WORLD MAP 1.     Crater of Sulasspryn 2.     Silver Blades Cave 3.     Crater of Hulburg 4.     Crater of Thentia 5.     Crater of Melvaunt 6.     Large Farmhouse 7.     Taydome’s Keep 8.     Small Stockade 9.     Fortified Crossroads 10.  Crater of Phlan 11.  Small Farmyard 12.  Dragon’s Horn Gap 13.  Crater of Verdigris 14.  Keep 15.  Zhentil Keep 16.  Dragons’ Aerie 17.  Huts 18.  Myth Drannor 19.  Tower of Marcus 20.  Crater of Hillsfar 21.  Crater of Elventree 22.  Wayhouse 23.  Crater of Elmwood 24.  Small Village 25.  Black City of Mulmaster You’re now in the World Map. Navigating the map is simple, after completing the north section you can pass to the southern by Zhentil Keep. The locations 1 – 3 – 4 – 5 – 10 – 13 – 20 – 21 – 23 indicate the position where the cities were built. They have no purpose in this adventure except for the Crater of Melvaunt where you can access the Temple of Tyr. The  locations  6  –  8  –  9  –  11  –  14  –  17  –  22  –  24  indicate  the  position  of  the  Optional  Quests described  in  the  next  page.  These  places  are  not  crucial  but  can  give  you  some  experience  and treasure. It is suggested that you stop by them when you travel through the World Map solving the main adventure. All the other places form the critical part of your adventure. There are many types of random encounters in the World Map. The monsters can vary from a band of  assorted  undead  to  a  group  of  dragons,  or  a  party  of  giants.  Usually  they’re  not  particularly though but beware of the power of some undead to drain your levels. It is also possible to find some friendly merchant that can trade with you or a veteran fighter that can train your characters. You can encamp and rest anywhere but it’s not an easy task. However, when you’re ready, head to the Silver Blades Cave at 2 to continue your adventure.