0,7 Safe to rest ...noted by Kurt Reonis
0,14 Yeti and Hippogryphs ...noted by Kurt Reonis
1,3 Safe to rest. ...noted by Kurt Reonis
1,4 Hell Hounds and Giant Rats
Safe to rest
...noted by Kurt Reonis
1,9 You see a centaur in the corridor ahead. Do you help?

(Yes No)

The centaur greets you cautiously. 'There is a temple of Kasm nearby here, where I was brought as a sacrifice in some cruel ritual. I escaped, but...look out!!!

(fight)

Gnolls and Cockatrice (1.3k XP)

'Thank you for your help. Avoid the rooms to the side of the temple as much as you can--there are fierce monsters kept there to protect it. beyond the temple go east, not west, and you'll avoid the gnolls who guard the cleric who commands this place.' The centaur wishes you good fortune and gallops off.
...noted by Kurt Reonis
2,7 An invisible wall of some kind prevents you from going north. Although you cannot go there, you can see that the room is a small temple of Kasm, the shadow god. ...noted by Kurt Reonis
2,12 Displacer Beasts and Caveman (2.8k XP)
...to Willowhaven (2,8)

As you look down at the bodies of the dead displacer beasts, you realize that the floor of the room is again beginning to sink. But this time only the very center is sinking, forming a rapidly-deepening cone leading downwards into blackness. The bodies of the dead monsters fall inside, but the cone continues to widen and deepen as you hug the walls for safety. Finally the edge of the funnel reaches your feet, and you tumble downwards. Landing with a metallic thump and assorted clinks and clanks, you pick yourself up and look around.
...noted by Kurt Reonis
2,14 Bulettes and Minotaurs ...noted by Kurt Reonis
4,0 Evil Cleric, Ice Hounds, and Fighters (3.2k XP) -- SCRAWLED NOTE (quest item)
Safe to rest

Inside the cleric's pocket you find a hastily scrawled note: 'Next caravan in 3 days. Complete orc troop for Merandis. Browlers--20. Spell components for the Tower in transit from Vega--2 weeks. No firm date yet for completing our destiny.'
...noted by Kurt Reonis
7,3 A sign here says: 'North -- Merandis and Bastille
South -- Willowhaven'
...noted by Kurt Reonis
7,7 NPC - I am Lord Protector of Willowhaven, and I have bad news. Many dark caravans have been coming here from the east, passing through town only by moonlight before turning north. I am suspicious that it is pirated loot. There are stories that some come but never leave, and that they disappear somewhere in our tiny village as if the earth has swallowed them up. I hope you can help our little town. ...noted by Kurt Reonis
7,9 A polished brass sign hanging above the door says: 'Willowhaven Gems and Jewelry Store' ...noted by Kurt Reonis
8,4 NPC - This area used to be a good place to live, with many caravans passing through in need of supplies. Now this whole part of town has been overrun by filth and scum. I spit upon them! ...noted by Kurt Reonis
8,5 To the east lies a residential neighborhood. ...noted by Kurt Reonis
8,7 You pass by an elegant mansion. ...noted by Kurt Reonis
8,15 The door to the South refuses to budge. Carved upon it are runes that state: 'to be opened only by those from beyond.' ...noted by Kurt Reonis
9,9 Two signs jut out across the street here. The one to the north says 'Willowhaven Inn.' The one to the south says 'Western Weapons Shoppe.'
(2 pp)
...noted by Kurt Reonis
10,12 Undead Dragons, Ghouls, and Mammoths ...noted by Kurt Reonis
10,15 Banshee and Giant Skeletons (6.5k XP), to Willowhaven (7,12)

As you prepare to continue your quest, you realize that the room is getting taller. No, its the floor, and its getting lower! Before you can react, you can no longer reach the door. The floor continues to sink downwards, until the ceiling disappears above you in darkness. A new door slides into view on the South wall to replace the one that slipped away above you.
...noted by Kurt Reonis
11,0 A sign by the gate says: 'to Merandis' ...noted by Kurt Reonis
11,8 This is a small residence. ...noted by Kurt Reonis
11,9 Willowhaven Diverse & Curious Items Emporium ...noted by Kurt Reonis
11,12 Earth Elemental, Skeletons and Ghouls (4.2k XP)
Safe to rest
...noted by Kurt Reonis
12,0 Wild Boars and Bulette ...noted by Kurt Reonis
12,6 Lizard Men and Electric Spider (1.3K XP)
Safe to rest
...noted by Kurt Reonis
12,8 This is a small residence. ...noted by Kurt Reonis
13,0 Giant Rats and Spies
Safe to rest
...noted by Kurt Reonis
13,10 You pass through the hidden door and enter a secret corridor. ...noted by Kurt Reonis
14,7 A sign here says:
'West -- Willowhaven, Merandis and Bastille
East -- Gideon (through the Merappi Marsh)'
...noted by Kurt Reonis
14,9 Bulette and Wild Hogs (3.5k XP)
Do NOT Rest/Fix or it retriggers.
...noted by Kurt Reonis
14,11 Fire Elemental and Orcs
Safe to rest
...noted by Kurt Reonis
15,4 Carrion Crawlers and Scorpions (2.1k XP)
Safe to rest
...noted by Kurt Reonis
15,5 A sign by the gate says:
'to Merappi Marsh
Beware, travelers, for there be no faithful maps of these swamps.'
...noted by Kurt Reonis

X-axis Y-axis Comments
0 7 Safe to rest
0 14 Yeti and Hippogryphs
1 3 Safe to rest.
1 4 Hell Hounds and Giant Rats
Safe to rest
1 9 You see a centaur in the corridor ahead. Do you help?

(Yes No)

The centaur greets you cautiously. 'There is a temple of Kasm nearby here, where I was brought as a sacrifice in some cruel ritual. I escaped, but...look out!!!

(fight)

Gnolls and Cockatrice (1.3k XP)

'Thank you for your help. Avoid the rooms to the side of the temple as much as you can--there are fierce monsters kept there to protect it. beyond the temple go east, not west, and you'll avoid the gnolls who guard the cleric who commands this place.' The centaur wishes you good fortune and gallops off.
2 7 An invisible wall of some kind prevents you from going north. Although you cannot go there, you can see that the room is a small temple of Kasm, the shadow god.
2 12 Displacer Beasts and Caveman (2.8k XP)
...to Willowhaven (2,8)

As you look down at the bodies of the dead displacer beasts, you realize that the floor of the room is again beginning to sink. But this time only the very center is sinking, forming a rapidly-deepening cone leading downwards into blackness. The bodies of the dead monsters fall inside, but the cone continues to widen and deepen as you hug the walls for safety. Finally the edge of the funnel reaches your feet, and you tumble downwards. Landing with a metallic thump and assorted clinks and clanks, you pick yourself up and look around.
2 14 Bulettes and Minotaurs
4 0 Evil Cleric, Ice Hounds, and Fighters (3.2k XP) -- SCRAWLED NOTE (quest item)
Safe to rest

Inside the cleric's pocket you find a hastily scrawled note: 'Next caravan in 3 days. Complete orc troop for Merandis. Browlers--20. Spell components for the Tower in transit from Vega--2 weeks. No firm date yet for completing our destiny.'
7 3 A sign here says: 'North -- Merandis and Bastille
South -- Willowhaven'
7 7 NPC - I am Lord Protector of Willowhaven, and I have bad news. Many dark caravans have been coming here from the east, passing through town only by moonlight before turning north. I am suspicious that it is pirated loot. There are stories that some come but never leave, and that they disappear somewhere in our tiny village as if the earth has swallowed them up. I hope you can help our little town.
7 9 A polished brass sign hanging above the door says: 'Willowhaven Gems and Jewelry Store'
8 4 NPC - This area used to be a good place to live, with many caravans passing through in need of supplies. Now this whole part of town has been overrun by filth and scum. I spit upon them!
8 5 To the east lies a residential neighborhood.
8 7 You pass by an elegant mansion.
8 15 The door to the South refuses to budge. Carved upon it are runes that state: 'to be opened only by those from beyond.'
9 9 Two signs jut out across the street here. The one to the north says 'Willowhaven Inn.' The one to the south says 'Western Weapons Shoppe.'
(2 pp)
10 12 Undead Dragons, Ghouls, and Mammoths
10 15 Banshee and Giant Skeletons (6.5k XP), to Willowhaven (7,12)

As you prepare to continue your quest, you realize that the room is getting taller. No, its the floor, and its getting lower! Before you can react, you can no longer reach the door. The floor continues to sink downwards, until the ceiling disappears above you in darkness. A new door slides into view on the South wall to replace the one that slipped away above you.
11 0 A sign by the gate says: 'to Merandis'
11 8 This is a small residence.
11 9 Willowhaven Diverse & Curious Items Emporium
11 12 Earth Elemental, Skeletons and Ghouls (4.2k XP)
Safe to rest
12 0 Wild Boars and Bulette
12 6 Lizard Men and Electric Spider (1.3K XP)
Safe to rest
12 8 This is a small residence.
13 0 Giant Rats and Spies
Safe to rest
13 10 You pass through the hidden door and enter a secret corridor.
14 7 A sign here says:
'West -- Willowhaven, Merandis and Bastille
East -- Gideon (through the Merappi Marsh)'
14 9 Bulette and Wild Hogs (3.5k XP)
Do NOT Rest/Fix or it retriggers.
14 11 Fire Elemental and Orcs
Safe to rest
15 4 Carrion Crawlers and Scorpions (2.1k XP)
Safe to rest
15 5 A sign by the gate says:
'to Merappi Marsh
Beware, travelers, for there be no faithful maps of these swamps.'

Last updated on May 30, 2009,
by Kurt Reonis