north shore of the island. The sea trolls who lived there have disappeared--probably burned to nothingness. We don't dare tell the giants to go back underground, for their...' The letter says nothing more.
5 4 If Alarm:
Responding to the alarm, men and monsters rush forward and attack you.

Mage Spies, Margoyles and Stone Guards
5 8 Two Pirates occupy this guard house. They sound an alarm!

Spies
6 4 Two Pirates occupy this guard house. They sound an alarm!

Spies
7 11 A large sea chest sits in one corner of this room... but contains nothing but old clothes.

If Searching:
In a pocket of one foul-smelling coat is a note that reads, 'The dragons are housed on all four sides of the arena. You will live longer if you let Leon feed them.'
8 12 Two men are struggling with four Margoyle and two large monsters in this outpost, trying to reattach their chains to the wall. They see you and attack!

Gazing Hulks, Spies, and Margoyles (6.4K exp)
9 7 Across the strait you see a massive stone fortress rising from another island, its bone-like columns an unmistakable signature. It is the headquarters of the Pirates. A small boat is moored beside this pier. It looks old and well worn, but still appears to be seaworthy. Do you wish to take it to the other island?

As you reach the point mid-way between the islands, the current starts to pull you sharply to the north--and the open sea. Do you want to let it carry you, or row harder and continue west?

If West:
You leave the sheltered waters between the islands and the weather starts to become rough. The tiny boat is tossed. If not for the courage of your fearless heart, you surely will be lost!

If North:
The current carries your tiny boat due north, growing stronger every minute. Frightened, you try to escape its clutches by rowing east, but to no avail. The great waves of the Trackless Sea lie straight ahead. But instead of hurling you into the stormy waters, the current deposits you on a cold, black sand beach. This is neither of the main isles, but a tiny, fortified crag that stabs through the surface north of Tipec Isle.
9 12 This is the small residence of a terrified villager.
9 14 This is the small residence of a terrified villager.
10 10 Across the strait you see a massive stone fortress rising in the west.
It is the headquarters of the Pirates.
10 12 This is the small residence of a terrified villager.
10 14 This is the small residence of a terrified villager.
11 0 Safe to rest in this room.
11 1 You step through the gate and enter a warm, bustling fortress. Soldiers and villagers pass in each direction, hurrying on their way. But where are they all going on such a tiny rock? The man with the booming voice greets you, and seems to read your mind. 'Yes, the upper levels of the Fortress of the North are small. But our caverns reach far underground.' The man introduces himself as Duuvas, a captain of the guard. 'The Pirate Society is headquartered to the west,' he explains. 'They also have forts on Tipec Isle where they hold the people in virtual slavery. The Fortress of the North offers sanctuary to anyone who escapes from either island. In the generations since the Pirates took over here, many have come. Even the Pirates' power cannot breach these ancient walls.' You explain that you are an enemy of the Pirates and wish to travel to the western island to learn more about what they plan in Bastille. Duubas listens intently, nodding as you tell of your voyage from the new docks. 'There is a way,' he says. 'We have a tunnel that runs beneath the strait. It leads to ancient catacombs, deep beneath the Pirate fortress. But once you pass through, we must secure the opening. You cannot return this way. Before you go, you should rest thoroughly and prepare yourself. You may use either room to the north or that to the south. When you return, I will lead you to the western island myself.'

Duubas greets you once again. 'I hope you rested well for the fight ahead will be difficult. Follow me.' He leads you down many flights of steps, then through several long, damp, narrow passageways. 'We are here,' he announces, finally. 'May Jolith guide you on the trail of Justice, and may He strengthen your hand when it is raised against the forces of dishonor. Pass through this way...'

to Pirate Compound (0,1)
11 2 Safe to rest in this room.
11 6 This appears to be an area where men and monsters are waiting for something. Guards leap to their feet as you enter the room, and monsters join them as they rush forward to attack.

Otyughs, Neo-Otyughs, Mage Spies, and Toucan Fighters (16K exp)
11 12 This is the small residence of a terrified villager.
12 1 Rising to the west is an ancient fortress of weathered stone. The insignia of a crashing wave appears above the door.
12 6 The door to the west appears to be the entrance to a coastal fortress built of stone.
12 12 This is the small residence of a terrified villager.
12 13 This house looks bigger and better-built than the other structures in this tiny village.
12 14 After a conversation in which the village leader tries politely to say nothing at all, you realize that the terrified man will be of no use to you. Knowing that your presence here places him in danger, you depart.
13 1 Your tiny boat lies here on the beach. A rock has pierced its bow. It will never be seaworthy again.
13 10 Suddenly you find yourself stuck in a thick translucent web that has been spread across the passageway. Spiders! If only you'd been more careful as you walked.
Giant Spiders and Electric Spiders (5.6K exp)
DNT
13 13 On arrival or death:
The tiny beach where you land is a handful of sand tossed like an afterthought on the side of the rocky isle. A small village lies ahead, squeezed between the cliffs and sea.

During the day:
This is the spot where you first set foot upon the island. No ship is visible on the waves to the south right now.

During the night:
The ship that brought you to the island lies at anchor a few hundred yards off shore to the south. A small boat lies on the beach, its rows stored inside. Do you want to tow out to the ship and return to Bastille?
14 4 A narrow stone staircase spirals up to the top of the tower. Do you wish to climb it?

From the top of the lighthouse you can see a small fortress on the island directly to your west. Another small island, little more than a rock lies to the north of you across a narrow strait. It is heavily fortified. You descend the staircase and again find yourself at the base of the lighthouse.
14 5 Several men are in the lighthouse keeper's quarters, rummaging through its cabinets and chests. They attack, and great monsters come out of the shadows.

Spies, Mage Spies and Stone Guards
14 6 You stand before the lighthouse. Its narrow, white stone tower rises high above you.
14 12 No sooner do you enter the cottage than a beautiful young woman rushes up to you. 'My mother, she was bitten by a large spider! She's in the bedroom! You have to help her! Hurry, please!'

This cottage appears empty.
14 13 A hand-painted sign on the cottage to the east says: 'Visitors welcome. Clean room, No dirty boots, please' The sign on the cottage to the north reads 'Pearl's Guest House. Miss Pearl, Proprietress.'

(1pp)
15 8 The delicate tower of a small lighthouse rises to the north. Its powerful lamp is visible, burning through a thin mantle of whirling fog.
15 12 You rush into the bedroom, the girl following behind. But instead of an old woman, you find only monsters! You turn to the girl in surprise--but her beautiful face has transformed into the twisted leer of a hag!
Greenhags and Margoyles (7.5K exp)
Safe to rest.

Last updated on May 30, 2009,
by Kurt Reonis