#AREA   The Plottings of Keraptis~



#VERSION 2
#AUTHOR Rolindar~

#RANGES
40 50 0 100
$

#RESETMSG You suddenly feel as if are being watched...~

#FLAGS
24 25

#ECONOMY 0 123574919

#CLIMATE 2 2 2

#MOBILES
#8800
ctenmiir vampire~
Ctenmiir~
A pale faced man clad all in black steps out of the shadows.
~
Compelled by a curse to remain here, Ctenmiir will fanatically attack
any who enter his tomb and/or attempt to steal the treasures he guards,
including, perhaps, one of the three fabled artifacts stolen by
Keraptis.
~
35 6300328 -800 C
50 0 -200 1d1+8000 22d3+33
0
100 0 0
112 112 1
18 18 13 18 13 18 5
-5 -5 -10 10 -10
0 4 0 0 1 1 0
0 0 264191 1048584 2109190 17 1107302466 10242
> rand_prog 25~
c heal
glare
~
> greet_prog 100~
if class($n) == cleric
say Priests! Holy sanctimonious killjoy that you are, perish by
say my touch! And may your soul be damned for all eternity!
mea $n Ctenmiir drives his hand through your chest!
mpechoar $n $I drives his hand through $n's chest!
mea $n With a dreadful wrenching sound, he yanks your heart free.
mea $n The last thing you see as you die is Ctenmiir devouring the organ.
mpechoar $n With a dreadful sound, $I rips $n's heart from $s chest!
mpslay $n
mpe Grinning evilly, $I devours the still beating organ in a single gulp!
lick
else
if ispc($n)
say Foolish creature of light and life, you have entered the domain
say of the dead, and shall pay the consequences as is appropriate
say for your foolish misdemeanour- DEATH!
mpe His cape billowing about him, $I leaps forward and begins the battle!
murder $n
cackle
else
say MmmMMMmmm tasty, an after-dinner snack!
mpslay $n
sac $n
lick 
endif
endif
~
> fight_prog 66~
if rand(25)
mea $n $I rakes his clawed hand across your face!
gouge
mpdamage $n 200
else
if rand(40)
mea $r $I stares deep into your eyes... you lose the will to fight!
t $r Flee, flee, while you may!
mpechoar $r A glazed look fills $r' eyes...
mpforce $r scream
mpdamage $r 400
else
if rand(60)
mpe $I unleashes a volley of vampiric magicks.
c chill $r
c curse $r
c weaken $r
c 'faerie fire' $r
c 'energy drain $r
else
c blindness $n
c blindness $r
endif
endif
endif
~
> death_prog 100~
if rand(60)
mpe As Ctenmiir collapses to the floor, he grabs a hammer from his robes.
mpe Uttering a single word, he hurls the hammer out the door, and into
mpe the mud! Horrified, you leap to the door and watch as it melts into
mpe the boiling mud. Curses!
mpe Ctenmiir snickers softly, then expires.
else
mpe As Ctenmiir collapses to the floor, he grabs a hammer from his robes.
mpe Raising it, he attempts to hurl it out into the mud, but is too weak.
mpe With a final curse on your house, he perishes.
mpoload 8802
drop whelm
endif
~
|
#8801
giant crab~
a giant crab~
A gargantuan crustacean, over forty feet long, rears before you.
~
This crustacean is by far the largest you have ever seen. Truly a
fitting guardian for one of the stolen artifacts, this mighty beast
would make gumbo for thousands if you could find a pot big enough.
~
35 552 0 C
50 0 -300 1d1+15000 10d12+20
0
100 0 0
112 112 0
25 13 13 13 13 13 13
0 0 0 -20 -20
0 3 0 0 1 1 0
0 0 263212 1048783 2100512 16 2 8192
> act_prog p stab misses you.~
mea $n Your weapon fails to penetrate the thick shell of the crustacean.
~
> act_prog p pierce misses you.~
mea $n Your weapon fails to penetrate the thick shell of the crustacean.
~
> death_prog 100~
if rand(40)
mpe As the great crab perishes, it stumbles to one side, having lost
mpe its balance due to many of its legs having been hewn off. As it
mpe does so, it bumps into the forcefield, rupturing it! The chamber
mpe begins to fill with boiling water! Quickly you head back to the doorway,
mpe but in the process fail to retrieve Wave, which is swept into the lake.
else
mpe The crab dies, collapsing forward, landing on top of its slayers!
mpdamage $r 200
mpdamage $r 200
mpdamage $r 200
mpe When the dust settles, you see a glint of metal beneath its corpse.
mpoload 8801
endif
~
> fight_prog 75~
if rand(20)
gouge
stun
endif
if rand(25)
mpat 3 c heal
mpat 3 c heal
mpat 3 c heal
mpe The crab's thick shell repels many fo your blows.
else
if rand(45)
disarm
poke $n
bash
else
if rand(60)
mpe The crab turns suddenly, directing its anger at $r!
mpgoto 8825
murder $r
else
mea $n The crab closes a giant pincer about you and squeezes!
mpdamage $n 400
endif
endif
endif
~
|
#8802
gynosphinx~
the Gynosphinx~
A rather wet and bedraggled sphinx squats in the water before you.
~
This sodden sentinel has been placed here by Keraptis to deter casual
intruders; its riddle is easy and it is not a serious threat to more
experienced adventurers.
~
3 552 -200 C
42 0 -200 11d11+5678 0d0+0
0
12 25 0
112 112 0
13 13 13 13 13 13 13
0 0 0 -10 -10
85 3 0 0 1 1 0
0 0 33915049 3145728 3072 0 515 1064900
> death_prog 100~
mpe As the sphinx dies, the forcefield flickers then disappears.
mpopenpassage 8802 8826 0
~
> fight_prog 18~
c 'fire breath'
stun
~
> speech_prog p battle~
frown
say How did I know you would say that...
say Rather use your fists than think your way out of a situation eh?
snicker
say Well, have it your way then!
, roars with a ferocity that shakes the earth!
c 'fire breath' $n
~
> speech_prog p the moon~
smile
say Well done! You may pass!
mpe The sphinx steps aside, and the forcefield disappears.
mpopenpassage 8802 8826 0
bow
~
> speech_prog p moon~
smile
say Well done! You may pass!
mpe The sphinx steps aside, and the forcefield disappears.
mpopenpassage 8802 8826 0
bow
~
> speech_prog p riddle~
lick
say Very well, here 'tis-
cough
say Round she is, yet flat as a board.
say Altar of the Lupine Lords.
say Jewel on black velvet, pearl in the sea.
say Unchanged but e'erchanging, eternally.
nod
say Speak your answer, and ye may pass.
~
> act_prog p from the south.~
if isnpc($n)
bow $n
else
say Stranger, you have invaded the haven of my master, Keraptis.
say But he is a fair man...
snicker
say And you have a choice; to proceed you must answer my riddle,
say else defeat me in battle. What do you choose, riddle or battle?
, raises an eyebrow expectantly.
endif
~
|
#8803
air elemental~
an air elemental~
The air in a section of the room coalesces into a translucent humanoid form.
~
Summoned by Keraptis, this confused and angry elemental was thrown in
here and kept within by a series of magical wards until the demented
mage could make up his mind what to do with it. It is quite mindless,
and will lash out at anything it perceives to be alien.
~
35 269058602 -222 C
44 0 -200 0d0+0 0d0+0
0
25 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 -20 -20
85 3 0 0 8192 8192 0
0 0 0 528 11526 0 80 2
> greet_prog 100~
if isimmort($n)
close n
lock n
bow $n
else 
close n
lock n
c gas $n
endif
~
|
#8804
flesh golem~
a flesh golem~
A crude amalgamation of mismatched body parts comes to life!
~
Another of Keraptis' half finished projects, this semi intelligent
brute has been left to wander the halls aimlessly, with no further
instructions than to kill any intruders it perceives with its dim
senses.
~
35 512 0 C
45 0 0 0d0+0 0d0+0
0
0 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 47 1056798 3840 0 400 0
> death_prog 100~
mpe A look of peace and relief crosses the brute's features as it dies.
~
> greet_prog 100~
say GAAAAAAAHHHH!
, stumbles clumsily towards you, fists raised!
~
|
#8805
burket~
Burket~
A well-armored man-at-arms raises his crossbow to fire at you.
~
A former adventurer who has become trapped here, Burket has decided to
eke out a living by preying on adventurers who wander in here in search
of treasure.
~
3 552 -400 C
43 0 -222 2d2+2200 0d0+0
0
13 50 0
112 112 0
18 13 13 18 18 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 0 0 0 608 2621443
> all_greet_prog 100~
if inroom($i) == 8835
mpe As you enter, a stout man at arms drops a burning rag on the oil!
mpe Cackling, he bolts to the east, leaving you in the blaze!
mpe _red Fires crackle and lick at the spinning cylinder, and at you!
mpdamage $r 100
mpdamage $r 100
mpdamage $r 100
mpgoto 8827
else
if inroom($i) == 8827
mpe Angered at your escape from the tube, Burket fires a crossbow at you!
mea $r The bolt thuds into your chest!
mpechoar $r A crossbow bolt slams into $r's chest, piercing flesh and bone.
mpdamage $r 250
mpe Flinging open the northern door, Burket dashes through and slams it shut.
mpgoto 8828
else
if inroom($i) == 8828
say You still follow me!?! Begone, knaves!
mpe $I grabs ahold of the bookshelf and heaves, sending it tumbling down!
mpdamage $r 100
mpdamage $r 100
mpdamage $r 100
mpe Turning about, he dashes through a door in the far wall.
mpgoto 8829
else
if inroom($i) ==8829
mpe Cornered, Burket turns to face his pursuers in one last battle.
snarl
else
endif
endif
endif
endif
~
|
#8806
snarla werewolf mage~
Snarla~
An attractive woman clad in gossamer undergoes a startling transformation!
~
Burket's lover and accomplice, Snarla is a mage who suffered an
unfortunate encounter with a werewolf some time ago, and is now a fully
fledged member of the lycanthrope species. She is brave, but not stupid,
and will attempt to flee if the odds go against her.
~
163 680 -760 C
44 0 -150 0d0+0 0d0+0
0
20 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 -10
47 0 0 0 513 1 0
0 0 264127 0 11264 0 515 2
> fight_prog 45~
disarm
get all
wear all
wink
~
> fight_prog 20~
mpe As Snarla becomes more bestial, the strength of her attacks intensifies!
mpat 3 c kin
mpat 3 c slink
mpat 3 c antimagic
mpdamage $r 150
~
> all_greet_prog 100~
snarl
say Fools! You dare threaten my love and invade my sanctum!
c fireball $r
c fireball $r
c fireball $r
~
> hitprcnt_prog 20~
op s
flee
op s
s
flee
~
|
#8807
kelpie~
a kelpie~
An alluring naked woman swims gracefully through the water.
~
At first glance this woman is quite stunning, but upon -ahem- closer
examination, you see that her skin is mottled and green. Almost like
seaweed, clumped together in a humanoid form. Something is amiss here...
~
39 -2145385944 -555 C
42 0 0 0d0+0 0d0+0
0
13 75 0
112 112 0
13 13 13 22 13 22 13
0 0 0 0 0
84 3 0 0 1 1 0
0 0 0 0 3842 1 515 2
> rand_prog 25~
mpat 8834 drop all
~
> fight_prog 25~
disarm
get all
mpat 8834 drop all
~
> greet_prog 100~
if wis($n) < 15
mea $n You feel utterly smitten by this beautiful creature!
mea $n Lacking willpower, you strip off your clothing and prepare for
mea $n exquisite pleasure!
mpforce $n remove all
mpforce $n drop all
cackle
murder $n
get all 
mpat 8834 drop all
get all 
mpat 8834 drop all
get all 
mpat 8834 drop all
else
mea $n You see the vile creature in its true form, and prepare to fight!
snarl
endif
~
|
#8808
keraptis mad mage~
Keraptis~
A deranged mage screams and gibbers madly.
~
Once an evil warlock and ruler of a kingdom that he held in sway with
his legions of fanatical gnomes, Keraptis was overthrown, and fled
to this mountain retreat, where he has slowly gone quite mad, to the
point where much of his evil nature has been replaced by a simply crazy
one. He stole the three artifacts in a fit of pique, and is unlikely
to return them; having people perish in search of them amuses him to
no end.
~
35 386400956 -1000 C
105 0 0 1d1+32000 11d4+66
0
765 43 21
112 112 1
13 18 13 18 18 13 13
-10 -10 -10 -10 -30
0 12 0 0 1 1 6
85 65 2047 7 2100224 0 1073742336 10247
> hitprcnt_prog 20~
say No! This cannot be! I cannot be defeated! Not like this!
scream
mpe Keraptis' manic gleam intensifies, and bolts of energy shoot forth!
mpdamage $r 200
mpdamage $r 200
mpdamage $r 200
mpat 8898 mpforce efreet e
endif
~
> greet_prog 100~
if ispc($n)
chuckle
t $n Well, well well. You made it! Took your time, didn't you?
snicker
t $n No matter. You found me, you found the 'razor, you made it.
t $n Now, you only have one final task remaining- you must try and
t $n defeat me!
cackle
else
endif
~
> rand_prog 66~
c heal
c heal
c heal
wield blackrazor
~
> fight_prog 20~
say Petty weaklings!  You think you stand a chance against ME?! Hah!
say Take that! And that! And that!
c 'hydroblast' $r
cackle
~
> fight_prog 15~
mpecho $n Keraptis raises his hands up and conjures dark fire from
mpecho $n out of thin air, which floats down and swirls around him,
mpecho $n before suddenly, FWOOSH! It engulfs you in its dark inferno!
cackle
say Does my ethereal inferno burn, fool?!
mpdamage all 900
~
> death_prog 100~
mpe _lbl Keraptis says 'NNNNNNNNOOOOOOOOO......'
mpe With a final indignant splutter, the mag mage perishes, collapsing
mpe into a slowly spreading pool of his own blood, guts and urine.
mea $n Jubilant at striking the killing blow, you scream wildly!
mpechoar $n $n screams jubilantly at the victory over the mad mage!
if rand(20)
mpe As the lunatic perishes, an incredible sigil of power materializes from
mpe the vile nether realms, now free from his posession.
mpoload 8848 75
endif
~
|
#8809
qesnef ogre mage~
Qesnef~
A doughty halfling warrior stands in the center of the room.
~
As you peer closely at this halfling, his image shimmers and distorts.
No longer a halfling, he has transformed back to his true form- an ogre
mage, a servant of Keraptis and perhaps the arbiter of your fate!
~
35 335545000 -800 C
50 0 -150 1d1+6000 0d0+0
0
100 0 0
112 112 1
18 18 13 22 13 13 13
-6 -6 -6 0 -6
6 0 0 0 16 16 0
0 0 1050623 1049428 2100224 0 514 524291
> rand_prog 25~
sneak
hide
c invis
close curtain
close s
lock s
~
> greet_prog 100~
if ispc($n)
t $n Oh, good, adventurers! You are just in time to rescue me!
mea $n $I runs forward, hoping that you will rescue him from the mad mage.
mea $n At the last second, he undergoes a startling transformation!
mea $n No longer a halfling, he is now a hulking ogre mage, intent on 
mea $n slaying you!
else
endif
~
> fight_prog 66~
wield glaive
disarm
if rand(25)
mpe _lbl A wave of intense cold radiates from the ogre mage.
mpdamage $r 100
mpdamage $r 100
mpdamage $r 100
else
if rand(40)
mea $n The ogre mage strikes you with a blast of frost!
mpdamage $n 400
else
if rand(60)
mpe The ogre mage shimmers out of existence, then reappears elsewhere!
mpgoto 8896
murder $r
cackle
else
if rand(80)
c 'frost breath' $r
else
endif
endif
endif
endif
~
|
#8810
ghoul~
a fiendish ghoul~
A horrid, slavering ghoul leaps out at you!
~
This vile undead creature exists only to slay and devour those who
are lured this far into the lair of its master, Keraptis. 
~
35 73898 -800 C
47 0 0 0d0+0 0d0+0
0
20 0 0
112 112 0
13 13 13 13 13 13 0
0 0 0 0 0
36 2 0 0 1 1 0
0 0 985343 82 3328 131073 403440167 524291
> fight_prog 20~
c poison
stun
~
> speech_prog p BANZAI!~
scream
nw
murder $r
cackle
drool
mpat 8841 mpmload 8810
~
|
#8811
giant crayfish~
a giant crayfish~
A crayfish the size of a bull swims towards you.
~
~
33 -2145287640 0 C
45 0 -100 1d1+6000 4d15+55
0
0 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
82 3 0 0 1024 1024 0
0 0 263212 3145824 0 0 514 1
#8812
sea lion~
a sea lion~
A fish with the forequarters of a large lion snarls in anger.
~
~
101 -2145287512 0 C
50 0 -300 1d1+8500 5d20+65
0
0 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
80 3 0 0 512 512 0
0 0 345657 1044 2100480 33 0 524291
#8813
giant scorpion~
A Giant Scorpion~
A heavily armored scorpion the size of a mule scuttles along the corridor.
~
~
97 98856 0 C
20 0 -300 20d22+6000 11d6+10
0
0 0 0
112 112 0
13 13 13 13 13 13 0
0 0 0 0 0
83 0 0 0 256 256 0
0 0 327725 96 2099457 0 786442 3
#8814
henchman~
a henchman~
A burly henchman stands ready with net and club.
~
Nothing more than common thugs, these foul tempered brutes serve Bluto
in his plottings and schemings, and thoroughly enjoy pummeling people
for him.
~
35 512 -400 C
44 0 0 0d0+0 0d0+0
0
5 0 0
112 112 1
18 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 47 0 0 0 80 3
#8815
water elemental~
an angry water elemental~
An angry water elemental rises from the pool!
~
~
99 -1876950360 0 C
50 0 -200 11d11+4000 0d0+0
0
22 50 1
112 112 0
22 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 0 3153920 3858 5 336 6
#8820
efreet~
an efreet~
A fanatical efreet servant of Keraptis is waiting for you!
~
~
35 34079272 -750 C
48 0 -100 0d0+0 0d0+0
0
75 0 0
112 112 0
18 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 3154464 1 2 268435968 2
#8821
manticore~
manticore~
A human-headed lion with a massive pair of wings stalks through its lair.
~
A human head on a lion's body, the manticore is a savage, cruel beast
and is thus popular as a bodyguard for various evil types. Huge black
wings sprout from its back, and its long tail is barbed with spikes
dripping with venom.
~
35 552 -200 C
45 0 0 1d1+3500 0d0+0
0
10 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
89 3 0 0 1 1 0
0 0 33916477 0 0 0 262159 2
> fight_prog 20~
mpe The manticore releases a volley of spikes from its tail!
mpdamage $r 50
~
> greet_prog 100~
mpe The manticore releases a volley of spikes from its tail!
mpdamage $n 50
~
|
#8822
sir bluto sans pite~
Sir Bluto Sans Pite~
A burly, hirsute man with a full black beard roars in anger.
~
A former knight of the realm, Bluto is now a disgraced murderer, and
has fallen in with bad company, most notably the company of the vile
Keraptis and his fell minions.
~
35 8872 -666 C
48 0 -300 1d1000+10000 0d0+0
0
50 0 0
112 112 1
18 13 13 13 18 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 2097264 3148800 32768 272 2621443
> greet_prog 100~
if ispc($n)
cackle
say Ho! Fresh victims of my watery trap! Couldn't resist seeing
say where the river led to eh? Predictable adventurer swine!
, coughs up a glob of phlegm and expectorates on the greasy stone.
mea $n Reaching forward, $I drags you out of the stream and draws his sword!
say Pay attention, swine, and prepare to die!
else
mpe $I yanks $N out of the stream and smashes $m into the stone!
mpslay $n
mutter
endif
~
> fight_prog 65~
wield sword
disarm
sac sword
sac axe
sac mace
sac club
sac spear
sac dagger
mpat 3 c heal
~
> fight_prog 45~
mea $n Bluto jabs two stubby digits into your eyes!
gouge
mpdamage $n 100
mpforce $n say Ugh, I can't see!
snicker
~
> fight_prog 20~
if rand(50)
mea $n Bluto smashes his large fist into your abdomen!
mpechoar $n $n doubles up in pain as Bluto slams his fist into $s gut!
mpdamage $n 250
else
mpe _lbl Sir Bluto Sans Pite roars 'Stitch this Jimmy!'
mea $n With a cackle, he rams his forehead into your face, HARD.
mpechoar $n Bluto headbutts $n with such force that teeth are sent flying!
mpdamage $n 400
stun
cackle
endif
~
|
#8823
Tetnaobylgus~
Tetnaobylgus~
A rather deranged looking vampire screams incoherently.
~
A former employee of Keraptis, leader of his fanatic gnomes, Tet has
fallen on hard times, and gone as insane as his master (not like they
were ever exactly stable people in the first place...). He now wanders
the halls of his master's lair, aimlessly and with great anger at the
world that he sees as having betrayed him. Still, he cries out his old
battlecry, even now; the haunting sound of 'STONE!' rings in your ears.
~
147493 302097066 -666 C
52 0 -300 22d10+22500 20d10+20
0
175 9 33
112 112 1
25 13 13 25 13 3 3
-22 -22 -22 -22 -22
38 4 0 0 1 1 0
0 0 264191 0 3149574 0 4611 524291
> fight_prog 50~
if rand(25)
mmm
feed
feed
lick
mpe Refreshed by $n's blood, $I leaps forward with renewed vigor!
endif
if rand(40)
mpe $I utters an incantation, and releases a volley of spells!
c chill $r
c weaken $r
c curse $r
c 'energy drain' $r
else
if rand(60)
disarm
get all
snicker
ooo
say STONE! You will all perish by STONE!
cackle
stun
else
if rand(80)
c 'faerie fire' $r
c blazebane $r
c winter $r
c blindness $r
stun
else
c nec $r
endif
endif
endif
~
> fight_prog 33~
mea $n $I sinks his clawed fingers into your eyes!
gouge
mpdamage $n 400
muhaha
~
> fight_prog 20~
yell STONE!
mpe $I charges maniacally forward, assaulting $r!
mpgoto $r
murder $r
cackle
~
> rand_prog 2~
say STONE!
mutter
~
|
#0


#OBJECTS
#8800
blackrazor~
Blackrazor~
A sword with a blade that resembles the night sky hums quietly.~
~
5 2847 8193
0 54 3 2
8 9995750 0 0 120000
A
3 2
A
2 2
A
17 -50
A
13 133
A
12 166
A
26 16777236
A
28 2048
A
27 1049216
A
24 -30
A
22 -25
A
20 -30
A
23 -25
A
19 30
A
18 30
> wear_prog 100~
if isevil($n)
mea $n You feel power course through your veins as you heft Blackrazor.
say Yes, wield me, take arms against all living things! 
mea $n Blackrazor exists for the sole purpose of draining life!
mpforce $n cackle
mpforce $n grin
else
if isneutral ($n)
mea $n You feel power course through your veins as you heft Blackrazor.
say Yes, wield me, take arms against all living things! 
mea $n Blackrazor exists for the sole purpose of draining life!
mpforce $n cackle
mpforce $n grin
else
mea $n As you grasp the sword, it sucks your soul from your body!
mpslay $n
endif
endif
~
|
#8801
trident wave~
Wave~
A bronze trident has been thrust into the ground.~
~
5 525824 8193
0 0 0 6
6 75 0 0 75000
A
1 1
A
4 2
A
17 -30
A
13 75
A
12 150
A
18 14
A
19 14
A
24 -5
A
27 2
A
26 -2147483648
> wear_prog 100~
if isneutral($n)
mea $n The purity of impartiality flows through your body and mind.
mpechoar $n A peaceful look crosses $n's face as $e grasps Wave.
c shield $n
c armor $n
else
endif
~
|
#8802
whelm hammer~
Whelm~
A finely made dwarven hammer awaits a wielder.~
~
5 25739273 8193
0 0 0 8
55 50 0 0 50000
A
1 2
A
5 2
A
13 200
A
18 12
A
19 12
A
24 -5
A
23 -5
A
27 2097152
A
26 8389152
> get_prog 100~
if race($n)
mea $n Praise the Gods! 'Tis the fabled dwarven hammer of legend!
mpechoar $n A reverent look comes over $n as $e handles Whelm.
else
endif
~
> wear_prog 100~
if race($n) == dwarf
mea $n Tears of joy stream down your face as you grasp this fabled relic!
mpechoar $n $n weeps with joy as $e grasps this relic of $s people.
else
mea $n You cannot wield this, only a Dwarf may lay hands 'pon it!
mpdamage $n 800
mpforce $n remove whelm
mpforce $n drop whelm
endif
~
|
#8803
potion clear~
a clear potion~
A potion bottle filled with clear fluid lies here.~
~
10 64 1
50 -1 241 91
1 0 40 0 400
'detect hidden' 'scry' 'detect invis'
#8804
black potion~
a black potion~
A potion bottle filled with a murky black liquid is here.~
~
10 64 1
50 -1 157 279
1 0 40 0 400
'stone skin' 'heal' 'valiance'
#8805
spell scroll~
a spell scroll~
A scroll covered in magical runes lies here, unwanted.~
~
2 262208 1
50 -1 97 38
1 0 50 0 500
'dispel magic' 'dispel evil' 'blindness'
#8806
robes vampire~
robes of the vampire~
Flowing black robes billow about the room.~
~
9 17023572 1025
40 0 0 0
1 5 0 0 5000
A
3 1
A
2 1
A
18 7
A
19 7
A
24 -3
A
27 2560
A
26 32770
A
13 75
#8807
key chest~
the chest key~
A large key lies here.~
~
18 0 1
0 0 0 0
1 0 4 0 40
#8808
large metal chest~
a large metal chest~
This large metal chest appears to be waterproof.~
~
15 524288 0
10000 13 8807 0
1 0 0 0 0
#8809
ring infravision~
a ring of infravision~
With this ring, the wearer has the vision of an elf or dwarf.~
~
9 524352 3
5 0 0 0
1 1 0 0 1000
A
18 2
A
26 512
#8810
luckstone~
luckstone~
An innocuous looking rock has been dropped here.~
~
9 64 16385
7 0 0 0
1 1 0 0 1000
A
31 3
A
20 -3
A
22 -3
A
21 -3
A
23 -3
A
24 -3
#8811
wand frost~
a wand of frost~
A slim black metal wand is covered with a thin film of ice.~
~
3 65 16385
40 7 7 -1
1 7 65 0 7650
'iceshield'
A
27 2
#8812
silver potion~
a silver potion~
A potion of silvery fluid lies here.~
~
10 96 1
60 -1 238 109
1 1 57 40 1574
'shadowform' 'sanctuary' 'eldritch sphere'
#8813
heavy crossbow~
a heavy crossbow~
A heavy wooden crossbow rests against one wall.~
~
5 311296 8193
0 0 0 6
25 0 15 70 157
A
1 1
A
2 2
A
13 50
A
18 7
A
19 6
#8814
splint mail~
splint mail~
A suit of well used splint mail lies here.~
~
9 17317888 9
12 0 0 0
17 0 35 0 350
A
17 -20
A
13 30
A
18 5
A
19 5
A
22 -5
#8815
metal bracer~
a metal bracer~
A shiny metal bracer was dropped by a warrior in a hurry.~
~
9 17351168 4097
9 0 0 0
1 0 5 0 50
A
2 -1
A
13 10
A
18 2
A
19 2
#8816
mail coif~
a mail coif~
A pile of tightly linked chain meant to be worn on the head is here.~
~
9 17350656 17
9 0 0 0
3 0 25 50 255
A
13 25
A
18 4
A
19 4
#8817
brass bound chest~
a brass bound chest~
A magical brass chest lies in the corner.~
~
15 524352 16385
600 5 -1 2
1 7 50 0 150
#8818
jewelry~
expensive jewelry~
A pile of expensive jewelry is heaped on the floor.~
~
8 0 5
0 0 0 0
1 2 60 0 2600
#8819
silvered mail~
silvered mail~
A suit of silvered mail has been carefully placed here.~
~
9 525633 9
22 0 0 0
4 17 25 99 17500
A
2 2
A
3 1
A
12 100
A
18 6
A
19 6
A
24 -3
A
22 -3
#8820
door key~
the door key~
This key unlocks the cell door.~
~
18 0 1
0 0 0 0
1 0 0 0 0
#8821
robes of the magi~
Robes of the Magi~
Scarlet robes embroidered with gold billow in some magical wind.~
~
9 25395264 1025 1
32 0 0 0
1 17 50 0 17500
A
3 3
A
12 125
A
13 75
A
18 8
A
19 8
A
17 -28
A
24 -5
A
21 -5
A
26 524304
> repair_prog 100~
mpe _whi A brilliant luminescense surrounds the robe as it is mended.
~
> damage_prog 100~
mpe _blu Portions of the magical weave of the robe break free.
c 'restore mana' $r
~
> sac_prog 100~
mpe _blu Wild magical energies fill the air, seeping into people nearby.
c 'restore mana' $r
c 'restore mana' $r
c 'restore mana' $r
c 'restore mana' $r
c 'restore mana' $r
~
> remove_prog 100~
if class($n) == mage
mea $n You sigh with disappointment as you reluctantly remove the robes.
mpechoar $n $n looks downcast as $e reluctantly removes $s robes.
else
endif
~
> wear_prog 100~
if class($n) == mage
mea $n You smile with confidence as you don these fabled robes.
mpechoar $n A confident beam crosses the mage $n's features.
c 'dragon wit' $n
else
endif
~
|
#8822
bracers magical prowess~
Bracers of Magical Prowess~
A pair of shiny metal bracers lies here.~
~
9 9011265 257
15 0 0 0
2 1 75 0 1750
A
3 3
A
4 3
A
12 75
A
24 -10
A
27 1048576
#8823
twisted nails fate~
Twisted Nails of Fate~
A pile of twisted, blackened fingernails is heaped here.~
~
9 2628 129
30 0 0 0
1 27500 0 0 2750
A
1 1
A
2 1
A
17 -25
A
13 40
A
12 30
A
18 10
A
19 15
A
27 64
#8824
glaive~
a glaive~
A wickedly sharp pole arm gleams evilly.~
~
5 524818 8193
0 0 0 1
20 3 46 0 3460
A
13 50
A
12 50
A
18 8
A
19 6
#8825
ring shielding~
ring of shielding~
A small band of metal has lodged in a crack in the floor.~
~
9 524352 3
9 0 0 0
1 0 60 0 600
A
17 -20
A
12 10
A
13 10
A
18 2
A
19 2
> wear_prog 100~
c shield $n
~
|
#8826
ring illusions~
ring of illusions~
A translucent band of metal can barely be seen.~
~
9 524384 3
5 0 0 0
1 1 75 0 1750
A
2 1
A
12 45
A
18 4
A
24 -3
> wear_prog 100~
c invis $n
~
|
#8827
armor vulnerability~
armor of vulnerability~
A suit of shining steel plate looks capable of affording remarkable protection.~
~
9 17354944 9
22 0 0 0
66 0 0 0 0
A
17 30
A
2 -3
A
14 -200
A
23 3
A
24 3
A
21 3
A
22 3
A
20 3
A
56 17
> remove_prog 100~
mea $n You can't stand to remove the unusual armor.
mpforce $n wear vulnerability
~
> drop_prog 100~
mea $n You try to rid yourself of the item, but can't quite do it.
mpforce $n get vulnerability
mpforce $n wear vulnerability
~
> get_prog 100~
mea $n You snatch up the valuable looking armor, and try it on!
mpforce $n wear vulnerability
~
|
#8828
potion healing~
potion of super healing~
This mightly elixir will heal the most horrific of injuries.~
~
10 66 1
50 -1 157 157
2 1 0 0 1000
'heal' 'heal' 'heal'
#8829
scroll protection~
a scroll of protection~
A blindingly white sheet of parchment gleams here.~
~
2 321 1
66 -1 238 279
1 1 57 50 1575
'protection' 'sanctuary' 'valiance'
#8830
knight shield~
the knight's shield~
A solid metal shield rests against one wall.~
~
9 524352 513
30 0 0 0
5 5 0 0 5000
A
17 -20
A
13 20
A
12 20
A
18 4
A
19 4
A
22 -5
#8831
knight plate~
the knight's plate~
A suit of polished metal plate armor is laid out on the floor.~
~
9 524352 9
30 0 0 0
30 7 50 0 7500
A
17 -20
A
13 100
A
18 6
A
19 6
A
23 -3
#8832
hard leather boots~
hard leather boots~
These hard leather boots have trod more trails than a legion of pikemen.~
~
9 262208 65
11 0 0 0
5 0 5 0 50
A
1 1
A
2 1
A
13 20
A
18 4
A
19 2
A
14 222
#8833
knight sword~
the knight's sword~
A shining steel broadsword has been dropped here.~
~
5 524352 8193
0 0 0 3
7 5 0 0 5000
A
21 -3
A
17 -22
A
12 50
A
13 50
A
18 8
A
19 8
#8834
silver key~
the silver key~
A rather small key has been dropped on the ground.~
~
18 0 1
0 0 0 0
1 0 0 0 0
#8835
rune covered copper band~
a rune covered copper band~
This copper band is ensorcelled with ancient magicks.~
~
9 524866 257
11 0 0 0
1 15 75 0 15750
#8836
amulet dead~
amulet of the dead~
A black steel amulet bearing red glyphs hums evilly.~
~
9 655890 5
8 0 0 0
1 2 70 0 2700
A
5 2
A
12 25
A
13 25
A
18 2
A
26 8196
A
19 2
#8837
leggings fanatic~
Leggings of the Fanatic~
A pair of black leggings, fashioned from human skin, lies here.~
~
9 598 33
22 0 0 0
4 9 80 0 9800
E
leggings fanatic~
Fashioned from the skin flayed from the backs of a score of fanatics,
these items are of great benefit to those obsessive enough to wear them,
but many find that the mental aggravation that accompanies them is not
worth bearing, even for the great powers the leggings bestow.
~
A
1 1
A
2 1
A
13 25
A
12 25
A
18 5
A
19 5
A
22 -5
A
4 -3
> speech_prog p fanatic~
say Am not!
mpe The leggings appear to be sulking, and slink off of their own accord!
mpe Someone better grab them before the escape!
mpforce $r get fanatic
~
> drop_prog 100~
say Pick me up! Pick me up!
mpe The leggings cackle in insane glee!
~
> get_prog 100~
mea $n The second you grasp the fleshlike leggings, you scowl menacingly.
mpechoar $n $n scowls menacingly as $e grabs ahold of the leggings.
~
> exa_prog 100~
mea $n A bolt of energy smites you, as you gaze into the heart of fanaticism.
mpdamage $n 250
~
> damage_prog 100~
mpe A frightful cackling echoes all around you!
mpdamage $r 66
~
> sac_prog 100~
mpe The leggings cackle frightfully as the are destroyed!
mpdamage $r 333
mpdamage $r 666
mpdamage $r 333
mpdamage $r 666
~
> remove_prog 100~
if isgood($r)
else
mea $r You recover from your fanatic state as you remove the leggings.
mpechoar $r $r calms down and loses the manic look as $e removes the leggings.
endif
~
> wear_prog 100~
if isgood($n)
else
mea $n A manic gleam creeps into your eyes as you don the leggings.
mpechoar $n A manic gleam creeps into $n's eyes as $e dons the leggings.
mpforce $n cackle
endif
~
|
#8838
key keraptis~
the key to Keraptis~
A dull iron key lies on the floor.~
~
18 524288 1
0 0 0 0
25 0 1 0 10
#8839
widowmaker~
Widowmaker~
Yes, it is the Widowmaker.~
~
5 524818 8193
0 0 0 3
1 214748 36 47 1
> wear_prog 100~
if isimmort($n)
else
mea $n &RNo Mortal Will Ever Wield This Weapon!
mer $n $n does something very stupid...
mpslay $n
endif
~
|
#8840
mist manic gleam~
a manic gleam~
A strange sense of insanity pervades this swirling mist.~
~
9 16916 131073
8 0 0 0
1 0 0 0 0
A
4 -3
A
1 1
A
13 50
A
18 3
A
19 3
A
24 -5
A
29 1024
> remove_prog 100~
if isgood($n)
else
mea $n A semblance of normalcy returns to your deranged mind.
mpechoar $n A semblance of normalcy returns to $n's deranged mind.
endif
~
> wear_prog 100~
if isgood($n)
else
mea $n A crazed look graces your twisted features!
mpechoar $n A crazed look graces $n's twisted features!
mpforce $n drool
endif
~
|
#8841
portal~
a shimmering portal~
A shimmering portal covers the ceiling of this chamber.~
~
12 65 0
0 0 0 0
1 0 0 0 0
#8842
bronze bracer~
bronze bracer~
A heavy bronze bracer gleams dully.~
~
9 576064 4097
11 0 0 0
10 0 50 0 500
A
2 -2
A
13 10
A
12 10
A
18 4
A
19 2
A
27 1
A
29 2
A
56 67
#8843
shamsheer~
a shamsheer~
A long, broad bladed two handed scimitar rests here.~
~
5 576066 8193
0 0 0 3
25 1 80 0 1800
A
1 2
A
18 -2
A
13 50
A
19 8
A
22 -3
#8844
kayak~
a kayak~
A small kayak has been left here.~
~
22 0 1
0 0 0 0
33 0 17 50 175
#8845
club~
a henchman's club~
This metal studded shaft of oak serves as an excellent bludgeon.~
~
5 262144 8193
0 0 0 7
20 0 0 50 5
A
1 1
A
2 -2
A
13 50
A
18 5
A
19 5
#8846
wooden shield~
a wooden shield~
A sturdy wooden shield with a metal boss has been dropped.~
~
9 0 513
10 0 0 0
5 0 3 0 30
A
17 -10
A
22 -3
A
13 10
A
23 2
A
24 2
#8847
leather jack~
a leather jack~
A suit of hardened leather fashioned into armor lies here.~
~
9 0 9
13 0 0 0
10 0 5 0 50
A
1 1
A
13 35
A
18 5
A
19 3
A
22 -2
#8848
Sigil of Wizardry~
Sigil of Wizardry~
An incredible, morphous ball of liquid Quicksilver is here, floating in midair.~
~
9 590145 4194305
25 25 0 0
1 0 0 0 0
A
18 10
A
19 10
A
13 150
A
12 200
A
14 300
#0


#ROOMS
#8800
Base of the Rusted Stair~
The staircase descends about thirty or forty yards into the depths
of the mountain, arriving finally in a small stone chamber, knee deep
in scum-coated water. The air is damp, humid and reeks of various odors.
A variety of fungi and molds thrive in this damp atmosphere coating
the stone walls with their slick growth. Your feet sink into ankle deep
mud that covers the floor, causing you to check for purchase with each
step lest you lose your footing and slip on the muck. White algae gives
off a dim luminescense, insufficient to see by, but enough to distract
you when viewed from the corner of your eye. A narrow passage heads east
from here.
~
0 3153933 0
D1
~
~
0 -1 8801
D5
~
~
0 -1 203568
S
#8801
Scummy Water~
You progress, with a small degree of difficulty, down the wet passage,
sloshing through mud and water in irritation; besides the awful smell
and the disgusting growths, this has to be the most disgusting part of
this expedition. The passage continues north into the darkness, and
whatever it contains. Surely a mage, even an insane one, such as Keraptis
could find a better place to lair?
~
0 3153929 0
D0
~
~
0 -1 8802
D3
~
~
0 -1 8800
S
#8802
Barred Passage~
The passage ends abruptly here, at a shimmering force field, which
blocks the tunnel northwards. Beyond it you can see a junction, with
several passages leading deeper into the mountain, though you cannot
see any way past this particular obstacle. Deep claw marks on the wall
indicate that something else is here, however, perhaps a guardian or
a creature trapped and confused like you?
~
0 3153929 0
D0
~
~
4096 -1 8826
D2
~
~
0 -1 8801
R M 0 8802 1 8802
S
#8803
An Unpleasant Surprise~
You trudge sullenly along the northeast branch, sloshing through the
water, which gradually rises to waist height as the passage descends
slightly. Terrific. The slime is only a foot or two away from your
face now, as is the horrid odor. You try to ignore the feeling that
strange things are brushing against your feet in the water, and put
the tingling sensation down to nerves. But when the tingling sensation
intensifies to a burning pain, you wrench a leg from the water, and are
horrified to see green slime eating through the sole of your boot!
Fortunately you react in time, scraping it off with a spare dagger,
and the damage to you (or your equipment) is not as great as it could
have been.
~
0 3153929 0
D6
~
~
0 -1 8804
D9
~
~
0 -1 8826
> act_prog p from the north-east.~
if ispc($n)
mea $n Green slime eats at clothing and flesh!
mpdamage $n 50
else
endif
~
> act_prog p from the south-west.~
if ispc($n)
mea $n Green slime eats at clothing and flesh!
mpdamage $n 50
else
endif
~
|
S
#8804
A Turn in the Passage~
The passage turns here, and rises slightly, lowering the water back
to your knees, which is a tremendous blessing in and of itself. Bones
and rotting corpses protrude from the water at random intervals, the
remnants of past adventurers fallen pray to various foes. Bits of flesh
bob on the water, slowly putrefying and releasing a horrendous stench.
Gagging, you put one sleeve over your mouth and continue.
~
0 3153929 0
D1
~
~
0 -1 8805
D9
~
~
0 -1 8803
S
#8805
A Dark Junction~
The passage branches here, affording the traveller three choices of
direction- north, west and south. The northern and western branches
disappear into the darkness, while the southern passage ends after
a short distance before a wooden door. Curious that you have not thus
far encountered terribly many guardians; surely a wizard's domicile would
have tighter security measures?
~
0 3153929 0
D0
~
~
0 -1 8808
D2
~
~
0 -1 8806
D3
~
~
0 -1 8804
S
#8806
A Water Swollen Door~
The door to the south is soaked and damp, and has swollen in its frame,
making it difficult to open. The water level may not even be constant
inside the room, meaning you take the risk of engulfing whatever may
lie within in a deluge of filthy water. But you see no other alternative
should you wish to examine the interior of this chamber.
~
0 3153929 0
D0
~
~
0 -1 8805
D2
~
~
8389667 -1 8807
R D 0 8806 2 1
S
#8807
A Damp Cell~
Giving the door a good shove, you force it open enough to squeeze
into the room within. A small gush of water accompanies you, but the
water level inside is only slightly lower than without and the effect
is not dramatic. The water bobs with broken glass spheres, smashed by
some unknown intruder, and the contents float about alongside them
on the muck-covered surface. Most of it appears to be junk, though
you think you see the glint of gold in one of the spheres. You also
think you detect movement within and around this particular object...
~
0 3153929 0
D0
~
~
8389671 8820 8806
R M 0 8803 1 8807
  R G 1 8812 1
  R G 1 8820 1
R D 0 8807 0 2
S
#8808
A Wooden Door~
The passage north is barred by a thick wooden door bound with rusted
iron. Slight swelling has occured in the wood, causing it to bulge
unnaturally in the frame, which will make it difficult to open. There
is no way of knowing what may lie behind this portal; as with all areas
of the deranged mage's refuge, there is a surprise around every corner.
~
0 3153929 0
D0
~
~
3 -1 8809
D2
~
~
0 -1 8805
R D 0 8808 0 1
S
#8809
Another Failed Experiment~
The door opens onto what was once a laboratory of some sort. Empty
wooden boxed and glass jars bob on the knee deep water, in and around
several tables and benches that protrude from the scummy water. Jars
of body parts, on shelves set high along the barren stone walls, and
the remnants of a badly burned corpse laden with electrodes is strapped
to a wooden rack near the far wall, partially obscuring a second door
in the far wall. Obviously the site of some failed experiment to create
artificial life, this place has not been used in some time, save by
whatever deranged beast still lives here to rampage in abandon through.
Anything of value that once existed here has long since been demolished.
~
0 3153929 0
D0
~
~
3 -1 8810
D2
~
~
3 -1 8808
R M 0 8804 1 8809
R D 0 8809 0 1
R D 0 8809 2 1
S
#8810
A Turnstile~
At this point, a narrow set of stairs leads up about three feet, to a
section of floor that is dry and relatively clean. Eager to be free of
the muck, you jump up the stairs and are happy when the sound of leather
meeting hard, solid stone greets your ears instead of the soft squishy
sound you had grown accustomed to as they sunk into the muck. Pausing to
gather your bearings, you note that the passage bends sharply, heading
east. This way is barred by a solid steel turnstile, remarkably devoid of
rust. Some wag has jammed the turnstile, welding several iron bars at odd
angles, which prevents it from turning. The onyl way past would be to
use brute force, or magic.
~
0 3153929 0
D1
~
turnstile~
39 -1 8811
D2
~
~
3 -1 8809
R D 0 8810 1 2
R D 0 8810 2 1
S
#8811
Another Bend~
The passage beyond the turnstile bends again, heading south. The dry
stone floor is covered in dust, dust which shows no recent tracks.
Either most adventurers were stopped by the turnstile, or whatever lurks
to the south of here was considered too difficult to handle! No matter,
press on you must, for the thrill of adventure is in your blood, and be
damned if you will be dissuaded by simple fears and superstitions! A
slight red glow can be seen to the south, emanating around the edges and
between the panels of an oaken door.
~
0 3153929 0
D2
~
~
3 -1 8812
D3
~
turnstile~
39 -1 8810
R D 0 8811 2 1
R D 0 8811 3 2
S
#8812
A Slippery Ledge~
The door opens onto a narrow ledge, slick with moisture. Perched
rather precariously at the northwestern end of a long, narrow chasm,
you reel back as you stride in, almost toppling over the edge into the
river of bubbling mud that fills the bottom of the chasm. Even from here
the heat is intense, and you don't like to think of what might befall you
should you topple down into the muck below. Bubbles of air rise through the
mud, exploding with loud squishy pops, and occasionally a gout of boiling
water and mud will erupt from the surface, a few stray drops of water 
stinging you as they land on your arms. There doesn't appear to be any way
across, unless you can fly, in which case you could head for a similar ledge
to the southeast.
~
0 3153929 0
D0
~
~
3 -1 8811
D8
~
~
0 -1 8813
R D 0 8812 0 1
S
#8813
Soaring Above the Mud~
It is with great trepidation that you begin your journey across the
chasm, ever aware of the possibility of a geyser erupting and catching
you fair in the chest, slamming you into the ceiling, and then your
stunned form plummeting into the boiling mud far, far below. Pushing
such thoughts from your mind, you concentrate on the far platform, some
eighty yards away, pushing yourself to get there as quickly as possible.
~
0 19931145 9
D5
~
~
0 -1 8836
D7
~
~
0 -1 8812
D8
~
~
0 -1 8814
> rand_prog 100~
if ispc($r)
mea $r A geyser suddenly erupts, spraying you with boiling mud and water!
mpechoar $r $r screams as $e is struck by a geyser of boiling mud and water!
mpdamage $r 400
mea $r Stunned, you collapse into the mud below...
mpechoar $r Stunned, $r plummets down into the boiling mud below.
mpforce $r down
mpe Bye Bye...
else
endif
~
|
S
#8814
Safety?~
The ledge on the far side of the river of mud is much wider than its
neighbor to the northwest. It is with a sigh of relief that you set down
on this stony precipice, and consider your options. Safe for the moment
from the boiling geysers, you turn to examine your surroundings and notice
a stone colored door set in the south wall, barely noticeable from more
than a few feet away. A small handle is set into the center, which turns
easily at your touch. A strange chill, noticeable even in the vicinity
of the heat radiating from below, emanates from the door; or more accurately
from around the door.
~
0 3153929 0
D2
~
~
3 -1 8815
D7
~
~
0 -1 8813
R D 0 8814 2 1
S
#8815
A Cramped Crawlspace~
The door opens onto a narrow crawlspace, no wider than a few feet,
which would make even a dwarf feel a little claustrophobic. The gloom
is resistant to the penetration of your light, and you cannot see further
than a foot or two in any direction within the crawlspace. A second door,
similar to the first, lies at the far end. Creeping cautiously through
the darkness, you press on.
~
0 3154569 0
D0
~
~
3 -1 8814
D2
~
~
1031 -1 8816
R D 0 8815 0 1
R D 0 8815 2 2
S
#8816
The Tomb of Ctenmiir~
Inky blackness beckons at the end of the crawlspace, cold, loathsome
darkness that envelops and threatens to engulf you; you shudder at the
imagined deathly cold touch. Then you realize that the touch was not
imagined. Something lives here, in this room filled with darkness that
no light may dispel. Something vile, something dark and wicked, older
and more evil than the passing of countless centuries can measure or
compare. And you have no doubt that the primary goal of this heinous
unseen foe is to extinguish all light and life.
~
0 3153929 0 0 0 6
D0
~
~
1031 -1 8815
R M 0 8800 1 8816
  R G 1 8803 1
  R G 1 8804 1
  R G 1 8805 1
  R E 1 8806 1 12
R D 0 8816 0 2
> act_prog p has entered the game.~
mea $n You stagger blindly northwards from the tomb.
mptrans $n 8815
~
|
S
#8817
A Water Filled Passageway~
The water here rises to waist depth as the passage descends slightly,
heading north towards a place where it ends in a large water filled room.
The scum floating on the surface of the water exudes a powerful, rotting
odor that makes you feel rather ill and dizzy. Various other objects bob
in the water or brush against your legs. The whole journey is extremely
unpleasant, and you find yourself fervently hoping for dry ground soon.
~
0 3153929 0
D0
~
~
0 -1 8818
D2
~
~
0 -1 8826
S
#8818
The Water-Filled Chamber~
The passage ends here, on a ledge that circles the edge of a large
water filled chamber. The stone of the ledge can be seen beneath your
feet, even through this murky water, and the point where it disappears,
giving way to the depth of the chamber is clearly visible. It would be
possible to circle the chamber, sticking to the ledge that heads around
the western edge, and reach the exit on the northern wall, or you could
brave a trip across the deeper section to the north, significantly
reducing the time the journey would take, but also meaning you would have
to brave whatever perils may lurk here.
~
0 3153929 0
D0
~
~
0 -1 8830
D2
~
~
0 -1 8817
D3
~
~
0 -1 8819
S
#8819
A Slippery Ledge~
Various growths on the walls and floor make progress, when combined
with the fact you have to wade through filthy thigh deep water, rather
difficult. You fancy you can see strange shapes moving about in the
depths of the pool, and feel glad that you decided to stick to the 
ledge. To the north, the ledge narrows significantly, enabling but one
person to make their way through at a time.
~
0 3153929 0 0 0 2
D0
~
~
0 -1 8820
D1
~
~
0 -1 8818
S
#8820
The Narrow Section~
The ledge narrows to less than one foot here, making it quite difficult
to continue without slipping and sinking into the depths of the pool
below, where thousands of imagined fates may lie. The glint of gold
is visible below, attracting your ever-avaricious eye. Perhaps where
there is great peril there is also great treasure to be found? You are
halfway through the room, and are reluctant to give that up, but the
thought of treasure and magical items is a strong lure to explore deeper.
~
0 3153929 0 0 0 1
D0
~
~
0 -1 8821
D1
~
~
0 -1 8830
D2
~
~
0 -1 8819
D5
~
~
0 -1 8832
S
#8821
The Northwestern Corner~
The ledge bends here again, and to the east it ends before the northern
exit, an open passage containing several steps that head up to dry
corridor! Breathing a sigh of relief, you gather yourself and prepare
to edge along the last few feet to the ledge that leads out of this
dirty waterlogged chamber. Strange cries can suddenly be heard, cries
of frustration and anger; they appear to be coming from below the surface
of the murky waters...
~
0 0 1 0 0 2
D1
~
~
0 -1 8822
D2
~
~
0 -1 8820
S
#8822
The Far Side~
You made it! Reaching the far side, you bound up the short flight of
steps and turn to stare back over the waters and the hidden dangers 
they contain. Another perilous situation survived; the familiar rush
of adrenalin still unused causes you to tremble. Cries of frustration
arise from the murky waters, sending shivers up your spine. To the
north, the dry stone passage continues into the darkness.
~
0 3153929 0
D0
~
~
0 -1 8823
D2
~
~
0 -1 8830
D3
~
~
0 -1 8821
S
#8823
Dry at Last~
It is a welcome relief to be away from the dark and murky wetness of
the passages to the south, and back on dry, solid ground. Whatever
perils may lie ahead, you feel safer facing them on more familiar 
terrain. Sniffing at the air, you catch the smell of oil, lantern oil
to be precise, from somewhere nearby. A solid wooden door is set in
the eastern wall, and from behind it you can detect a low rumbling
sound.
~
0 3153929 0
D0
~
~
0 -1 8824
D1
~
~
3 -1 8835
D2
~
~
0 -1 8822
R D 0 8823 1 1
S
#8824
The End of the Passage~
The corridor ends here, before a thick metal door to the north, which
has been designed with an overlapping metal edge on the northern side,
flanging it so that it can only open to the north, i.e, it must be
pushed from this side; any attempt to pull it or to push it from the 
far side would be futile. You can hear a loud scraping sound to the
north, even through the door, as of some large creature dragging itself
across a stone floor. At least the area beyond doesn't appear to be 
filled with water.
~
0 0 1
D0
~
~
1027 -1 8825
D2
~
~
0 -1 8823
R D 0 8824 0 1
S
#8825
A Curious Lair~
The metal door opens onto a rather strange sight. A narrow stone
platform protrudes to the north, heading into the depths of a lake
of boiling water! Panicking, you turn to flee, when you realize that
a translucent field of soft, resilient material, of a magical nature,
is keeping the water out. You cautiously proceed further, heading into
a large dome shaped area, a circular "clearing" in the lake, protected
from the volcano-heated waters by the elastic material of the magical
field. The attraction of this anomaly as the prime feature of this area
is overridden by the profusion of bones and broken weapons that lie
scattered across the floor. Some fell beast lairs here, experienced in
fighting without damaging the dome, and intent on adding to its grisly
collection!
~
0 3153929 0
D2
~
~
1027 -1 8824
R M 0 8801 1 8825
  R G 1 8807 1
R O 0 8808 1 8825
  R P 1 8809 1 8808
  R P 1 8810 1 8808
  R P 1 8811 1 8808
  R P 1 8812 1 8808
R D 0 8825 2 1
S
#8826
A Watersoaked Junction~
Several paths meet here, beyond the forcefield, which shimmers back
into place as you pass through. Knee deep muck sloshes around your feet
and splashes onto your body, leaving a slimy residue that smells awful.
Passages head away in three directions, heading deeper into the dark,
murky undermountain. Wherever Keraptis lurks, or the stolen artifacts,
you will find him!
~
0 3153929 0
D0
~
~
0 -1 8817
D6
~
~
0 -1 8803
D7
~
~
0 -1 8837
S
#8827
The End of the Tunnel~
The dizzying tunnel ends here, spitting the reeling travellers into this
small chamber, which boasts only a single wooden door, set in the north
wall, as a feature of interest. But knowing this dungeon, anything may
lie beyond that seeminly innocuous portal. 
~
0 3153929 0
D0
~
~
7 -1 8828
D3
~
~
0 -1 8835
R D 0 8827 0 2
S
#8828
A Well-Appointed Apartment~
This small chamber is remarkly clean and well furnished for this dungeon.
It seems some of Keraptis' minions have kept their wits sufficiently to
maintain a reasonable standard of living. Several chairs surround a small
dining table, behind which rests a massive bookshelf overburdened with
heavy books of little value. Incense smolders in a small clay pot resting
on the table, near which the remains of a half-eaten meal are arranged. It
seems the diners here were interrupted, recently too for the meals are still
warm.
~
0 3153928 0
D0
~
~
7 -1 8829
D2
~
~
7 -1 8827
R D 0 8828 0 2
R D 0 8828 2 2
S
#8829
Inner Sanctum~
This room is a luxurious boudoir, the domain of some rich noble, surely,
or an opulent merchant. Lewd tapestries depicting scenes of explicit
sexual congress between woman and demon, or woman and animal, cover the
walls, while the floor is lined with thick, intricately woven rugs of
oriental make. Low tables are arranged near sumptuous divans and couches,
and soft pillows of silk abound. A fire crackles in a small, low hearth,
and next to it rests a solid wooden chest, bound in brass.
~
0 3153928 0
D2
~
~
7 -1 8828
R M 0 8806 1 8829
R O 0 8817 1 8829
R D 0 8829 2 2
S
#8830
Floating in a void~
The murky waters beneath you ripple, disturbed by your passage, and
you imagine you can see humanoid shapes moving beneath the surface,
beckoning to you. Also present is the familiar glint of gold; a significant
amount of wealth has undoubtedly fallen into these waters, perhaps you
might be able to acquire some for yourself? To the north, you can see
the far side, another ledge, this one containing a short flight of steps
that heads up to a dry passage, a tempting destination indeed. To the
west lies a narrower section of the ledge, where you might head instead
of continuing in this direction.
~
0 3153929 7
D0
~
~
0 -1 8822
D2
~
~
0 -1 8818
D3
~
~
0 -1 8820
D5
~
~
0 -1 8831
S
#8831
Plunging into the Depths~
Your first thought as you plunge deep into the water is that it is a
lot deeper than you imagined; your ears ache as you head deeper, reaching
an eventual depth of fifteen feet, worried that you can no longer see
the glint of gold, or much else in the murky waters for that matter. A
dark opening leads into an underwater chamber to the east, but the shadowy
figures you glimpsed from the surface may be of a more immediate concern...
~
0 3153929 8
D1
~
~
0 -1 8833
D3
~
~
0 -1 8832
D4
~
~
0 -1 8830
R M 0 8807 2 8831
S
#8832
Plunging into the Depths~
The pool is much deeper than you imagined from the narrow ledge above,
and your ears ache as you dive down to a depth of fifteen feet, weighed
down by your heavy equipment. It is impossible to see terribly far in
these filthy waters, and you find yourself eager to be out of this murky
water. Shapes move about in the water to the east, seeming to beckon
to you.
~
0 3153929 8
D1
~
~
0 -1 8831
D4
~
~
0 -1 8820
S
#8833
An Underwater Chamber~
Piles of vegetation float in the water here, making it impossible to
move quickly without becoming entangled. You feel as if the weeds are
almost groping at you, attempting to drag you down and drown you.
Shuddering, you cast off the thought and try to press for another dark
entrance in the north wall, where you presume whatever lurks in these
waters stores their loot.
~
0 3153929 8
D0
~
~
0 -1 8834
D3
~
~
0 -1 8831
R M 0 8807 2 8833
S
#8834
The Hidden Lair~
This tiny chamber contains the accumulated loot of the Kelpies, those
vile, sentient creatures that lurk in the waters, luring travellers
to a watery grave, and storing their belongings here. Who knows what
treasures may lie here, taken from past adventurers who met their fates
here? Truly this is a prime opportunity to acquire significant wealth!
~
0 3154441 8
D2
~
~
0 -1 8833
R O 0 8819 1 8834
R O 0 8818 1 8834
S
#8835
A Spinning Cylinder~
The door opens onto a strange passage; a spinning cylinder, approximately
thirty feet long, decorated with a nausea-inducing spiral pattern, spins
rapidly, confusing and dizzying travellers. A slick substance, most likely
oil, coats the surface of the cylinder, making travel even more awkward.
You cannot take three steps without falling to the ground, nauseated and
sick, unable to concentrate properly.
~
0 0 1
D1
~
~
0 -1 8827
D3
~
~
3 -1 8823
R M 0 8805 1 8835
  R E 1 8813 1 16
  R E 1 8814 1 5
  R E 1 8815 1 14
  R E 1 8815 1 15
  R E 1 8816 1 6
R D 0 8835 3 1
> rand_prog 100~
if ispc($r)
mpe _red The ignited oil burns fiercely, flames licking at you!
mpdamage $r 100
else
endif
~
> act_prog p from the east.~
if ispc($n)
mea $n You fall to the ground, unable to keep your feet in this cylinder.
mpforce $n sit
mpdamage $n 75
else
endif
~
> act_prog p from the west.~
if ispc($n)
mea $n You fall to the ground, unable to keep your feet in this cylinder.
mpforce $n sit
mpdamage $n 75
else
endif
~
|
S
#8836
A Painful Death~
Screaming in horror, you plummet downwards into the boiling mud,
the flesh being boiled from your bones in seconds, an agonizing and
particularly messy fate. Your death cry echoes around the cavern for
several more seconds, the final act of your now destroyed body. What
little remains sinks into the mud, to join the hundreds of others
who have perished in a similar fashion.
~
0 3153935 0
S
#8837
A Dreary Journey~
Trudging through the thigh deep muck that has half flooded this dank
dungeon is far from one of the most pleasant things you have done, and
the tedium of splashing laboriously through several hundred yards of
waterlogged passageways is not helped by the uniformly grey stone walls,
mottled with unpleasant growths, offering no features of interest 
whatsoever. Not a single inhabitant seems to reside in this long stretch
of passage.
~
0 3153929 0
D7
~
~
0 -1 8838
D8
~
~
0 -1 8826
S
#8838
The End of the Tunnel~
At this point the dreary passage ends, at the southern end of a regular
stone corridor, measuring ten by eight feet, heading north as far as you
can see (admittedly not a great distance in these corridors). The walls
of this corridor are lined with a series of copper plates, for whatever
purpose, that dimly reflect the illumination from your light source.
Steam can be seen rising from the water in the distance; not a good sign.
~
0 3153929 0
D0
~
~
0 -1 8839
D8
~
~
0 -1 8837
S
#8839
The Induction Field~
As you proceed warily down the corridor, you notice a slight, but 
definite, increase in the air temperature. At first a welcome relief
from the damp chill, it quickly becomes unpleasant enough that you pause
to wipe beads of sweat from your face, and cringe at contact with the 
metal in your equipment. Small blisters are beginning to form on the
areas of skin closest to the metal, and you realize that proceeding
further will only mean suffering even greater temperatures.
~
0 3153929 0
D0
~
~
0 -1 8840
D2
~
~
0 -1 8838
> rand_prog 100~
if ispc($r)
mea $r The heat is becoming unbearable!
mpdamage $r 50
else
endif
~
|
S
#8840
The Induction Field~
You proceed, sweating and swearing as the temperature soars. Water
steams around your feet, and you tear at the items of equipment scalding
your skin. Damn its hot! Finally it becomes too much; fuming, you 
tear the equipment from your back and dash north, eager to be out of
this accursed heat trap as quickly as possible!
~
0 3153929 0
D0
~
~
0 -1 8841
D2
~
~
0 -1 8839
> act_prog p from the north.~
mea $n You can't stand it! Roaring, you tear off your equipment!
mpforce $n rem all
mea $n Blinded by anger and pain, you dash forwards, to the end!
mpforce $n n
~
> act_prog p from the south.~
mea $n You can't stand it! Roaring, you tear off your equipment!
mpforce $n rem all
mea $n Blinded by anger and pain, you dash forwards, to the end!
mpforce $n n
~
> rand_prog 100~
if ispc($r)
mea $r The heat is becoming unbearable!
mpdamage $r 100
else
endif
~
|
S
#8841
The End?~
At last! Free from the blistering heat, you pause in the water, which
is only ankle deep here, and collect your wits. But your rest is to be
very short-lived; many predators are eager to strike at unwary adventurers
when they are least prepared, and in your exhausted and naked condition
you are a prime target! A possible escape route to the north, up a set
of stairs to a dry corridor, is your only other option.
~
0 3153929 0
D2
~
~
0 -1 8840
D4
~
~
0 -1 8843
> act_prog p from the south.~
mea $n As you dash into the room, several assailants pour out of a secret
mea $n panel in the east wall, eager to rend your exposed flesh!
mpat 8842 say BANZAI!
~
|
S
#8842
Ghoul Lair~
~
0 3153929 0
D7
~
~
0 -1 8841
R M 0 8810 3 8842
R M 0 8810 3 8842
R M 0 8810 3 8842
S
#8843
A Dry Corridor~
The stairs end in a small corridor, which runs south for a short distance
to a point where it ends at a wooden door, devoid of markings or trappings.
Its metal handle is free of corrosion, and it appears as if it will open
easily, though your frayed nerves and suspicious nature lead you to imagine
all sorts of hidden threats behind its seemingly innocuous surface. 
~
0 3153929 0
D2
~
~
3 -1 8844
D5
~
~
0 -1 8841
R D 0 8843 2 1
S
#8844
An Empty Hall~
Flinging the door open, you leap in with weapons drawn, expecting (and
fearing) the very worst. But all that greets you is an empty hall, the
walls and floor of which are lined with shiny metal. Not a speck of dust
nor trace of any markings mars the surface; it shines with an unrivaled
sheen that would make the most devoted dwarven metalsmith jealous. To
the west it ends in a dead end, with no obvious exits, though that is a
good thirty yards away; a lot can happen in thirty yards...
~
0 3153929 0
D0
~
~
3 -1 8843
D3
~
~
0 -1 8845
R D 0 8844 0 1
S
#8845
The Frictionless Room~
Relaxing slightly when a thorough examination from the entrance revealed
no potential threat, you are taken totally by surprise when on your first
step you slip and land on your behind, bruising it badly! But you don't
stop there; as you connect you begin to slide, bouncing into one of the 
walls, then rebounding into another, skidding across the floor with no
control over your movements whatsoever. Confused and a little frightened,
you put your hands out in an attempt to slow your movement, but to no avail.
~
0 3153929 0
D1
~
~
0 -1 8844
D3
~
~
2048 -1 8846
> act_prog p leaves east.~
if rand(50)
mpat $n mea $n Your feet slip on the frictionless surface and you slide back.
mptrans $n
mpdamage $n 50
else
mpat $n mea $n You manage to slide out of the room.
endif
~
> act_prog p from the east.~
mpdamage $n 50
~
> act_prog p from the west.~
mpdamage $n 50
~
|
S
#8846
Safety?~
You slide through the illusory wall that barred the end of the eastern
corridor, and land in a room with a more conventional surface- that of
cold, hard grey stone. The walls, floor and ceiling are uniform in their
similarity and their lack of interesting features. Only a plain wooden
door, set in the north wall, affords any variety.
~
0 3153929 0
D0
~
~
3 -1 8847
D1
~
~
2048 -1 8845
R D 0 8846 0 1
S
#8847
A Short Corridor~
This short, even corridor runs west a short distance from the door to
a junction. The air here is still, and musty; not many intruders make
it this far into the dungeons of Keraptis. You can sense, even here,
the eyes of the mad mage upon you, watching your every move with mild
(but growing) interest. You do not doubt that he will be totally prepared
for your arrival when you do finally find him. And find him you will!
~
0 3153929 0
D2
~
~
3 -1 8846
D3
~
~
0 -1 8848
R D 0 8847 2 1
S
#8848
A Dark Junction~
Gloomy stone passageways head into the darkness to the north, east and
south, none of them standing out from the others in any way, visually
at least; the sound of running water can be distinctly heard to the
north. The floor here is covered in muddy footprints, heading from the
north southwards, along the passageway towards whatever may lie in 
that direction.
~
0 3153929 0
D0
~
~
0 -1 8849
D1
~
~
0 -1 8847
D2
~
~
0 -1 8861
S
#8849
A Curious Anomaly~
Reaching the end of the corridor, you stop short in the large chamber
that lies at the northern end, staring in wonder at the fascinating
feature it contains. Running through the center of the room, with no
visible means of support, is a small river, complete with fish and various
other forms of marine life, flowing swiftly from a hole in the east wall,
through the center of the chamber, and into a hole in the west wall. It is
possible to walk underneath the river, which "flows" about three feet off
the floor, and is approximately five feet wide. Surely this is one of the
most unusual sights you have seen yet! The hole that admits the water is
large enough that it could well accomodate a brave mariner in a small
watercraft, though the strength of the current is such that travel would
only be possible in one direction, i.e, to the east.
~
0 3153929 0
D1
~
~
0 -1 8850
D2
~
~
0 -1 8848
R O 0 8844 1 8849
S
#8850
The Swiftly Flowing Stream~
The stream disappears into the darkness ahead of you, rushing swiftly along
its winding route, through the rough hewn tunnel. At no time does the water
actually rest on the rocks; it is as if it is held in place by some magical
field. Blind subterranean fish dash here and there, disturbed by your
presence. You have no choice but to continue with the current.
~
0 3153929 7 0 0 2
D6
~
~
0 -1 8851
S
#8851
The Swiftly Flowing Stream~
Further into the bedrock of the mountain the stream takes you, dashing down
this rough hewn tunnel of volcanic rock. Occasionally you bruise an arm or
your head as the boat takes a corner unexpectedly fast, bashing you against
the rocky wall. Wincing, yuo hold onto your helmet and keep your head down,
eager for this rocky ride to be over.
~
0 3153929 7 0 0 2
D7
~
~
0 -1 8852
S
#8852
The Swiftly Flowing Stream~
Onwards and onwards the stream continues, rushing around sharp corners and
sudden bends, dipping and swaying as it gushes on its magically predetermined
course. You realize now that the stream is shaped into a roughly circular
circuit, ploughing through several chambers and corridors joined by the
waterfilled tunnel. The purpose of it is beyond you; you ascribe it as yet
another sign of the truly insane mind of Keraptis.
~
0 3153929 7 0 0 2
D3
~
~
0 -1 8853
S
#8853
The Swiftly Flowing Stream~
The stream disappears into the darkness ahead of you, rushing swiftly along
its winding route, through the rough hewn tunnel. At no time does the water
actually rest on the rocks; it is as if it is held in place by some magical
field. Blind subterranean fish dash here and there, disturbed by your
presence. You have no choice but to continue with the current.
~
0 3153929 7 0 0 2
D3
~
~
0 -1 8854
S
#8854
The Swiftly Flowing Stream~
Further into the bedrock of the mountain the stream takes you, dashing down
this rough hewn tunnel of volcanic rock. Occasionally you bruise an arm or
your head as the boat takes a corner unexpectedly fast, bashing you against
the rocky wall. Wincing, yuo hold onto your helmet and keep your head down,
eager for this rocky ride to be over.
~
0 3153929 7 0 0 2
D9
~
~
0 -1 8855
S
#8855
The Swiftly Flowing Stream~
Onwards and onwards the stream continues, rushing around sharp corners and
sudden bends, dipping and swaying as it gushes on its magically predetermined
course. You realize now that the stream is shaped into a roughly circular
circuit, ploughing through several chambers and corridors joined by the
waterfilled tunnel. The purpose of it is beyond you; you ascribe it as yet
another sign of the truly insane mind of Keraptis.
 
Light shines from an opening to the south.
~
0 3153929 7 0 0 2
D2
~
~
0 -1 8856
S
#8856
Ambush!~
The stream pours into and through another stone chamber, this one dully
lit and boasting greasy stone walls and floor. The ceiling is caked with
thick red paint, some of which has peeled off, revealing the original grey
stone beneath. The river bends in the center, heading through another hole
in the east wall, which the current drags you irresistably towards. There
is little else of interest in the chamber, save a faded mural on the
southern wall.
~
0 3153933 0
D1
~
~
0 -1 8857
D2
~
mural~
8389679 8834 8858
R M 0 8822 1 8856
  R E 1 8830 1 11
  R E 1 8831 1 5
  R E 1 8832 1 8
  R E 1 8833 1 16
  R G 1 8834 1
R M 0 8814 2 8856
  R E 1 8845 1 16
  R E 1 8846 1 11
  R E 1 8847 1 5
R M 0 8814 2 8856
  R E 1 8845 1 16
  R E 1 8846 1 11
  R E 1 8847 1 5
R D 0 8856 2 2
E
mural~
The mural depicts the gnomes of Keraptis constructing this fell lair for
their master, in days of old, using all manner of beasts as slave labor.
In the center of the diagram rises a ziggurat, shaped much like the 
mountain of White Plume! Perhaps some magical force has covered this old
structure with stone, to deter unwanted visitors. A keyhole can be seen in
the center of the Ziggurat.
~
S
#8857
The Swiftly Flowing Stream~
The stream disappears into the darkness ahead of you, rushing swiftly along
its winding route, through the rough hewn tunnel. At no time does the water
actually rest on the rocks; it is as if it is held in place by some magical
field. Blind subterranean fish dash here and there, disturbed by your
presence. You have no choice but to continue with the current.
 
You think you can see an opening to the east.
~
0 3153929 7 0 0 2
D1
~
~
0 -1 8849
S
#8858
A Dark Tunnel~
Floundering through a sudden wave of darkness that fills the area, you
shake your light source fervently, wondering why you cannot see far in
the gloom even with its aid. Peering intently around you, you cannot see
more than a few inches, barely able to even see your own hands in front
of your face. Small, unknown creatures brush against your legs, causing
you to cringe in revulsion. It is impossible to see what directions you
can head in.
~
0 3153929 0
D0
~
~
8391719 8834 8856
D2
~
~
2048 -1 8859
R D 0 8858 0 2
S
#8859
A Dark Tunnel~
Floundering through a sudden wave of darkness that fills the area, you
shake your light source fervently, wondering why you cannot see far in
the gloom even with its aid. Peering intently around you, you cannot see
more than a few inches, barely able to even see your own hands in front
of your face. Small, unknown creatures brush against your legs, causing
you to cringe in revulsion. It is impossible to see what directions you
can head in.
~
0 3153929 0
D0
~
~
2048 -1 8858
D1
~
~
2048 -1 8860
R M 0 8823 1 8859
  R E 1 8837 1 7
  R E 1 8840 1 20
S
#8860
A Dark Tunnel~
Floundering through a sudden wave of darkness that fills the area, you
shake your light source fervently, wondering why you cannot see far in
the gloom even with its aid. Peering intently around you, you cannot see
more than a few inches, barely able to even see your own hands in front
of your face. Small, unknown creatures brush against your legs, causing
you to cringe in revulsion. It is impossible to see what directions you
can head in.
~
0 3153929 0
D1
~
~
8391719 8834 8861
D3
~
~
2048 -1 8859
R D 0 8860 1 2
S
#8861
The Southern Corridor~
This plain grey stone corridor heads due south, sloping downwards as
it goes. Presently you find yourself once more wading in knee deep water
as it passes below the water table. As you splash noisily southwards,
your eyes catch sight of a faded mural on the western wall. To the south
you can see a heavy wooden door, swollen by moisture, barring the end of
the passage.
~
0 3153929 0
D0
~
~
0 -1 8848
D2
~
~
39 -1 8862
D3
~
mural~
8389679 8834 8860
R M 0 8815 1 8861
R D 0 8861 2 2
R D 0 8861 3 2
E
mural~
The mural depicts the gnomes of Keraptis constructing this fell lair for
their master, in days of old, using all manner of beasts as slave labor.
In the center of the diagram rises a ziggurat, shaped much like the 
mountain of White Plume! Perhaps some magical force has covered this old
structure with stone, to deter unwanted visitors. A keyhole can be seen in
the center of the Ziggurat.
~
> act_prog p bashes open the door!~
mpe As $n smashes the door asunder, water pours in from the south!
mpe A large pool forms, and from it arises an angry water elemental!
mpmload 8815
~
|
S
#8862
Undersea Community~
The door opens onto a lower corridor, totally submerged in salt water,
which splashes around the doorway as you enter. Thriving with all manner
of aquatic life, you are given the distinct impression that you just arrived
at the bottom of the ocean. Breathing could be a problem, without magical
means of sustaining yourself. The passage winds away eastward.
~
0 3153933 8
D0
~
~
39 -1 8861
D1
~
~
0 -1 8863
R D 0 8862 0 2
S
#8863
An Underwater Passage~
The walls of the corridor are slick with various underwater growths, such
as algae and clumps of seaweed; not only has this section of the dungeon
been submerged, it has also been filled with items indigenous to maritime
regions. None of these growths, nor the clam shells that litter the floor,
could have made their way here naturally. Unless of course you have passed
through some invisible barrier unknowingly and are actually in some under-
water ruin.
~
0 3153929 8
D1
~
~
0 -1 8864
D3
~
~
0 -1 8862
R M 0 8811 6 8863
S
#8864
An Underwater Passage~
The waterfilled corridor continues, a slight current tugging you forwards,
and away from the entrance. Various small fish and other creatures swim past
you, seemingly oblivious to your rather unusual presence. Evidence of larger
inhabitants is also present, most notably in the form of partially devoured
corpses, lying in various states of decomposition at random intervals along
the corridor.
~
0 3153929 8
D2
~
~
0 -1 8865
D3
~
~
0 -1 8863
R M 0 8812 4 8864
S
#8865
An Underwater Passage~
Marine life virtually abounds in this waterlogged section of the dungeon.
The water is quite clear and extremely salty, unlike the dirty, murky fresh
water that filled the entrance tunnels. The growths on the walls are more
like those you would expect at the bottom of the ocean, not in a stone walled
dungeon passageway. Deep claw marks scar the walls at intervals, near piles
of skulls and other debris.
~
0 3153929 8
D0
~
~
0 -1 8864
D2
~
~
0 -1 8866
S
#8866
An Underwater Passage~
The walls of the corridor are slick with various underwater growths, such
as algae and clumps of seaweed; not only has this section of the dungeon
been submerged, it has also been filled with items indigenous to maritime
regions. None of these growths, nor the clam shells that litter the floor,
could have made their way here naturally. Unless of course you have passed
through some invisible barrier unknowingly and are actually in some under-
water ruin.
~
0 3153929 8
D0
~
~
0 -1 8865
D2
~
~
0 -1 8867
R M 0 8811 6 8866
S
#8867
An Underwater Passage~
The waterfilled corridor continues, a slight current tugging you forwards,
and away from the entrance. Various small fish and other creatures swim past
you, seemingly oblivious to your rather unusual presence. Evidence of larger
inhabitants is also present, most notably in the form of partially devoured
corpses, lying in various states of decomposition at random intervals along
the corridor.
~
0 3153929 8
D0
~
~
0 -1 8866
D2
~
~
0 -1 8868
S
#8868
An Underwater Passage~
Marine life virtually abounds in this waterlogged section of the dungeon.
The water is quite clear and extremely salty, unlike the dirty, murky fresh
water that filled the entrance tunnels. The growths on the walls are more
like those you would expect at the bottom of the ocean, not in a stone walled
dungeon passageway. Deep claw marks scar the walls at intervals, near piles
of skulls and other debris.
~
0 3153929 8
D0
~
~
0 -1 8867
D2
~
~
0 -1 8869
S
#8869
An Underwater Passage~
The walls of the corridor are slick with various underwater growths, such
as algae and clumps of seaweed; not only has this section of the dungeon
been submerged, it has also been filled with items indigenous to maritime
regions. None of these growths, nor the clam shells that litter the floor,
could have made their way here naturally. Unless of course you have passed
through some invisible barrier unknowingly and are actually in some under-
water ruin.
~
0 3153929 8
D0
~
~
0 -1 8868
D3
~
~
0 -1 8870
R M 0 8812 4 8869
S
#8870
An Underwater Passage~
The waterfilled corridor continues, a slight current tugging you forwards,
and away from the entrance. Various small fish and other creatures swim past
you, seemingly oblivious to your rather unusual presence. Evidence of larger
inhabitants is also present, most notably in the form of partially devoured
corpses, lying in various states of decomposition at random intervals along
the corridor.
~
0 3153929 8
D1
~
~
0 -1 8869
D3
~
~
0 -1 8871
R M 0 8811 6 8870
S
#8871
An Underwater Passage~
Marine life virtually abounds in this waterlogged section of the dungeon.
The water is quite clear and extremely salty, unlike the dirty, murky fresh
water that filled the entrance tunnels. The growths on the walls are more
like those you would expect at the bottom of the ocean, not in a stone walled
dungeon passageway. Deep claw marks scar the walls at intervals, near piles
of skulls and other debris.
~
0 3153929 8
D1
~
~
0 -1 8870
D3
~
~
0 -1 8872
S
#8872
An Underwater Passage~
The walls of the corridor are slick with various underwater growths, such
as algae and clumps of seaweed; not only has this section of the dungeon
been submerged, it has also been filled with items indigenous to maritime
regions. None of these growths, nor the clam shells that litter the floor,
could have made their way here naturally. Unless of course you have passed
through some invisible barrier unknowingly and are actually in some under-
water ruin.
~
0 3153929 8
D1
~
~
0 -1 8871
D3
~
~
0 -1 8873
S
#8873
An Underwater Passage~
The waterfilled corridor continues, a slight current tugging you forwards,
and away from the entrance. Various small fish and other creatures swim past
you, seemingly oblivious to your rather unusual presence. Evidence of larger
inhabitants is also present, most notably in the form of partially devoured
corpses, lying in various states of decomposition at random intervals along
the corridor.
~
0 3153929 8
D0
~
~
0 -1 8874
D1
~
~
0 -1 8872
R M 0 8811 6 8873
R M 0 8812 4 8873
S
#8874
An Underwater Passage~
Marine life virtually abounds in this waterlogged section of the dungeon.
The water is quite clear and extremely salty, unlike the dirty, murky fresh
water that filled the entrance tunnels. The growths on the walls are more
like those you would expect at the bottom of the ocean, not in a stone walled
dungeon passageway. Deep claw marks scar the walls at intervals, near piles
of skulls and other debris.
~
0 3153929 8
D0
~
~
0 -1 8875
D2
~
~
0 -1 8873
S
#8875
An Underwater Passage~
The walls of the corridor are slick with various underwater growths, such
as algae and clumps of seaweed; not only has this section of the dungeon
been submerged, it has also been filled with items indigenous to maritime
regions. None of these growths, nor the clam shells that litter the floor,
could have made their way here naturally. Unless of course you have passed
through some invisible barrier unknowingly and are actually in some under-
water ruin.
~
0 3153929 8
D0
~
~
0 -1 8876
D2
~
~
0 -1 8874
R M 0 8811 6 8875
S
#8876
An Underwater Passage~
The waterfilled corridor continues, a slight current tugging you forwards,
and away from the entrance. Various small fish and other creatures swim past
you, seemingly oblivious to your rather unusual presence. Evidence of larger
inhabitants is also present, most notably in the form of partially devoured
corpses, lying in various states of decomposition at random intervals along
the corridor.
~
0 3153929 8
D0
~
~
0 -1 8877
D2
~
~
0 -1 8875
S
#8877
An Underwater Passage~
Marine life virtually abounds in this waterlogged section of the dungeon.
The water is quite clear and extremely salty, unlike the dirty, murky fresh
water that filled the entrance tunnels. The growths on the walls are more
like those you would expect at the bottom of the ocean, not in a stone walled
dungeon passageway. Deep claw marks scar the walls at intervals, near piles
of skulls and other debris.
~
0 3153929 8
D0
~
~
0 -1 8878
D2
~
~
0 -1 8876
S
#8878
An Underwater Passage~
The walls of the corridor are slick with various underwater growths, such
as algae and clumps of seaweed; not only has this section of the dungeon
been submerged, it has also been filled with items indigenous to maritime
regions. None of these growths, nor the clam shells that litter the floor,
could have made their way here naturally. Unless of course you have passed
through some invisible barrier unknowingly and are actually in some under-
water ruin.
~
0 3153929 8
D1
~
~
0 -1 8879
D2
~
~
0 -1 8877
R M 0 8811 6 8878
R M 0 8812 4 8878
S
#8879
An Underwater Passage~
The waterfilled corridor continues, a slight current tugging you forwards,
and away from the entrance. Various small fish and other creatures swim past
you, seemingly oblivious to your rather unusual presence. Evidence of larger
inhabitants is also present, most notably in the form of partially devoured
corpses, lying in various states of decomposition at random intervals along
the corridor.
 
The passage bends here, heading to the base of a stairwell that heads
up out of the water.
~
0 3153929 8
D2
~
~
0 -1 8880
D3
~
~
0 -1 8878
S
#8880
A Way Out...?~
The waterfilled passageway ends here, at the base of a corroded iron
stairwell, mostly overgrown with mold and other marine growths. Peering
upwards, you can see a yellow stone chamber, apparently dry, which lies
above the water level, and forms the second tier of this section of the
dungeon. Proceeding here will take you one step closer to the summit of
the mountain, and presumably one step closer to Keraptis.
~
0 3153933 8
D0
~
~
0 -1 8879
D4
~
~
0 -1 8881
S
#8881
A Sandy Passage~
The floor of this dry stone passage is covered in sand, stained at various
intervals with blood and other substances. The air is hot and dry, and you
find yourself wishing for a bit of water, even so shortly after having been
immersed in it. A faint scuttling sound can be heard, as of spiny, bony
legs scraping on the floor, scratching at the yellow stone beneath the sand.
Accompanying this is a deep, booming laughter that reverberates through the
passage, which is beginning to feel like a tomb. You are close to the source
of the madness now, close to Keraptis himself.
~
0 3153929 0
D1
~
~
0 -1 8882
D5
~
~
0 -1 8880
R M 0 8813 6 8881
S
#8882
A Sandy Passage~
The walls here are of a yellow stone, not dissimilar to the color of the
sand, which looks out of place here, in this damp subterranean lair. But
you find it hard, despite knowing full well where you are, to dispel the
feeling that you have been magically transported to some ancient ruin in
the Western Desert, there to be entombed with the rotting remains of the
ancient pharaohs of that wasteland.
~
0 3153929 0
D2
~
~
0 -1 8883
D3
~
~
0 -1 8881
S
#8883
A Sandy Passage~
The walls in this section bear simple murals, two dimensional representations
of women being ravaged by jackal-headed men of immense proportions, and
giving issue to vile half-human half-canine hybrids that rampage wantonly
through the streets of some unknown city. Keraptis is a wicked man, and has
many wicked deeds in his past. He is also apparently much older than you at
first realized; several images of a laughing man clad in robes of crimson
dominate many of the murals, a figure you can only assume to be the mad mage
himself.
~
0 3153929 0
D0
~
~
0 -1 8882
D2
~
~
0 -1 8884
R M 0 8813 6 8883
S
#8884
A Sandy Passage~
The floor of this dry stone passage is covered in sand, stained at various
intervals with blood and other substances. The air is hot and dry, and you
find yourself wishing for a bit of water, even so shortly after having been
immersed in it. A faint scuttling sound can be heard, as of spiny, bony
legs scraping on the floor, scratching at the yellow stone beneath the sand.
Accompanying this is a deep, booming laughter that reverberates through the
passage, which is beginning to feel like a tomb. You are close to the source
of the madness now, close to Keraptis himself.
~
0 3153929 0
D0
~
~
0 -1 8883
D2
~
~
0 -1 8885
S
#8885
A Sandy Passage~
The walls here are of a yellow stone, not dissimilar to the color of the
sand, which looks out of place here, in this damp subterranean lair. But
you find it hard, despite knowing full well where you are, to dispel the
feeling that you have been magically transported to some ancient ruin in
the Western Desert, there to be entombed with the rotting remains of the
ancient pharaohs of that wasteland.
~
0 3153929 0
D0
~
~
0 -1 8884
D2
~
~
0 -1 8886
R M 0 8813 6 8885
S
#8886
A Sandy Passage~
The walls in this section bear simple murals, two dimensional representations
of women being ravaged by jackal-headed men of immense proportions, and
giving issue to vile half-human half-canine hybrids that rampage wantonly
through the streets of some unknown city. Keraptis is a wicked man, and has
many wicked deeds in his past. He is also apparently much older than you at
first realized; several images of a laughing man clad in robes of crimson
dominate many of the murals, a figure you can only assume to be the mad mage
himself.
~
0 3153929 0
D0
~
~
0 -1 8885
D3
~
~
0 -1 8887
S
#8887
A Sandy Passage~
The floor of this dry stone passage is covered in sand, stained at various
intervals with blood and other substances. The air is hot and dry, and you
find yourself wishing for a bit of water, even so shortly after having been
immersed in it. A faint scuttling sound can be heard, as of spiny, bony
legs scraping on the floor, scratching at the yellow stone beneath the sand.
Accompanying this is a deep, booming laughter that reverberates through the
passage, which is beginning to feel like a tomb. You are close to the source
of the madness now, close to Keraptis himself.
~
0 3153929 0
D1
~
~
0 -1 8886
D3
~
~
0 -1 8888
R M 0 8813 6 8887
S
#8888
A Sandy Passage~
The walls here are of a yellow stone, not dissimilar to the color of the
sand, which looks out of place here, in this damp subterranean lair. But
you find it hard, despite knowing full well where you are, to dispel the
feeling that you have been magically transported to some ancient ruin in
the Western Desert, there to be entombed with the rotting remains of the
ancient pharaohs of that wasteland.
~
0 3153929 0
D0
~
~
0 -1 8889
D1
~
~
0 -1 8887
S
#8889
A Sandy Passage~
The walls in this section bear simple murals, two dimensional representations
of women being ravaged by jackal-headed men of immense proportions, and
giving issue to vile half-human half-canine hybrids that rampage wantonly
through the streets of some unknown city. Keraptis is a wicked man, and has
many wicked deeds in his past. He is also apparently much older than you at
first realized; several images of a laughing man clad in robes of crimson
dominate many of the murals, a figure you can only assume to be the mad mage
himself.
~
0 3153929 0
D0
~
~
0 -1 8890
D2
~
~
0 -1 8888
R M 0 8813 6 8889
S
#8890
A Sandy Passage~
The floor of this dry stone passage is covered in sand, stained at various
intervals with blood and other substances. The air is hot and dry, and you
find yourself wishing for a bit of water, even so shortly after having been
immersed in it. A faint scuttling sound can be heard, as of spiny, bony
legs scraping on the floor, scratching at the yellow stone beneath the sand.
Accompanying this is a deep, booming laughter that reverberates through the
passage, which is beginning to feel like a tomb. You are close to the source
of the madness now, close to Keraptis himself.
~
0 3153929 0
D0
~
~
0 -1 8891
D2
~
~
0 -1 8889
S
#8891
A Sandy Passage~
The walls here are of a yellow stone, not dissimilar to the color of the
sand, which looks out of place here, in this damp subterranean lair. But
you find it hard, despite knowing full well where you are, to dispel the
feeling that you have been magically transported to some ancient ruin in
the Western Desert, there to be entombed with the rotting remains of the
ancient pharaohs of that wasteland.
~
0 3153929 0
D0
~
~
0 -1 8892
D2
~
~
0 -1 8890
R M 0 8813 6 8891
S
#8892
The End of the Passage~
The passage bends here, ending at a small set of stairs, that winds
upward into the darkness, towards the highest tier of this series of
spirtalling corridors. You presume that you have gradually worked your
way up into the mountain, and must be near the peak now; yet there is
no real way of telling just exactly where you are, or how far you have
travelled. All that remains is the next step, each time seeming to be
the end, but in reality only an entrance to a series of new trials.
~
0 3153933 0
D2
~
~
0 -1 8891
D4
~
~
0 -1 8893
S
#8893
A Sandy Arena~
The stairs open onto a large chamber, a yellow stone affair with a
high domed roof supported by iron statues of jackal, ibis and leopard,
standing on their hind legs and supporting the roof with upraised arms
or their heads. Strange black tendrils of magical energy writhe around
and between the statues, radiating cold and evil. Only the southern wall
is devoid of trappings or tendrils. The sand on the floor is stained 
crimson with blood, and is littered with dozens of half devoured corpses
in various states of decomposition. What manner of vile beast would lair
here?
~
0 3153929 0
D2
~
wall~
1035 0 8894
R M 0 8821 3 8893
R M 0 8821 3 8893
R M 0 8821 3 8893
R D 0 8893 2 1
> act_prog p from below.~
mea $n A sliding panel closes the stairway behind you as you enter!
~
|
S
#8894
Corridor of Peril~
You pass from the dry heat of the arena into the damp chill of a 
narrow tunnel, the likes of which you had grown accustomed to in the
earlier sections of the dungeon. The walls are of black stone, slick with
moisture and various growths. A dull, booming sound reverberates through
this section of the corridor, and you begin to detect the unmistakable
stench of Chaos in all of this.
~
0 3220105 0
D0
~
wall~
1035 -1 8893
D2
~
~
0 -1 8895
R D 0 8894 0 1
S
#8895
The Final Curtain?~
The tunnel ends here, suddenly and without warning, in a dead end. 
Only a thick purple curtain is of note; the rest of the area is without
interesting features. The booming sound is louder now, and the laughter
has returned, high-pitched and maniacal. Waves of nausea pass over you as
you stand here, and you double over, clutching at your stomach, hoping 
the sensation will pass. It doesn't. Gritting your teeth, you look for a
way to continue.
~
0 3220105 0
D0
~
~
0 -1 8894
D2
~
curtain~
1035 -1 8896
R D 0 8895 2 1
S
#8896
An Opulent Gaol~
Flinging open the curtain, you stride forth not into the dismal
lair you expected, but rather into a very well apportioned chamber,
replete with lavish furnishings, ornate sculptures, intricately woven
tapestries, and a sumptuous divan, upon which the "prisoner" of this
chamber reclines. A pile of treasure has been shoved underneath the
divan, and the glint of gold is an irresistible lure to investigate
this place further. A large metal door, with an ugly iron lock, is
subtlely concealed by gossamer veils and strips of soft cloths. 
~
0 3145728 1
D0
~
curtain~
1035 -1 8895
D2
~
~
8389671 8838 8897
R M 0 8809 1 8896
  R E 1 8824 1 16
  R E 1 8825 1 1
  R E 1 8826 1 2
  R E 1 8827 1 5
  R G 1 8828 1
  R G 1 8829 1
  R G 1 8838 1
R D 0 8896 0 1
R D 0 8896 2 2
S
#8897
A Filthy Den~
You had no idea what to expect, as you journeyed here in search of the
mad mage, at the end of your quest, but you are certain that you certainly
didn't expect Keraptis to be living in such abject squalor as this. Ruined
furniture, draped with the shredded remains of moldering tapestries, fills
the small, damp chamber, which drips constantly with water. Torn, stained
carpet crunches underfoot as you crush broken glass into it. Torn spellbooks
lie on the scorched remains of wooden bookshelves, lining each wall. A
gaping hole in the west wall leads to another section of the study, while
a similar wound in the stonework of the ceiling reveals a crumbling stair
leading up- a possible escape from this lair if needed. Somewhere within 
this mess lurks the mad mage himself, living up to his name at least.
~
0 3153929 0
D0
~
~
8389671 -1 8896
D3
~
~
0 -1 8898
D4
~
~
0 -1 8899
R M 0 8808 1 8897
  R E 0 8800 1 16
  R E 0 8821 1 12
  R E 0 8823 1 9
  R E 0 8822 1 10
R D 0 8897 0 2
S
#8898
A Fiery Chamber~
The rubble strewn chamber revealed by the hole in the wall contains
very little of interest, save for several small smoldering braziers,
arranged at the points of a pentacle graven into the black stone floor.
The air here is dry, and hot, hurting your throat as you gasp for breath.
The unmistakable stench of sulfur compounds your breathing difficulties.
~
0 3153929 0
D1
~
~
0 -1 8897
R M 0 8820 4 8898
  R E 1 8842 1 14
  R E 1 8843 1 16
R M 0 8820 4 8898
  R E 1 8842 1 14
  R E 1 8843 1 16
S
#8899
The Crumbling Stair~
A narrow, partially ruined staircase wends its way up here, through
the hole and up towards a glowing, shimmering portal, through which 
you see a very familiar sight. The air is dry here, and rather hot,
causing pain when you gasp for breath. The stench of sulfur is strong,
and you occasionally feel waves of heat, similar to those you felt in
the heart of the volcano while battling the Crab. 
~
0 3153933 0
D5
~
~
0 -1 8897
R M 0 8820 4 8899
  R E 1 8842 1 14
  R E 1 8843 1 16
R M 0 8820 4 8899
  R E 1 8842 1 14
  R E 1 8843 1 16
R O 0 8841 1 8899
S
#0


#SHOPS
0


#REPAIRS
0


#SPECIALS
M  8800 spec_poison
M  8801 spec_fido
M  8802 spec_breath_fire
M  8806 spec_cast_mage
M  8807 spec_poison
M  8808 spec_cast_mage
M  8809 spec_cast_mage
M  8810 spec_poison
M  8813 spec_poison
M  8815 spec_cast_mage
M  8820 spec_breath_fire
M  8821 spec_poison
M  8823 spec_cast_mage
S


#$