#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 #$