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.