#AREA Forest of the Dead~ #VERSION 2 #AUTHOR Rolindar~ #RANGES 20 40 0 116 $ #RESETMSG A sudden death cry breaks the silence of the dead...~ #FLAGS 28 8 #ECONOMY 0 43378420 #CLIMATE 2 2 2 #MOBILES #2800 maschel duAngnain paladin undead slayer~ Maschel duAngnain~ An armored elf clad in the raiments of a paladin sworn to destroy undead stands here. ~ A tall, striking nobleman, Maschel duAngnain is a knight of both Malathar and Maritshome, and is a sworn enemy of undead everywhere. He is currently preparing to enter the Forest of the Dead once more, in another attempt to lay low the evil that fester here, a sore blight on the Elven holdings. If asked politely, he may be able to shed some light on some of the evil forces that control the forest, and where they may be found. ~ 3 4727468 1000 C 40 0 -300 0d0+0 0d0+0 0 7 50 0 112 112 1 22 22 22 22 22 22 22 0 0 0 0 0 1 3 0 0 3 1 2 0 0 1791 48 3149570 0 1084227920 2635783 > speech_prog p t'kemp~ say As I stated, it is the residence of Cresslix, the vile say lich that is the bane of my existence. I intend to become say the bane of his! say T'Kemp has three guardians, in addition to the shifting halls. say Each is a potent foe, and guards a key needed to access the say final sanctum of the vile lord of Darkness. ~ > speech_prog p i wish to aid you~ say Excellent. You are of noble and stout heart, $n. say The vile lich lives, if that is the appropriate word, in say a diabolical tower known as T'kemp, famous for its say shifting hallways, which no one has ever managed to penetrate say to find his hidden lair. I myself know not the precise say location of T'kemp, nor the secret of passing its halls, say but I do know this- magic will fail you in that place, say so do not rely upon it. nod ~ > speech_prog p cresslix~ say Cresslix! That accursed fiend! He has taken everything say from me, including my lovely Angelique... I will not say rest until his dying corpse lies at my feet! mutter say Should you wish to aid me, tell me so, and I will say aid you. ~ > rand_prog 2~ c heal $r c 'restore mana' $r nod mpat 3 c heal ~ > greet_prog 100~ if class($n) == vampire scream say Undead! I should destroy thee, vile filth! , fingers his sword in obvious irritation. c protect say Begone from my sight, vermin, afore I change my mind! snarl else if ispc($n) frown say Well met, stranger. Take care in these lands. Peril is rife, say and a plague to the unwary... else endif endif ~ > fight_prog 100~ if rand(30) say Forces of Light unite to drive this evil being from here! stun disarm gouge else if rand(10) c heal c 'cure blindness' c 'dispel evil' c 'dispel magic' else if rand(25) wield avenger disarm bash punch else c 'faerie fire' $r endif endif endif ~ | #2801 cresslix lich~ Cresslix~ A diabolical creature of the undead cackles hideously. ~ Utterly evil, Cresslix the damned is a vile creature, in life a necromancer of incredible power who has become an even greater threat in undeath. He sits within his blackened tower of twisted metal, plotting the eventual destruction of the Elven kingdom of Malathar, and many fear that he may well one day succeed. ~ 35 358097576 -1000 C 51 0 -300 100d10+11000 10d10+30 0 100 0 0 112 112 1 13 22 13 13 23 13 13 -22 -22 -22 -22 -22 67 0 0 0 4097 1 2 0 0 262207 32 3153678 0 16899 524291 > death_prog 100~ mpe _blu As the lich perishes, the sphere you saw below appears. mpe _blu Hovering in mid air, it allows you access back to the caverns. mpe _blu It appears to be the only possible exit from this chamber. mpopenpassage 2899 2889 0 ~ > rand_prog 33~ wield wraithblade mpat 3 c heal ~ > greet_prog 100~ if ispc($n) scream say No! This cannot be! How did you manage to find me! sneer say That accursed elf snot Maschel aided you, didn't he? say No matter, I shall destroy you just as I destroyed his wife! cackle c shadowform c blazeward c resilience else say No! I will not tolerate any more intrusions! mpe $n screams as unholy energies tear at $s soul! mpslay $n muhaha endif ~ > fight_prog 80~ if rand(30) c chill $r c 'winter mist' #r c feebleness $r else if rand(40) c necro $r c 'energy drain' $r wield wraithblade else if rand(10) mprestore self 100 c unravel $r c razorbait $r else if rand(15) c 'acetum primus' $r c poison $r c 'dispel magic' $n else c 'faerie fire' $r endif endif endif endif if rand(20) mpgoto $i mprestore self 100 c 'chill touch' $r endif ~ | #2802 evil treant~ an evil treant~ A treant, warped and corrupted by the evil here, looms before you. ~ This tainted woodland being now exists only to slay and devour the living, whatever race or class they may be. The antithesis of its kindly cousins of the southern woods, this creature is a hated and feared menace to travellers here. ~ 35 512 -765 C 24 0 -88 0d0+0 0d0+0 0 15 75 60 112 112 0 20 13 13 13 13 13 13 0 0 0 0 0 84 3 0 0 1 1 0 0 0 0 16 2104320 1 960 2 > greet_prog 100~ , waves its spiny branches menacingly. ~ | #2803 ghost robert ascerguin~ the ghost of Robert Ascerguin~ A shimmering, translucent figure hovers here. ~ A paladin of Maritshome who was slain horribly by a wraith, Robert's ghost now remains, seeking to avenge his death. The experience has driven him quite mad, and he cannot differentiate between friend and foe. ~ 35 2171562 400 C 28 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 67 3 0 0 1 1 0 0 0 0 0 2113286 0 1249906688 3 > death_prog 100~ mpe A peaceful smile graces Robert's pained features as he is granted peace. ~ > act_prog flees~ yell NO! YOU CANNOT ESCAPE ME! mpat $n mea $n A ghostly hand clutches at you, dragging you back! mptrans $n c 'frost breath' $n ~ > greet_prog 100~ scream say More accursed foes! You must all die, in the name of good! snarl c 'frost breath' $n ~ | #2804 shambling mound~ a shambling mound~ A pile of rotting garbage and plant matter rises in the clearing. ~ This semi-intelligent, malevolent creature destroys any and all in its path. An overgrown plant, it can nevertheless inflict considerable damage on its victims. ~ 35 512 -400 C 26 0 -50 0d0+0 0d0+0 0 1 25 0 112 112 0 18 13 13 13 13 13 13 0 0 0 0 0 85 3 0 0 8192 8192 0 0 0 8232 3145776 3334 1 192 2 > death_prog 100~ mpe As the shambling mound perishes, a ring falls from its body. mpoload 2812 20 drop band ~ | #2805 skeleton ~ a skeleton warrior~ A skeleton clad in moldering armor stumbles through the trees. ~ This is the remains of one of the many soldiers who died in the bloody wars fought in these parts in centuries past. Now it is condemned to wander eternally, in search of something it can never find- peace. ~ 97 512 -500 C 22 0 0 0d0+0 0d0+0 0 0 3 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 60 3 0 0 4096 4096 0 0 0 0 64 3366 17 3 3 > death_prog 100~ mpe Your final blow reduces the undead to a pile of broken bones. ~ | #2806 forest ghoul~ a forest ghoul~ A rotting corpse covered in twigs and other debris crawls out of the pit. ~ Unlike its more urban cousins, the forest ghoul is not the reanimated corpse of a slain human, but the remains of a human whose spirit was stolen by evil forces and replaced by vile spirits of the dark forests, thus making it resistant to many of the conventional weapons used against "true" undead. ~ 39 544 -656 C 25 0 0 0d0+0 0d0+0 0 0 75 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 67 3 0 0 4096 4096 0 0 0 263743 64 3846 1 262723 2 > greet_prog 100~ howl drool lick ~ > rand_prog 2~ cackle mpasound A hideous cackling comes from somewhere nearby. ~ | #2807 tangle thorn~ a tanglethorn~ A thick, spiky plant with long thorny tendrils waves in the wind. ~ This is one of the many evil, semi-intelligent plants that thrives in this cursed wood. It subsists on the flesh of creatures it incapacitates and kills with its potent acidic venom. ~ 35 552 -400 C 24 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 89 3 0 0 8192 8192 2 0 0 8224 2097184 2432 1 262658 2 > fight_prog 10~ mpe Acidic venom squirts from the plant's thorny protrusions! c 'acid breath' c poison ~ > greet_prog 100~ mpe A section of the undergrowth springs to life as you enter! mpe Probing tentacles and keen sensitivity to vibrations enable it to mpe detect even hidden or invisible trespassers. ~ | #2808 leshy~ a leshy~ A treelike humanoid with backwards feet charges towards you. ~ An evil forest creature, the Leshy resembles a humanoid tree, save that its feet are inverted, so that tracks that appear to head away from you are actually heading towards you... ~ 35 98848 -600 C 25 0 -50 0d0+0 0d0+0 0 1 50 0 112 112 0 13 13 13 18 13 13 13 -3 -3 -3 -6 -3 84 3 0 0 8192 8192 0 6 0 2047 1052512 0 1 593 2 > greet_prog 100~ cackle say Die, creatures of the outside world! mpe The leshy clumsily charges towards you. ~ > rand_prog 2~ snort ~ | #2809 zombie~ a zombie warrior~ A zombie spearman shambles through the dark woods. ~ This is the remains of one of the many soldiers who died in the bloody wars fought in these parts in centuries past. Now it is condemned to wander eternally, in search of something it can never find- peace. ~ 97 512 -500 C 22 0 0 0d0+0 0d0+0 0 0 3 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 60 3 0 0 1 1 0 0 0 2047 32 3350 1 3 3 > fight_prog 15~ say GAAAAAAAHHHHHH mpe Your flailing blows send chunks of flesh flying from $I's body. if rand(60) mea $n A large chunk of the zombie's arm barely misses your head else mea $n A large chunk of flesh strikes you in the face! mpdamage $n 20 endif ~ | #2810 slime beast~ the slime beast~ A gruesome, slimecovered thing rises from the mire. ~ ~ 35 552 -887 C 28 0 -100 0d0+0 0d0+0 0 1 56 45 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 89 3 0 0 1 1 0 0 0 0 1048814 2100496 1 592 2 > fight_prog 10~ mpe The slime beast roars and releases a volume of swamp gas! c gas ~ > act_prog p crush misses you.~ mea $n Your weapon bounces off the slime beast's slippery hide! ~ > act_prog p pound misses you.~ mea $n Your weapon bounces off the slime beast's slippery hide! ~ | #2811 wight~ a barrow wight~ A shimmering, translucent figure rises from the tomb. ~ The undead result of a semi-successful bid by an ancient necromancer for immortality, this undead is immortal, but at the price of being trapped in a partially-corporeal form, and unable to leave its tomb. Enraged at this situation, it vents its anger on those unfortunate fools that disturb it. ~ 35 271581864 -1000 C 32 0 -100 0d0+0 0d0+0 0 10 0 0 112 112 0 13 22 13 13 13 13 13 0 0 0 0 0 68 0 0 0 4097 1 0 0 0 0 1048576 2108678 0 1243615232 3 > death_prog 100~ mpe As the wight perishes, its form dissipates, leaving only a few mpe fragments of bone and its unearthly cold equipment. ~ > fight_prog 20~ snarl wield broadsword if rand(60) mea $n The wight lashes out at you, seeking to touch you with freezing hands. c chill $n c chill $n c chill $n else disarm gouge snarl say Fool, you will perish in the fires of perdition afore I do! endif ~ > greet_prog 100~ if ispc($n) , hisses menacingly. say Fool! You know not what forces you interfere with! say You were stupid indeed to venture into my tomb, but through say your idiocy I may yet be able to escape. So I suppose I say should be grateful that you have the brains of an Aldenramian say stoat, eh? cackle say Ironic, is it not? giggle else endif ~ | #2812 unholy spirit~ an unholy spirit~ A snarling, drooling clawed creature flies screaming at you! ~ ~ 97 336167464 0 C 46 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 67 3 0 0 8192 8192 0 0 0 362431 0 0 0 4099 2 #2813 wood golem statue~ a wood golem~ A twisted, gnarled wooden statue rises from a carpet of moss. ~ This statue has been here for centuries, judging by the thick moss that covers it. A grim smile has been hacked into its face, making it look at once both ludicrous and disturbingly macabre. ~ 3 512 -200 C 27 0 -100 0d0+0 0d0+0 0 0 0 0 112 112 0 18 13 13 13 13 13 13 0 0 0 0 0 40 3 0 0 8192 8192 0 0 0 199 2097168 7456 65 960 2 > fight_prog 20~ mpe The golem uproots a small tree and hurls it at its foe! if rand(50) mea $n The tree sails overhead, narrowly missing you! else mea $n The tree slams into you, winding you! mpdamage $n 100 mpechoar $n $n is staggered as the tree slams into $m. endif ~ > rand_prog 2~ mpe The statue appears to shift slightly... ~ > act_prog p stab misses you.~ mea $n Your weapon sinks into the wood, causing little damage. ~ > act_prog p pierce misses you.~ mea $n Your weapon sinks into the wood, causing little damage. ~ | #2814 druid shenaria~ She'naria~ A rather homely elf, clad in simple brown robes, sits meditating. ~ An island of purity in a sea of corruption, She'naria resides in the dark heart of this foul wood in the hopes of one day finding a way to reverse the evil this place contains. She is curt, abrupt and distrustful, as she has an annoying habit of seeing the worst in people. ~ 3 107176 200 C 35 0 -200 11d10+1500 1d22+40 0 50 0 0 112 112 2 13 13 13 13 13 13 13 -10 -10 -10 -10 -10 9 5 0 0 2 1 0 0 0 2047 1048583 3840 0 1243611712 199 > act_prog p looks at you.~ gasp say How dare you look at me in such a lascivious fashion! slap $n if cha($n) >= 16 say On the other hand, you aren't bad looking... wink $n else endif ~ > act_prog p collapses into a deep sleep.~ mpe Words fail She'naria, who is speechless with rage at $n. wake $n say $n, perhaps I did not make myself clear... mpe She'naria is so angry, she looks like she will shake herself apart. say LEAVE! scream $n mea $n Your ears ringing, you dash wildly from the hut! mea $n What a rude awakening! mpechoar $n Startled suddenly from $s sleep, $n panics and dashes outside! mptrans $n 2840 mpat 2840 mpechoar $n comes bolting out of the hut, obviously terrified! ~ > act_prog p sprawls out haphazardly.~ say What are you doing! Don't make yourself at home! Leave! mea $n $I yanks you to your feet. mpforce $n stand say Out! Out! OUT! mea $n $I is trying to push you out the door, but isn't strong enough. ~ > act_prog p sits down.~ say What are you doing! Don't make yourself at home! Leave! mea $n $I yanks you to your feet. mpforce $n stand say Out! Out! OUT! mea $n $I is trying to push you out the door, but isn't strong enough. ~ > rand_prog 2~ say Why are you still here, eh? Begone! mutter meditate , meditates peacefully, collecting mana from the cosmos. ~ > greet_prog 100~ if ispc($n) mutter roll say What do you want, $n? Can't you see I'm busy? say Evidently not, stupid question really... If you knew I say was busy, you wouldn't DISTURB me, WOULD YOU? Not if you say had any MANNERS, that is... Which you obviously DON'T! shriek else endif ~ > fight_prog 33~ smile say I am master of all things forest-like, $n! , taps her head knowingly... hmmm. mpe With a shriek and a wave, She'naria utters an invocation! say Creatures of the forest, aid me! if rand(40) mpe A rather confused rabbit suddenly appears in a puff of smoke! mpmload 2815 blink mutter say Attack, my...err.. ferocious rabbit! mpforce rabbit cringe mpforce $n cackle druid else if rand(60) mpe A rabid boar suddenly appears, snorting and foaming at the mouth! grin mpmload 2817 say Ahh, attack my enemies, savage boar! mpe The boar grunts, looks around, and charges at She'naria! , eeps! mpforce $n cackle druid mpforce boar mpkill druid else if rand(80) mpe A faun appears, blinking innocently. curse mpmload 2816 say I don't believe this... roll mpe The deer gazes about for a few minutes, then drops down for a nap. mpforce deer sleep mpforce $n cackle druid else mpe Absolutely nothing happens! mutter endif endif endif ~ | #2815 rabbit~ a rabbit~ A rather confused rabbit sits here. ~ ~ 193 512 0 C 5 18 8 1d1+30 1d4+1 100 0 0 2 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 512 512 0 0 0 33621545 0 0 0 0 0 #2816 deer~ a deer~ A deer blinks in confusion at its surrounds. ~ She is a graceful creature on long, slender legs, and with large, brown eyes looking back at you with an air of watchful interest. ~ 83 8 350 C 8 19 0 2d8+33 1d6+0 200 0 0 0 112 112 2 13 13 13 13 13 13 13 0 0 0 0 0 76 3 0 0 1 1 1 0 0 1581 0 0 0 32 0 #2817 boar~ a boar~ A ferocious boar grunts and lowers its head. ~ ~ 1 0 -200 C 12 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 27 3 0 0 512 512 0 0 0 69273257 0 0 0 128 2 #2818 giant spider~ a giant spider~ A spider the size of a small pony scuttles across the webs. ~ Loathsome arachnids infest most of the forests of Brythunia, a constant hazard to locals and visitors alike. ~ 35 33312 0 C 24 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 63 3 0 0 256 256 0 0 0 1068 0 256 17 262145 2 > death_prog 100~ mpe A clump of webbing is torn down by the spider as it thrashes about. mpe Peering at the webbing, you find a usable piece and twist it into mpe a usable item. if rand(66) mpoload 2836 else mpoload 2835 endif ~ | #2819 harpy~ a harpy~ A cackling harpy pecks at bits of flesh. ~ One of the many evil creatures that took over the stockade, it now returns frequently to assault curious adventurers. ~ 163 524808 -750 C 32 0 -50 0d0+0 0d0+0 0 2 50 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 42 3 0 0 512 512 0 0 0 296505 1050624 0 0 579 2 > fight_prog 15~ mpe The harpy begins to sing, attempting to charm you! mpasound A beautiful voice raised in song comes from somewhere nearby. if wis($n) < 13 mea $n Being weak willed, you fall prey to the soothing song. mea $n You lower your guard and smile blissfully. The harpy strikes! mpdamage $n 75 else mea $n You resist the effects of the song and redouble your efforts! curse endif ~ > rand_prog 2~ , screeches loudly and angrily! mpasound A beautiful voice raised in song comes from somewhere nearby. ~ | #2820 elven wraith~ an elven wraith~ An elvish soldier slain in the battle has returned as a wraith. ~ Unable to rest after its violent death, this elf has returned to a semblance of existence as a wraith, doomed to haunt this place until it is laid to rest. ~ 3 270574120 400 C 34 0 -100 0d0+0 0d0+0 0 3 50 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 67 3 0 0 2 2 0 0 0 0 1056768 2100998 1 1109397504 524291 > act_prog p DISARMS you!~ cackle say You think removing my weapon reduces my power! say Such trappings are only a dim indication of a prior say existence. I have powers, unwanted perhaps, but nevertheless... mpe $I utters a few incantations... Strange energy suffuses its form. mpat 3 c shadowform mpat 3 c heal mpat 3 c 'eldritch sphere' ~ > rand_prog 2~ moan mpasound A loud moaning echoes around the stockade. ~ > greet_prog 100~ if ispc($n) say Flee, corporeal one. Flee, while ye yet may! moan else moan endif ~ > fight_prog 20~ mea $n The icy cold touch of the wraith chills you to the bone. c chill c weaken ~ | #2821 vampire commander~ the commander~ The commander of the fort welcomes you to his office. ~ What? Impossible. How could the commander have survived the slaughter outside? You shake your head, suspending disbelief to consider the facts. The commander certainly is an odd fellow, all tall and gaunt. Frowning, you peer closer; are those FANGS? ~ 7 8872 -1000 C 38 0 -100 20d10+2080 8d4+32 0 10 0 0 112 112 0 18 18 13 18 13 13 13 -4 -4 -4 -4 -4 1 4 0 0 2 2 0 0 0 2047 1048584 2109188 1 1107302912 524291 > act_prog p opens a closet.~ mpe $I rushes over and quickly shuts the closet! close closet say Er leave that alone please. smile ~ > speech_prog p vampire~ say Vampire? Moi? , looks astonished. chuckle say Damnit, you're right. Good for you. say I took the form of the foolish commander of this place. say You should have seen the looks on his guards' faces... say Slaughtered by their own boss! cackle say Heh, guess you had to be there. shrug say Die. c gas ~ > rand_prog 2~ sing , is staring at you strangely... ~ > rand_prog 100~ wield claw mpat 3 c heal close s ~ > act_prog p from the south.~ if ispc($n) chuckle say What a pleasant surprise! Fellow adventurers, like myself. smile say Oh, ignore the bureaucratic surrounds, i was once a brave say adventurer, just like you, long ago. sigh shrug say That is in the past now. How may I help you? , stares at you strangely. else say I'm sorry, I don't have time for your sort right now. say Good day. op s mpe The commander escorts $n outside. mpforce $n s close s sigh endif ~ > fight_prog 25~ c chill feed lick if rand(60) gouge cackle else disarm wield fang mmm endif ~ | #2822 behemoth~ the behemoth~ A mammoth creature lies here, deep in slumber. ~ The sleeping behemoth is a pet of Cresslix, which he releases to feed at a point in the forest at regular intervals. It is rumored to be unkillable, save by the Gods themselves. But if it is slain, its hide is of considerable value... ~ 3 512 0 C 48 0 -300 11d22+22320 11d11+60 0 100 0 0 112 112 0 25 13 13 13 13 13 13 -30 -30 -30 -30 -30 89 3 0 0 512 512 0 0 0 42010301 8895 3153216 0 832 2 > act_prog p charges at you screaming, but you dodge out of the way.~ rofl mpe Clearly, the thought of you trying to stun a ten thousand tonne mpe creature amuses the behemoth immensely. In its mirth, it thrashes mpe around, belching, farting and scattering opponents about. c gas c earthquake mpdamage $r 125 ~ > death_prog 100~ mpe The beast is slain! Blinking in surprise, it staggers a bit while mpe the message finally reaches its tiny brain. With a final cough mpe and spasm, the beast dies, falling remarkably softly to the ground mpe As it perishes. $n screams madly and leaps atop the corpse, tearing mpe A chunk of flesh from its mottled hide. Grinning evilly, $e leaps mpe back down and sports $s prize proudly. mpoload 2853 ~ > rand_prog 2~ mpe The behemoth stirs and lets rip with a massive fart. fart smile if rand(10) c gas else endif ~ > fight_prog 66~ if rand(15) mpe The behemoth stamps hard on the ground, causing it to tremble violently! c earthquake endif if rand(45) mpat 3 c 'cure blindness' mpat 3 c heal mpat 3 c heal mea $r The behemoth smashes its mighty foot into you! mpdamage $r 400 else if rand(60) mpe The behemoth tires of battling, $n, and decides to beat someone new! mpgoto $i grin wink $r murder $r mpdamage $r 400 else if rand(70) mprestore self 300 mpe The wounds you inflict seem to fade even as they are inflicted. else mea $r The behemoth slams its tail into you. mpdamage $r 600 endif endif endif ~ > act_prog p slash misses you.~ mea $n Your blade fails to cut through the thick hide. ~ > rand_prog 2~ snore mpasound The snoring of some gargantuan sleeper shakes the walls. ~ | #2823 manifestation chaos~ a chaotic manifestation~ A glowing black sphere of evil energy hovers here. ~ This sphere of energy has only a dim consciousness, and will do nothing except feed off the ambient evil in the air, unless it is provoked or molested. ~ 3 268435968 -1000 C 45 0 -200 100d10+4500 11d4+44 0 0 0 0 112 112 0 13 13 13 13 13 13 13 -30 -30 -30 -30 -30 90 3 0 0 32768 32768 0 0 0 16 80 3153666 0 20480 6 > death_prog 100~ mpe A piece of the sphere floats free as it perishes. mpoload 2858 ~ > fight_prog 50~ c 'energy drain' c weaken c chill ~ | #2824 haunt~ a haunt~ A ghostly apparition weeps silently. ~ This is the cursed spirit of a former noble of this once fair city, doomed to remain and watch it slowly decay into nothing, helpless to leave or prevent this or its own suffering. Coupled with this is the fact that anyone who could speak her language died milennia ago. ~ 3 270533288 750 C 46 0 -300 0d0+0 0d0+0 0 45 0 0 112 112 2 13 13 13 13 13 13 13 -10 -10 -10 -10 -10 84 1 0 0 65536 65536 0 0 0 0 1048576 2109190 0 1243615232 6 > rand_prog 2~ c heal c heal $r c 'restore mana' $r ~ > greet_prog 100~ if ispc($n) sigh say Adventurer, I know you cannot understand what I say. say But nevertheless, I must warn you of Cresslix, the former say leader of this place. He has turned evil, and resides in say a tower of shifting halls north of the entrance to this say city. Slay him, and end this dreadful curse. mpe Upset by your inability to understand her, the haunt weeps again. else endif ~ | #2827 goblin spy~ a goblin spy~ A small goblin creeps furtively through the woods. ~ Sent by tribes from the south, this creature's mission is to locate any possible allies in this fell wood, and maybe even find the legendary Cresslix, the mad necromancer that is rumored to reside here, in the shifting halls of T'kemp. ~ 197 98856 -400 C 18 0 0 0d0+0 0d0+0 0 0 5 0 112 112 1 13 13 13 20 13 13 13 0 0 0 0 0 39 2 0 0 16384 16384 0 0 0 264191 0 0 0 1601 2 #2828 clay golem~ a clay golem~ A berserk clay golem is smashing marble and stone. ~ Once a faithful and loyal guardian of the owner of this home, this creature and its brethren now runs amuck, smashing all in its path. ~ 97 552 0 C 40 0 -123 0d0+0 0d0+0 0 10 0 0 112 112 0 25 13 13 13 13 13 13 -10 -10 -10 -10 -10 40 3 0 0 8192 8192 0 0 0 199 8425 2104598 0 8388880 6 #2829 mad mage aczeal~ Aczeal~ A gibbering, drooling mage casts spells at everything. ~ An adventurer like yourself, Aczael became trapped by the golems in this ruined tower, and, being unable to leave, slowly went mad. ~ 3 33288 -200 C 42 0 -109 0d0+0 0d0+0 0 57 50 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 -30 0 0 0 0 1 1 0 0 0 2047 1048576 3072 0 1075843649 1050114 > fight_prog 45~ if rand(30) c 'fire breath' $n mpe $I jumps up and down in glee. say Burn baby burn! else if rand(60) mpe $I grabs his spellbook and hastily leafs through it. mpe Failing to find a spell, he resorts to physical violence. gouge bash cackle else if rand(45) mpat 3 c heal mpat 3 c heal mpat 3 c heal else c 'faerie fire' c weaken c blindness endif endif endif ~ > greet_prog 100~ mea $n $I peers at you quizzically. say Who are YOU....? boggle shrug say Hey, watch this! mpe $I makes an arcane gesture with his hands... if rand(60) mpe A rock appears! , smiles proudly. mea $n You try to look impressed. This fellow could be dangerous. else mpe Nothing happens! curse stamp say No fair! sniff endif ~ > rand_prog 2~ if rand(30) giggle mpe $I points at a large rock, and it explodes into tiny fragments! else if rand(40) cackle c 'create food' ooo snicker else if rand(60) wince say Miscast! c gas cringe else if rand(80) c fly c invis say Awesome! I'm flying inviso man! drool else snap c shadowform ooo endif endif endif endif ~ | #2830 gargoyle~ a gargoyle~ As you enter, one of the visages breaks free from the wall and comes to life! ~ This bestial creature is one of the many twisted magical creations of the lich cresslix, left to guard his domain. ~ 35 524968 -400 C 44 0 -200 1d1+2500 4d10+20 0 32 0 0 112 112 0 17 8 3 17 17 3 6 -10 -10 -10 0 -10 85 3 0 0 1 1 0 0 0 329407 0 11552 0 7 8194 #2831 pennig vampyr~ the Vampyr Pennig~ A slim, nubile young girl, scarcely in her teens, steps out of the shadows. ~ The kidnapped daughter of Maschel, Cresslix's minions brought her here to be used by the lich, and he corrupted her into another member of his legion of undead. Despite her appearance, she is vile, conniving and utterly twisted and evil, her mind permanently warped by the trauma her body and soul has been subjected to. ~ 3 268444328 -1000 C 48 0 -200 1d1+5500 0d0+0 0 50 0 0 112 112 2 22 22 13 22 22 22 13 -10 -10 -10 0 -10 67 4 0 0 1 1 0 0 0 263871 3145736 3846 1 1107302914 10259 > greet_prog 100~ if ispc($n) smile curtsey say Greetings, noble adventurer. Have you come... to rescue me? cackle say Or to slay Cresslix, my father, my mentor, my... love? , licks her lips in a grossly lascivious fashion. say Well you had best be rid of that concept, $n! mpe A dangerous gleam creeps into Pennig's dead eyes. else endif ~ | #2832 marshal klein~ Marshal Klein~ A battered, beaten man sits in a corner of the chamber. ~ A friend of Maschel who sought to rescue Pennig, Klein has been reduced to being Pennig's plaything to relieve her boredom, and now awaits only his death, or possible rescue by Maschel. ~ 3 8872 700 C 46 0 -200 1d1+4000 25d2+10 0 0 0 0 112 112 1 17 13 13 17 13 13 13 0 0 0 0 -15 0 2 0 0 1 1 0 0 0 2047 270487 2165760 0 560 524291 > fight_prog 33~ wield dagger circle $n gouge disarm ~ > greet_prog 100~ if ispc($n) say If you want more pain, Pennig, then... , sees who you are and leaps to his feet, drawing a long dagger. wield dagger glare $n say Who the hell are you? else endif ~ | #2833 zombie chopper~ Chopper zombie~ A zombie with a slight gleam of intelligence in his eyes stands here. ~ A former servant of Cresslix, this chef-turned-mercenary-turned-undead has been punished by being turned into a living zombie and placed here to guard the lower chambers. ~ 3 552 -555 C 45 0 0 0d0+0 0d0+0 0 10 0 0 112 112 0 22 8 13 15 13 13 13 0 0 0 0 0 71 3 0 0 1 1 0 0 0 2047 16 3846 1 513 524291 > greet_prog 100~ say 'Ere's one boyz! Get 'em! cackle drool murder $n ~ > fight_prog 66~ wield chopper if rand(25) disarm grin endif if rand(40) gouge mea $r Chopper runs his tongue along his cleaver and buries it in your chest! mpechoar $r $I runs his tongue along his cleaver and slashes $r! mpdamage $r 200 lick else if rand(60) stun mpe An evil gleam creeps into Chopper's eyes and he slashes wildly! mpdamage $r 100 mpdamage $r 100 cackle else if rand(80) mpat 3 c heal mpat 3 c heal mpat 3 c heal mpe Wounds close on $I's body as you inflict them! muhaha say Hardy flesh, eh? wink scream else mmm endif endif endif ~ > rand_prog 2~ lick grin ~ > rand_prog 66~ wield chopper ~ | #2834 zombie~ a living zombie~ A former associate of Chopper staggers to his boss' aid. ~ A former servant of Cresslix, this chef-turned-mercenary-turned-undead has been punished by being turned into a living zombie and placed here to guard the lower chambers. ~ 3 552 -555 C 45 0 0 0d0+0 0d0+0 0 10 0 0 112 112 0 22 8 13 15 13 13 13 0 0 0 0 0 71 3 0 0 1936552545 1936552545 0 0 0 2047 16 3846 1 513 524291 > greet_prog 100~ say GAAAAAAAAHHH! murder $r ~ | #0 #OBJECTS #2800 holy avenger~ a Holy Avenger~ A glowing sword of brilliant white illuminates the area.~ ~ 5 8963401 8193 0 0 0 3 18 17 50 0 17500 A 1 2 A 5 2 A 13 75 A 18 8 A 19 8 A 24 -4 A 27 512 #2801 amulet elven realms~ the Amulet of the Elven Realms~ A shiny mithril amulet glows brightly.~ ~ 9 8947008 5 8 0 0 0 3 5 60 0 5600 A 3 1 A 4 2 A 12 35 A 21 -2 A 22 -2 A 18 2 A 19 3 #2802 sunburst shield~ a sunburst shield~ A shield emblazoned with a sunburst image fills the room with light.~ ~ 9 8947008 513 22 0 0 0 5 1 99 99 1999 A 25 3 A 31 1 A 12 20 A 13 20 A 18 2 A 19 2 A 23 -3 A 24 -3 #2803 plate undead slayer~ the Plate of the Undead Slayer~ A suit of fantastically bright metal armor glows with a brilliant hue.~ ~ 9 25740608 9 13 0 0 0 1 5 0 0 5000 A 17 -30 A 13 60 A 18 6 A 19 6 A 27 32 A 27 2560 #2804 brand brilliance~ Fiery Brand of Brilliance~ A flaming rod of white metal is scorching the ground beneath it.~ ~ 1 8949057 1 0 0 -1 0 1 15 6 46 15064 A 18 2 A 19 2 A 24 -3 > damage_prog 33~ mpoload 2804 drop brand mpforce $n get brilliance mea $n The brand magically reforms from the broken scraps! mpforce $n hold brilliance ~ | #2805 wraithblade~ Wraithblade~ A shimmering sword of evil energy shifts in and out of existence here.~ ~ 5 624 8193 0 0 0 6 1 0 0 0 0 A 1 -1 A 5 -1 A 12 130 A 18 9 A 19 9 A 26 1048576 A 22 -2 A 20 -2 A 24 -2 A 30 25 #2806 claws of the damned~ Claws of the Damned~ A pair of twisted metal claws sour the ground they taint.~ ~ 9 627410 129 11 0 0 0 22 367 50 0 367500 A 1 1 A 2 1 A 17 -15 A 12 25 A 18 4 A 19 6 #2807 black cowl cresslix~ the Black Cowl of Cresslix~ A cowl of black cloth is draped on the floor.~ ~ 9 98896 17 12 0 0 0 1 0 45 0 450 A 3 2 A 4 2 A 12 125 A 19 4 A 26 16777216 > wear_prog 1~ c sanc $n ~ | #2808 tears saint~ Tears of the Saint~ A blackened shard of crystal lies here.~ ~ 9 229984 65537 8 0 0 0 1 1 50 0 1500 A 25 -2 A 31 -2 A 13 25 A 12 25 A 18 3 A 19 3 #2809 falchion~ a shining falchion~ A magical falchion shimmers here.~ ~ 5 524353 8193 0 17 3 3 8 5 9 0 5090 A 18 7 A 19 7 #2810 tattered cloak ~ a tattered cloak~ A tattered cloak is draped on the ground.~ ~ 9 64 1025 7 0 0 0 3 10 0 0 10000 A 1 1 A 4 1 A 13 20 A 12 20 A 18 2 A 19 3 A 24 -2 #2811 weatherbeaten sign~ a weatherbeaten sign~ A weatherbeaten sign is nailed to a tree.~ ~ 12 0 0 0 0 0 0 1 0 0 0 0 E sign~ The Forest of the Dead is a dangerous place, and not for novice adventurers, or those who are weak of heart. Certainly one should be no less than level 20, even those much higher than this should still show care. ~ #2812 band ring jewelled~ a jewelled band~ A gold band encrusted with tiny gems gleams brightly.~ ~ 9 65 3 4 0 0 0 1 5 0 0 5000 A 3 1 A 4 1 A 12 20 A 18 2 #2813 iron torc~ an iron torc~ A circular piece of iron lies here.~ ~ 9 557568 5 6 0 0 0 24 0 1 0 10 A 17 -10 A 13 10 A 18 1 A 19 2 A 24 2 #2814 battered mace~ a battered mace~ This mace has seen more battles than you...~ ~ 5 524288 8193 0 0 0 7 5 0 0 75 7 A 19 3 #2815 iron buckler~ an iron buckler~ An iron buckler has been dropped here.~ ~ 9 524288 513 7 0 0 0 10 0 0 50 5 A 17 -10 A 13 30 A 19 2 A 22 -1 A 21 -1 A 23 -1 #2816 gaping pit~ a gaping pit~ A gaping pit serves as a lair for some horrid beast.~ ~ 15 0 0 10000 1 0 0 1 0 0 0 0 #2817 splint mail~ splint mail~ A suit of splint mail has been tossed aside here.~ ~ 9 16793600 9 17 0 0 0 10 0 57 50 575 A 17 -13 A 1 1 A 5 2 A 18 -3 A 19 4 #2818 circlet thorns~ circlet of thorns~ Someone has fashioned a wreath from sharp thorn and thistle.~ ~ 9 262144 17 5 0 0 0 1 0 0 0 0 A 13 -20 A 4 2 A 12 50 A 29 32 A 20 -1 > remove_prog 100~ mea $n The thorns tear at your flesh as you remove the circlet. mpdamage $n 10 mpforce $n wince ~ > wear_prog 100~ mea $n Spiny thorns dig into your head as you don the circlet. mpdamage $n 10 ~ | #2819 bark leggings~ bark leggings~ A pair of leggings crafted from tree bark has been left here.~ ~ 13 262164 33 6 0 0 0 4 0 0 50 5 A 1 1 A 2 1 A 17 -5 A 18 2 A 19 1 A 23 3 #2820 spear~ an ironshod spear~ An iornshod spear is thrust into the ground.~ ~ 5 524288 8193 0 0 0 2 8 0 1 0 10 A 18 2 A 19 2 #2821 leather girdle~ a leather girdle~ A leather girdle studded with rusted iron studs hangs from a hook.~ ~ 9 573440 2049 10 0 0 0 10 0 5 0 50 A 5 1 A 1 1 A 3 -1 A 4 -1 A 13 10 A 17 -10 #2822 mildewed sandals~ mildewed sandals~ A pair of sandals covered in mold and other substances lies here.~ ~ 9 262144 65 3 0 0 0 1 0 0 5 0 #2823 cold steel broadsword~ Cold Steel Broadsword~ A broadsword forged in cold instead of heat glows strangely.~ ~ 5 623169 8193 0 0 0 6 3 5 0 0 5000 A 1 -1 A 5 -1 A 3 2 A 12 50 A 18 6 A 19 8 A 27 2 A 21 -5 #2824 cold steel gauntlets~ Cold Steel Gauntlets~ A pair of icy cold blue steel gauntlets chill the surrounding air.~ ~ 9 623169 129 7 0 0 0 2 0 56 70 567 A 1 -1 A 5 -1 A 12 20 A 18 4 A 19 4 A 27 2 A 29 1 #2825 sapphire bracelet~ sapphire bracelet~ A delicate sapphire bracelet has been carelessly tossed aside.~ ~ 9 98881 4097 3 0 0 0 1 7 50 0 7500 A 2 1 A 18 3 A 12 5 A 13 5 A 24 -3 #2826 glassy panel~ a glassy panel~ A glassy panel is set into one of the grimy stone walls.~ ~ 37 0 0 0 0 0 0 1 0 0 0 0 > pull_prog 100~ mpe The panel slides silently shut, sealing the exit. mpclosepassage 2898 4 ~ > push_prog 100~ mpe With a soft sigh, the panel moves inwards, revealing a chamber. mpopenpassage 2898 2899 4 ~ | #2827 goblin spy~ a newly created goblin spy~ Some god dropped a newly created goblin spy here.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #2828 spyglass~ a spyglass~ A small brass spyglass has been left behind.~ ~ 9 524288 131073 4 0 0 0 1 0 30 0 300 A 3 1 A 18 2 A 26 32 #2829 map~ a faded and torn map~ A faded and torn map of the Forest lies here, unwanted.~ ~ 13 262144 1 0 0 0 0 1 0 0 0 0 E map~ Goblins aren't renowned navigators at the best of times, and this fact, coupled with the exceptionally poor condition of the map, makes most of it illegible and highly suspect. However, several of the markings seem to fit with what little you know of local geography, and doubtless some of the landmarks are general knowledge to the locals. Cresslix? Stair Thingy Tower R HEre bE ------------- sLime... I G? Ruins n V stuff | | Startz E ~ #2830 moss sleeves~ sleeves of moss~ Sleeves covered with damp moss cover the ground.~ ~ 9 1600 257 8 0 0 0 1 4 50 0 4500 A 1 1 A 4 1 A 5 1 A 12 25 A 13 25 A 18 2 A 19 2 A 27 1 #2831 perfect maple leaf~ a perfect maple leaf~ A perfectly formed maple leaf lies on the floor.~ ~ 9 8634432 16385 12 0 0 0 1 0 0 0 0 A 4 2 A 12 50 A 18 4 A 19 4 A 24 -5 A 26 32768 #2832 amber earring~ amber earrings~ A pair of drops of hardened tree sap lie here.~ ~ 9 1089 65537 5 0 0 0 1 0 40 0 400 A 3 2 A 2 1 A 12 10 A 20 -2 #2833 staff~ a stout wooden staff~ A piece of oak six feet long lies here.~ ~ 5 8650816 8193 0 0 0 7 1 0 0 44 4 A 4 1 A 12 20 A 18 4 A 19 4 #2834 robes~ plain brown robes~ A pile of brown cloth has been dumped here.~ ~ 9 262144 9 5 0 0 0 5 0 1 0 10 #2835 spider silk belt~ a spider silk belt~ A belt fashioned from spider web can barely be seen.~ ~ 9 262208 2049 6 0 0 0 1 0 75 0 750 A 2 2 A 18 3 #2836 spider silk leggings~ spider silk leggings~ A pair of silken leggings lies here.~ ~ 9 262208 33 6 0 0 0 1 0 75 0 750 A 2 1 A 14 100 A 19 2 #2837 battered wooden sign~ a battered wooden sign~ A battered wooden sign marks the trails.~ ~ 12 0 0 0 0 0 0 1 0 0 0 0 E sign~ To the North lies the Elven Outpost, barracks of the contingent assigned to guard these forests from harm. Show the proper respect to these authorities of the Elven Kingdoms. Do not enter if you are below level 30... ~ #2838 skeleton~ an elven skeleton~ The skeletal remains of an elven sentry are slumped over the edge.~ ~ 12 0 0 0 0 0 0 1 0 0 0 0 #2839 moldering cloak~ moldering boots~ Elven boots covered in white mold lie here.~ ~ 9 262144 5 1 0 0 0 1 0 0 0 0 #2840 moldering boots~ a moldering cloak~ A rotting brown cloak covered in white mold lies here.~ ~ 9 262144 65 1 0 0 0 1 0 0 0 0 #2841 elven mail~ a suit of elven mail~ A suit of finely wrought elven chain has been carefully placed here.~ ~ 9 8389696 9 11 0 0 0 1 1 0 0 1000 A 17 -20 A 2 1 A 12 50 A 24 -5 #2842 elven longsword~ an elven longsword~ An ornately-fashioned sword lies here.~ ~ 5 8389697 8193 0 0 0 3 10 0 40 0 400 A 3 1 A 2 1 A 13 22 A 12 33 A 18 7 A 19 6 #2843 closet~ a closet~ A wooden closet rests near the door.~ ~ 15 0 0 10000 13 2844 0 500 0 0 0 0 E closet~ Used to store weapons and other items, this closet has not been opened in some time. ~ #2844 closet key~ the closet key~ A small key has been dropped here~ ~ 18 0 1 0 0 0 0 1 0 0 10 1 #2845 sword gerold~ Gerold's sword~ A finely wrought elven longsword has been dropped here.~ ~ 5 8422729 8193 0 0 0 3 30 75 0 0 75000 A 1 1 A 5 1 A 31 2 A 13 50 A 12 50 A 18 8 A 19 8 A 24 -3 #2846 closet key~ the closet key~ A small key has been dropped here~ ~ 18 0 1 0 0 0 0 1 0 0 10 1 #2847 finn shield~ Finn's shield~ A brilliantly glowing white shield has been left here.~ ~ 9 8422720 513 12 0 0 0 30 50 0 0 50000 A 4 1 A 5 1 A 31 2 A 13 10 A 12 20 A 18 2 A 19 2 A 27 2097152 #2848 closet~ a closet~ A wooden closet rests near the door.~ ~ 15 0 0 10000 13 2846 0 500 0 0 0 0 E closet~ Used to store weapons and other items, this closet has not been opened in some time. ~ #2849 closet~ a closet~ A wooden closet rests near the door.~ ~ 15 0 0 10000 5 -1 0 500 0 0 0 0 E closet~ Used to store weapons and other items, this closet has not been opened in some time. ~ #2850 claw nightbeast~ Claw of the Nightbeast~ A twisted, mangled claw drips blood onto the floor.~ ~ 5 16908882 8193 0 0 0 5 20 0 1 0 10 A 1 -1 A 5 -1 A 13 60 A 18 7 A 19 7 #2851 skeleton~ the commander's skeleton~ The skeletal remains of the commander lie scattered here.~ ~ 13 0 1 0 0 0 0 1 0 0 0 0 E skeleton~ Everyone has a skeleton in their closet... ~ > exa_prog 100~ mpforce $n laugh mpforce $n frown mpforce $n say Wait, that's not funny... ~ | #2852 moss moccasins~ moss covered moccasins~ A pair of moccasions fashioned from moss lies here.~ ~ 9 262144 65 4 0 0 0 1 0 0 0 0 A 27 1 A 26 32768 A 14 75 A 31 2 #2853 hide behemoth~ behemoth hide~ A strip of thick leathery skin lies here.~ ~ 13 262144 1 0 0 0 0 1 0 0 0 0 #2854 behemoth plate~ Behemoth Plate~ A suit of armor crafted from the hide of Cresslix's behemoth hums loudly.~ ~ 9 16826434 9 60 0 0 0 75 0 0 0 0 A 17 -40 A 1 2 A 5 2 A 13 125 A 22 -3 A 20 -3 A 23 -3 A 27 2228544 A 18 8 A 19 8 #2855 sign~ a rusted metal sign~ A sheet of rusted metal has been nailed to a dead tree.~ ~ 12 0 0 0 0 0 0 1 0 0 0 0 E sign~ "Behold ye the ruins of Taraitiga, city of the ancients. Once a prosperous place of learning, it fell to the forest, and is now inhabited by even worse foes than undead. Travel cautiously! None of less than level 35 should venture further... ~ #2856 insane look~ an insane look~ A glowing object hovers close to the floor.~ ~ 9 25395264 131073 8 0 0 0 1 0 0 0 0 A 3 1 A 4 1 A 12 60 A 18 3 A 19 2 > rand_prog 2~ if class($r) == mage mpforce $r gibber mpforce $r drool else endif ~ > exa_prog 100~ mea $n The madness of mages is actually a boost to their power, if not mea $n their social skills, and actually can manifest itself after the mea $n mage's demise. ~ | #2857 red robes~ robes of crimson~ A set of crimson robes lies on the floor.~ ~ 9 25395264 1025 20 0 0 0 4 0 75 50 755 A 13 50 A 12 50 A 24 -5 A 19 5 #2858 manifestation evil~ a manifestation of evil~ A glowing black sphere floats here.~ ~ 1 535 1 0 0 -1 0 1 0 0 0 0 A 26 2097152 A 12 50 A 13 50 A 18 4 A 19 4 A 27 512 A 24 -4 #2859 white robes~ white robes~ A pile of white cloth is bundled up here.~ ~ 9 1089 1025 64 14 0 0 0 1 42 34 23 42342 A 25 3 A 31 1 A 4 2 A 12 75 A 13 25 A 18 4 A 19 4 A 21 -4 #2860 bracer marshal~ The Marshal's Bracer~ A glint of metal alerts you to the presence of a tarnished bracer.~ ~ 9 525376 4097 13 0 0 0 1 1 50 0 1500 A 17 -10 A 1 1 A 18 2 A 19 3 #2861 mithril dagger~ a mithril dagger~ A long mithril dagger has been left here.~ ~ 5 721984 8193 0 0 0 11 1 10 0 0 10000 A 1 1 A 2 1 A 13 60 A 18 10 A 19 10 A 24 -5 > wear_prog 100~ if isevil($n) else mea $n The dagger slips comfortably into your grasp. endif ~ | #2862 chopper~ Chopper~ A bloodied meat chopper lies buried in a slab of meat.~ ~ 5 524820 8193 0 0 0 3 10 1 20 0 1200 A 1 3 A 13 40 A 18 8 A 19 6 #0 #ROOMS #2800 Les Foret d'Mort~ Twisted, gnarled trees hang low over the rutted path, becoming increasingly decayed and blackened as the path heads deeper into what is known as the Forest of the Dead. Few have ventured into this fell wood, and even fewer have returned to tell about it. Birds and forest animals shun this place, as if they could not stand to be too close less they become cursed or infected with the evil contained within. The sun cannot be seen overhead, obscured as it is by the dark, gnarled branches of the nearby trees, which are so obscured and mutated by evil that not even a druid would be able to determine their original species. A weatherbeaten sign has been nailed to one of these trees, to the left of the path. ~ 0 69 3 D0 ~ ~ 0 -1 2801 D9 ~ ~ 0 -1 5279 R M 0 2800 1 2800 R E 1 2800 1 16 R E 1 2801 1 3 R E 1 2802 1 11 R E 1 2803 1 5 R E 1 2804 1 0 R O 0 2811 1 2800 S #2801 A Dark Junction~ A short way into the cursed wood, the rutted path splits, with a new fork cutting into the thick undergrowth to the east, while the original path continues north. The forest is utterly still, no animal cries or bird calls fill the air, nor even the movement of anything through the undergrowth, save for the noise your own feet make as you slowly progress into the forest. Caution is the keyword here, for any turn in the path could conceal unknown horrors. ~ 0 65 3 D0 ~ ~ 0 -1 2804 D1 ~ ~ 0 -1 2802 D2 ~ ~ 0 -1 2800 S #2802 An Overgrown Path~ Progress is difficult here, as the rampant undergrowth almost totally obscures the path, the spiny fronds and spiky thorns tearing at flesh and clothing, leaving you a bleeding, cursing wreck after only twenty paces. It appears that no one has come this way in years, though something had to clear the once-broad path in the first place. ~ 0 65 3 D1 ~ ~ 0 -1 2803 D3 ~ ~ 0 -1 2801 S #2803 A Dead(!) End...~ The path ends suddenly, in a small clearing, which is stained with dried blood and white bones, showing through a pile of garbage and decaying plant matter. Peering closely, you are astonished when the pile appears to move towards you, ever so slightly. Shaking your heard, you shrug and attribute it to an optical illusion engendered by stress and fatigue. seconds before you feel a leafy frond grope at your ankles... ~ 0 69 3 D3 ~ ~ 0 -1 2802 R M 0 2804 1 2803 S #2804 A Convergence of Trails~ At this point two narrow paths converge, offering a choice of three directions, proceeding deeper into the forest to the east and west, and to the outside world to the south. Tracks in the dirt, made by heavy footed humanoids, lead east and west. Some of them have been made by rather narrow feet, as of skeletons or such. ~ 0 65 3 D1 ~ ~ 0 -1 2807 D2 ~ ~ 0 -1 2801 D3 ~ ~ 0 -1 2805 S #2805 Side Paths~ At this point, narrow paths branch off to the north and south, though neither appears to penetrate far into the depths of the forest. A low moaning issues forth from the north, while to the south silence reigns, as in most parts of this dark place. No tracks can be seen heading in either direction. ~ 0 65 3 D0 ~ ~ 0 -1 2819 D1 ~ ~ 0 -1 2804 D2 ~ ~ 0 -1 2806 D3 ~ ~ 0 -1 2818 R M 0 2802 3 2805 S #2806 A Sticky End~ The path ends here at a wall of sticky spiderwebs, in which you see a variety of dessicated corpses, trapped and drained of their blood over the years by the presumably huge spiders that constructed this macabre lair. Ranging from small hobbits to towering half-trolls, you marvel at the potency of the venom of a spider that could incapacitate such beasts. ~ 0 69 3 D0 ~ ~ 0 -1 2805 R M 0 2818 3 2806 R M 0 2818 3 2806 R M 0 2818 3 2806 S #2807 A Variety of Paths~ Literally hundreds of trails twist and wend their way through the dark forest, proceeding to various fates, most best left unspoken of. Each bears at least small traces of progress by adventurers before you, though you see very few sets of tracks indeed heading back to the outside. ~ 0 65 3 D0 ~ ~ 0 -1 2813 D3 ~ ~ 0 -1 2804 D6 ~ ~ 0 -1 2808 R M 0 2805 7 2807 R E 1 2813 1 3 R E 1 2814 1 16 R E 1 2815 1 11 S #2808 A Shadowy Trail~ Progress is slow here, made difficult by thick, protruding roots that threaten to catch at the feet of passers-by. Compounded by the poor visibility caused by the thick canopy of black branches, it is impossible to travel faster than a cautious walk. Blood stains can be seen at frequent intervals, as well as the occasional dented shield and snapped spear haft. ~ 0 65 3 D6 ~ ~ 0 -1 2809 D9 ~ ~ 0 -1 2807 S #2809 Another Meeting of Paths~ Literally hundreds of trails twist and wend their way through the dark forest, proceeding to various fates, most best left unspoken of. Each bears at least small traces of progress by adventurers before you, though you see very few sets of tracks indeed heading back to the outside. ~ 0 65 3 D0 ~ ~ 0 -1 2810 D3 ~ ~ 0 -1 2811 D9 ~ ~ 0 -1 2808 R M 0 2805 7 2809 R E 1 2814 1 16 R E 1 2815 1 11 R E 1 2813 1 3 > rand_prog 33~ mpe _lbl The sound of running water reaches your ears. ~ | S #2810 Another Dead End~ So many of the paths and trails in this depressing forest seem to end in dead ends, or worse, so you aren't terribly surprised when this one does too. And most of the time these dead ends contain numerous threats to your continued existence on this plane; you doubt this one will be any different... ~ 0 69 3 D2 ~ ~ 0 -1 2809 R M 0 2806 1 2810 R E 1 2818 1 6 R O 0 2816 1 2810 R P 0 2817 1 2816 S #2811 Frequent Slaughter~ As you duck and weave around more and more common piles of broken weapons and slaughtered humanoids, the legends of this forest begin to come back to mind. Centuries ago, during the Dark Ages when Chaos threatened the very existence of Brythunia and the Estroglian Empire, a massive battle, one of many such battles, was fought on the grounds now covered by this forest. The armies of Law marshalled here to defend the Elven Kingdoms to the south from the hordes from the north. Hundreds of thousands of lives were lost during the Dark Ages, but no battle claimed more in a single day than the slaughter that occured here, in the lands that the Elves enchanted to blossom with flower and tree to cover the stain on their lands. The deaths that occured here carried strong necromantic magicks, however, and the forest quickly became corrupted and reduced to the state you now behold. ~ 0 65 3 D1 ~ ~ 0 -1 2809 D3 ~ ~ 0 -1 2812 S #2812 A Crossroads~ At this point several paths converge, allowing one to head in any of the cardinal directions. The path to the north ends at the wooden gates of a stockade, which has become badly overgrown as the garrison that was stationed there has long since fallen to the evil that roams unhindered in this dark wood. Despite having fallen prey to the forces of nature, much of the stockade still stands, a testament to the sturdiness of Elven fortifications. ~ 0 65 3 D0 ~ ~ 0 -1 2847 D1 ~ ~ 0 -1 2811 D2 ~ ~ 0 -1 2813 D3 ~ ~ 0 -1 2814 R M 0 2805 7 2812 R E 1 2814 1 16 R E 1 2815 1 11 R E 1 2813 1 3 R O 0 2837 1 2812 S #2813 Dark Trails~ The path winds and twists around the bases of mighty oaks, blackened by fire and evil magics. Dark growths stain the bark of the trees, as well as the leafy carpet underfoot. Some of the stains are blood, some are more unusual, and disgusting, substances that are probably best left uninvestigated. ~ 0 65 3 D0 ~ ~ 0 -1 2812 D2 ~ ~ 0 -1 2807 R M 0 2827 5 2813 R E 1 2828 1 20 R G 1 2829 1 S #2814 A Solemn Statue~ Literally hundreds of trails twist and wend their way through the dark forest, proceeding to various fates, most best left unspoken of. Each bears at least small traces of progress by adventurers before you, though you see very few sets of tracks indeed heading back to the outside. At this point, however, a wooden statue has been constructed, for whatever reason, differentiating it from the others. ~ 0 65 3 D1 ~ ~ 0 -1 2812 D3 ~ ~ 0 -1 2815 D6 ~ ~ 0 -1 2834 D7 ~ ~ 0 -1 2833 R M 0 2813 1 2814 R E 1 2830 1 10 S #2815 A Narrow Trail~ Plunging deeper into the forest, you cannot help but pause and wonder if this is such a great idea; serious threat for little perceived financial gain, and the possibility of losing what you already own to boot. Ah well, 'tis good that you are made of sterner stuff, and bravely enter where others fear to tread... what's the bit about fools and rushing? No matter, it couldn't be important to the proverb. ~ 0 65 3 D1 ~ ~ 0 -1 2814 D3 ~ ~ 0 -1 2816 S #2816 A Fork in the Trail~ Once again, you reach a point where you are offered a variety of paths to choose from, each of which could lead to perils greater than you could imagine. Or they could lead to yet more junctions, each choice taking you further towards being totally lost. You wonder how many of the many adventurers who never returned weren't actually slain but ran out of food after becoming hopelessly lost in this dark place? ~ 0 65 3 D1 ~ ~ 0 -1 2815 D2 ~ ~ 0 -1 2817 D3 ~ ~ 0 -1 2821 R M 0 2805 7 2816 R E 1 2813 1 3 R E 1 2814 1 16 R E 1 2815 1 11 S #2817 Dark Trails~ The path winds and twists around the bases of mighty oaks, blackened by fire and evil magics. Dark growths stain the bark of the trees, as well as the leafy carpet underfoot. Some of the stains are blood, some are more unusual, and disgusting, substances that are probably best left uninvestigated. ~ 0 65 3 D0 ~ ~ 0 -1 2816 D2 ~ ~ 0 -1 2818 R M 0 2827 5 2817 R E 1 2828 1 20 R G 1 2829 1 S #2818 Further in the Forest~ Literally hundreds of trails twist and wend their way through the dark forest, proceeding to various fates, most best left unspoken of. Each bears at least small traces of progress by adventurers before you, though you see very few sets of tracks indeed heading back to the outside. ~ 0 65 3 D0 ~ ~ 0 -1 2817 D1 ~ ~ 0 -1 2805 D9 ~ ~ 0 -1 2820 R M 0 2805 7 2818 R E 1 2813 1 3 R E 1 2814 1 16 R E 1 2815 1 11 S #2819 A Grisly Fate~ This trail ends at what was evidently the site of a furious battle. Two corpses lie on the ground, one of an armored knight, the other an indistinct black mass, with no coherent form that you can easily identify. Thick grey mist obscures your vision, and you quickly sense that some presence still lingers on here, though you cannot guess at its motives. ~ 0 69 3 D2 ~ ~ 0 -1 2805 R M 1 2803 1 2819 R E 0 2809 1 16 R E 0 2810 1 12 S #2820 A Bend in the Trail~ At this point the bath broadens, and twists to the west, heading towards a different section of the forest; an older section, it appears, that existed before the newer forest was planted after the battles that occured here. Who knows what ancient foes may lie in this direction? And who knows what fantastic treasures they may have accumulated in this time? ~ 0 65 3 D3 ~ ~ 0 -1 2822 D6 ~ ~ 0 -1 2818 S #2821 The End of the Path~ The path ends a short distance to the west, at a thick, impenetrable wall of vines and spiky plants, laden with thorns that will tear your thick breeches and skin like paper. A thick, viscous substance drips from the larger thorns, sizzling when it strikes the leafy ground. You are certain that even a scratch from one of these plants would not do you much good... ~ 0 69 3 D1 ~ ~ 0 -1 2816 R M 0 2807 1 2821 S #2822 A Second Bend~ The path bends again, heading north into darker, thicker trees, though the path is still broader than near the entrance. No bodies litter the trail here; few people indeed have dared (or been able) to venture this deep into the forest. A foul stench, of rotting vegetable matter, fills the air; blocked perpetually from the sun as this area is, the dying vegetation is allowed to fester indefinitely with nothing to dry it out and dispel the odors. ~ 0 65 3 D0 ~ ~ 0 -1 2823 D1 ~ ~ 0 -1 2820 R M 0 2809 6 2822 R E 1 2820 1 16 R E 1 2821 1 13 R E 1 2822 1 8 S #2823 Footprints in the Dirt~ At this point, the trail is marked by large footprints, of some unindentifiable humanoid heading away from a clearing to the north. The tracks head into the undergrowth nearby, and don't appear to have returned, indicating that the clearing ahead is most likely deserted, and may well be a good place to rest for a while. Gazing at the footprints reminds you of how tired your own aching feet are, and you long to sit down and take off your boots, at least for a few minutes. ~ 0 65 3 D0 ~ ~ 0 -1 2824 D2 ~ ~ 0 -1 2822 D3 ~ ~ 0 -1 2825 S #2824 A Dark Clearing~ The path ends in a small clearing overshadowed by several menacing oaks, their bark blackened and mangled by fire and sword blows. Several corpses, stripped of any valuables, litter the scorched earth, along with numerous pools of dried blood and intestines, from which issues a strong stench. Looking about, you wonder where the perpetrator of these dark deeds might be lurking, and if you are the next intended member of this gruesome cavalcade of death. ~ 0 69 3 D2 ~ ~ 0 -1 2823 R M 0 2808 1 2824 R E 1 2819 1 7 R E 1 2852 1 8 S #2825 The Twisting, Turning Path~ Deep holes in the trail here, made by the impact of blows made by some mammoth creature, contain the mangled remains of unfortunate creatures, including goblins, zombies, elves and humans. Peering around, you see no sign of whatever made these marks; perhaps it has been slain or driven off...? ~ 0 65 3 D1 ~ ~ 0 -1 2823 D7 ~ ~ 0 -1 2826 S #2826 Deep in the Forest~ Literally hundreds of trails twist and wend their way through the dark forest, proceeding to various fates, most best left unspoken of. Each bears at least small traces of progress by adventurers before you, though you see very few sets of tracks indeed heading back to the outside. ~ 0 65 3 D0 ~ ~ 0 -1 2829 D3 ~ ~ 0 -1 2827 D8 ~ ~ 0 -1 2825 R M 0 2809 6 2826 R E 1 2820 1 16 R E 1 2821 1 13 R E 1 2822 1 8 S #2827 An Older Section of the Forest~ At this point the path beneath your feet slowly changes from dirt to broken, cracked masonry. Crumbling statues line the path, almost totally overgrown by the thick black vines you are now so familiar with. A lingering musty odor fills the air, and you realize that you have stumbled upon the remains of some ancient city, long since devoured by the forest and its evil inhabitants. To the southwest, you can now make out a series of ruined dwellings, crumbling stone structures almost totally overgrown by the forest. Small creatures scurry about, in search of food or shiny objects. A rusted metal sign has been nailed to a tree near the statues. ~ 0 65 3 D1 ~ ~ 0 -1 2826 D9 ~ ~ 0 -1 2828 R O 0 2855 1 2827 E statues~ Of marble and plaster, these statues appear to have once resembled nude women and men in classic poses, the type of architecture that you have seen in history texts detailing Brythunia's rich history. ~ S #2828 Taraitiga~ Stepping onto the stone road, you almost feel that you have been transported back in time. Despite the ruin and overgrowth, many of the structures still display the remarkable architectural features endemic to this period of history, and are actually in quite good condition considering the surroundings. It was rumored that the ancients used magical beings as servants and guards, and that their cities fell when these beings threw off the shackles of servitude and slew their former masters. You are not an expert in Brythunian history, but you'd be willing to bet some of these unruly automatons were responsible for much of the damage done to this once-fair city, and then the evil forest did the rest. ~ 0 8261 1 D2 ~ ~ 0 -1 2856 D3 ~ ~ 0 -1 2864 D6 ~ ~ 0 -1 2827 S #2829 Rivers of Slime~ The path here is interrupted by the occurence of a slowly flowing river of what appears to be green slime, flowing from a large pool to the northwest, across the path, disappearing into the undergrowth to the southeast; the plants and trees glow with a strange hue where the slime has made contact with them. A vile, putrid odor, too strong to bear at times, wafts in from the northwest and accompanies the foul stream on its course. Nothing could live in such water, surely? ~ 0 65 3 D1 ~ ~ 0 -1 2831 D2 ~ ~ 0 -1 2826 D7 ~ ~ 0 -1 2830 R M 0 2809 6 2829 R E 1 2820 1 16 R E 1 2821 1 13 R E 1 2822 1 8 S #2830 A Pool of Slime~ The stench arising from this mini quagmire is almost unbearable. Bubbles, created by some unknown source, rise to the surface at random intervals, bursting with a soft pop and filling the air with more noxious odors. In the midst of this foul pool resides some terrible beast, doubtless responsible for the remains of several humanoids dangling from the thick canopy of trees overhead. Occasionally a chunk of decayed flesh will fall from one of the corpses and sink in the pool without trace. ~ 0 69 3 D8 ~ ~ 0 -1 2829 R M 0 2810 1 2830 S #2831 An Ancient Path~ At this point, the forest trail is met by a broad, stone paved road running due north, lined on each side by glowing marble statues in pristine condition. The statues look vaguely familiar to you, and as you approach you realize that they are similar to the ones found in many of the cities of the ancients across Brythunia, save that instead of showing considerable signs of age and neglect, they appear to be brand new. This curious occurence is compounded by the fact that not a single branch or leaf touches the road at any point; some magical force prevents any growth from obscuring it. ~ 0 65 3 D0 ~ ~ 0 -1 2871 D3 ~ ~ 0 -1 2829 D6 You have a bad feeling about the clearing up ahead... ~ ~ 0 -1 2832 S #2832 Ambush!~ You don't know what it was. Maybe you slept in a little too late. Maybe last night's drinking bout at the Hammer and Anvil left your wits a little fuddled. Or maybe you just weren't paying attention. At any rate, your normally alert adventurer's sixth sense was definitely not operating up to acceptable standards; you failed to notice the birds fleeing nearby trees, as if some hidden monster lurked within, you failed to notice the loop of vine carefully concealed beneath a pile of uncharacteristically dry leaves, and you failed to notice the dull gleam of drawn swords. Before you knew it, you had stepped on the trap, been yanked upside down into the air, and left dangling as several giggling forest goblins emerged, and slowly stabbed and slashed you until naught remained but a bleeding, screaming mass of flesh, looted and left for the vultures to pick clean. ~ 0 3153991 3 S #2833 A Gloomy Path~ Twisted, gnarled oaks seem to reach out at you as you progress, clawing and scratching with blackened, mangled limbs slick with moss and rotting pulp. A sickly sweet stench fills the air, making you feel slightly queasy and reluctant to proceed in this direction. However, there appears to be little more appealing in any other part of the forest either. ~ 0 65 3 D0 ~ ~ 0 -1 2842 D8 ~ ~ 0 -1 2814 R M 0 2805 7 2833 R E 1 2813 1 3 R E 1 2814 1 16 R E 1 2815 1 11 S #2834 A Bloodstained Trail~ The path winds and twists around the bases of mighty oaks, blackened by fire and evil magics. Dark growths stain the bark of the trees, as well as the leafy carpet underfoot. Some of the stains are blood, some are more unusual, and disgusting, substances that are probably best left uninvestigated. ~ 0 65 3 D0 ~ ~ 0 -1 2835 D9 ~ ~ 0 -1 2814 R M 0 2809 6 2834 R E 1 2820 1 16 R E 1 2821 1 13 R E 1 2822 1 8 S #2835 Gloom Shrouded Foliage~ Shadows creep across the path, reducing visibility to virtually nil, forcing you to slow your pace to a crawl to avoid the many treacherous roots and potholes that litter the trail. Small creatures slither through the undergrowth nearby, the first sign you have seen of any inhabitants in great numbers other than undead. Rats, undoubtedly, but at least they are living and breathing creatures, and not soulless undead. ~ 0 65 3 D1 ~ ~ 0 -1 2836 D2 ~ ~ 0 -1 2834 D7 ~ ~ 0 -1 2841 S #2836 Crumbling Remains~ At one stage a stone watch tower stood here, though the elements, the forest and its fell inhabitants have long since reduced it to a pile of moss-covered stones, entwined in thick black vines and smeared with dried blood. Bones and broken weapons litter the ground around the base of the tower, the remains of the unfortunate souls who once garrisoned this outpost, and some of their enemies they managed to slay before they fell. A chill wind blows over the ruins, and a keening wail from somewhere far away can be heard. The spirits of those slain here do not rest easily, you can be certain, and are making themselves heard as best they can in their non-corporeal states. Shivering, you cast one last glance at this ruin, and decide which way to proceed. ~ 0 65 3 D3 ~ ~ 0 -1 2835 D6 ~ ~ 0 -1 2837 R M 0 2809 6 2836 R E 1 2820 1 16 R E 1 2822 1 8 R E 1 2821 1 13 > rand_prog 33~ if ispc($r) mea $r Ghostly hands brush and tug at you, sending shivers up your spine... mpdamage $r 50 else endif ~ | S #2837 A Rare Sight Indeed~ Stumbling through the forest, you stop suddenly when you see a large stone tower, in good condition and of strong foundation, rising to the north. After a moment's confusion, you suddenly realize that you have reached the easternmost extend of the Walls of Defiance, the massive stone structure that protects the northern plains of Estroglian from the Hordes of the north. The sound of running water reaches your ears, and you realise that the Phlugistrum flows by close to the east of here, though a thick wall of vegetation prevents you from reaching it. ~ 0 65 3 D7 ~ ~ 0 -1 2838 D9 ~ ~ 0 -1 2836 > rand_prog 33~ mpe _lbl The sound of running water reaches your ears. ~ | S #2838 The Twisting Forest Path~ The path here is as twisted and warped as the gnarled blackened branches that the dark trees on either side have given issue to. Frequently it feels as if they are almost attempting to grab you, and drag you into their evil domain. Roots protruding from the ground catch at your feet, and more than once you almost end up face down on the ground. ~ 0 65 3 D3 ~ ~ 0 -1 2839 D8 ~ ~ 0 -1 2837 R M 0 2809 6 2838 R E 1 2820 1 16 R E 1 2821 1 13 R E 1 2822 1 8 R M 0 2802 3 2838 S #2839 More Branches of the Path~ More twists and bends in the sinuous forest trail beckon before you, allowing various choices as to where to proceed in this dark wood. You occasionally catch glimpses of creatures scurrying through the dark undergrowth to either side, accompanied by faint shrieks and high pitched giggling; the effect is rather unnerving and you are happy to press on. ~ 0 65 3 D0 ~ ~ 0 -1 2840 D1 ~ ~ 0 -1 2838 D9 ~ ~ 0 -1 2841 R M 0 2827 5 2839 R E 1 2828 1 20 R G 1 2829 1 R M 0 2827 5 2839 R E 1 2828 1 20 R G 1 2829 1 R M 0 2827 5 2839 R E 1 2828 1 20 R G 1 2829 1 S #2840 A Thatched Cottage Deep in the Woods~ Suddenly, literally out of nowhere, the trail ends at a small thatch hut, buried in the forest, not visible from more than a few yards away due to the thick, heavy undergrowth and the shadows of surrounding trees. Smoke billowing from the chimney indicates at least some form of occupation, be it friendly or malign. The front door is closed, but doesn't appear to be locked (not that a locked door has ever stopped you from barging in unwanted before). No windows are present on this side, and the dense clusters of trees make it impossible to work your way around the sides. ~ 0 65 3 D0 ~ ~ 3 -1 2846 D2 ~ ~ 0 -1 2839 R D 0 2840 0 1 > rand_prog 33~ mpe A sweet aroma, of herbs and fine foods, drifts in from the north. ~ | S #2841 Several Choices~ Literally hundreds of trails twist and wend their way through the dark forest, proceeding to various fates, most best left unspoken of. Each bears at least small traces of progress by adventurers before you, though you see very few sets of tracks indeed heading back to the outside. A small hillock rises to the west at the end of the path in that direction. ~ 0 0 1 D3 ~ ~ 0 -1 2843 D6 ~ ~ 0 -1 2839 D8 ~ ~ 0 -1 2835 D9 ~ ~ 0 -1 2842 R M 0 2805 7 2841 R E 1 2813 1 3 R E 1 2814 1 16 R E 1 2815 1 11 S #2842 Sinister Vegetation~ The path here is as twisted and warped as the gnarled blackened branches that the dark trees on either side have given issue to. Frequently it feels as if they are almost attempting to grab you, and drag you into their evil domain. Roots protruding from the ground catch at your feet, and more than once you almost end up face down on the ground. ~ 0 0 3 D2 ~ ~ 0 -1 2833 D6 ~ ~ 0 -1 2841 R M 0 2802 3 2842 S #2843 A Stone Arch~ The path ends here, before a stone arch set into the side of a small hillock. Peering in between the stone supports, you see a narrow stairway descending into the darkness below, towards a tomb, perhaps, or the lair of some intelligent underground-dwelling species. Either way, you suspect that they wouldn't be partial to visitors. ~ 0 69 3 D1 ~ ~ 0 -1 2841 D5 ~ ~ 0 -1 2844 S #2844 The Base of the Stair~ The steps end before a rusted iron door, set in the earth of the west wall. A keyhole is present, but nature has rendered it unusuable over the centuries, so even if you had the correct key it would serve no purpose. A single rune, the rune of Death, has been carved into the door, visible even through the heavy corrosion. A thin layer of moisture can also be perceived, the type of condensation common to metal exposed to cold temperatures for extended periods, the water forming a sheath as a result. ~ 0 3153929 0 0 0 4 D3 ~ ~ 39 -1 2845 D4 ~ ~ 0 -1 2843 R D 0 2844 3 2 S #2845 A Chilly Crypt~ The interior of the cramped crypt contains a single stone tomb, a sarcophagus bearing an inlaid image of the necromancer it houses. Runes and sigils cover the walls, traced in luminiscent silver, gold and platinum. Images, vile images, of death, dismemberment and other evil acts cover the ceiling, as if it was created for the dead body to take pleasure in during its eternal rest. An unnatural cold fills the room, from an unknown source; icicles have formed in parts of the damp chamber as a result. ~ 0 3153929 0 0 0 4 D1 ~ ~ 39 -1 2844 R M 0 2811 1 2845 R E 1 2823 1 16 R E 1 2824 1 9 R E 1 2825 1 14 R D 0 2845 1 2 S #2846 A Messy Dwelling~ You haven't been inside such a messy dwelling since you visited an orcish village in your youth, and even then they at least had the benefit of not knowing any better. The cranky elf who lives here, however, should and indeed does know better; she is simply too lazy and disorganized to clean the dirty pots, piles of paper and animal stains from the walls and floor. ~ 0 1048584 0 D2 ~ ~ 3 -1 2840 R M 0 2814 1 2846 R E 1 2831 1 17 R E 1 2832 1 19 R E 1 2833 1 16 R E 1 2834 1 5 R D 0 2846 2 1 S #2847 Outside the Stockade~ Upon closer examination, you are surprised to see that much of the stockade is still intact; the tactician in you says that someone managed to sneak in and unlock the gates, allowing the enemy outside to pour in virtually unhindered, slaughtering the surprised inhabitants before they could be called to arms. A devilish, but gruesomely effective, tactic. You wonder also what forces yet remain within these wooden walls? ~ 0 65 3 D0 ~ stockade~ 3 -1 2848 D2 ~ ~ 0 -1 2812 R D 0 2847 0 1 S #2848 The Stockade~ Stepping through the gate, you are greeted by a visage of death and destruction. Half-devoured corpses in various stages of decay lie everywhere, surrounded by their broken weapons and smashed armor. Hardly any corpses appear to be of any race but elven; only one or two badly rotted corpse appear to be remains of the enemy that took this place. Whatever overran this place was swift, efficient and deadly. The elves didn't stand a chance. A set of steps leads up to a watchtower, while open doorways to the east and west lead into quarters of the garrison. A second door lies to the north, leading to the officers' area. It doesn't appear to have been disturbed... ~ 0 0 1 D0 ~ ~ 3 -1 2850 D1 ~ ~ 0 -1 2855 D2 ~ ~ 3 -1 2847 D3 ~ ~ 0 -1 2854 D4 ~ ~ 0 -1 2849 R D 0 2848 0 1 R D 0 2848 2 1 S #2849 The Watchtower~ Once the lookout tower for the stockade garrison, this position was safe from the ground, but quite vulnerable to aerial attacks, which was the fate of the unfortunate soul stationed here when the garrison was finally crushed by the evil forces of the forest. Huge gouges mar the wooden structure, as of the claws of some powerful creature. Blood is spattered on the roof and the floor, the result of deep slashes made by these same claws in elven flesh. ~ 0 0 1 D5 ~ ~ 0 -1 2848 R M 0 2819 1 2849 R O 0 2838 1 2849 R O 0 2839 1 2849 R O 0 2840 1 2849 S #2850 Commanders' Quarters~ Surprised at the lack of obvious effort made by the invaders to break ino this area, you are even more surprised by the sight that greets you when you pass easily through the unlocked door. Bodies lie sprawled on the floor, bearing no obvious injuries but with grimaces of horror and pain contorting their faces into terrible ritcuses of unpleasant death. Some being managed to pass through the walls and slay the defenders of the commander, with little effort. You grip your weapon firmly and wonder if it still remains nearby... ~ 0 8 0 D0 ~ ~ 3 -1 2852 D1 ~ ~ 3 -1 2851 D2 ~ ~ 3 -1 2848 D3 ~ ~ 3 -1 2853 R D 0 2850 0 1 R D 0 2850 1 1 R D 0 2850 2 1 R D 0 2850 3 1 S #2851 Lieutenant's Quarters~ Once the quarters of an officer of the stockade, this room is now devoid of inhabitants; whoever was quartered here met his end with the others in the foyer outside. A few papers are scattered about the room, as if blown there some time ago by a sudden breeze. ~ 0 8 0 D3 ~ ~ 3 -1 2850 R O 0 2848 1 2851 R P 0 2847 1 2848 R D 0 2851 3 1 S #2852 The Commander's Office~ This room is simple in accoutrements, boasting a small desk, several maps and charts of the surrounding region, and a small military cot near a window looking out onto dense forest. You frown, knowing that the woodlands you see are certainly not the ones that surround this place, and quickly deduce that this is an optical illusion, cleverly designed to remind the commander of his home. ~ 0 0 1 D2 ~ ~ 3 -1 2850 R M 0 2821 1 2852 R G 1 2844 1 R G 1 2846 1 R E 1 2850 1 16 R O 0 2849 1 2852 R P 0 2851 1 2849 R D 0 2852 2 1 S #2853 Lieutenant's Office~ Once the quarters of an officer of the stockade, this room is now devoid of inhabitants; whoever was quartered here met his end with the others in the foyer outside. A few papers are scattered about the room, as if blown there some time ago by a sudden breeze. ~ 0 8 0 D1 ~ ~ 3 -1 2850 R O 0 2843 1 2853 R P 0 2845 1 2843 R D 0 2853 1 1 S #2854 Ruined Barracks~ A terrific battle took place in here; it would be nice to think that the elves gave as good as they got, but the overwhelming number of elven corpses in comparison to those of the enemy shows that this clearly was not the case. The elves were decimated, slaughtered by powerful foes from the evil forest, a force they were evidently totally unprepared for. Shaking your head, you turn your mind to more practical matters and begin to search for anything of value. ~ 0 8 0 D1 ~ ~ 0 -1 2848 R M 0 2820 2 2854 R E 1 2841 1 5 R E 1 2842 1 16 S #2855 Ruined Barracks~ A terrific battle took place in here; it would be nice to think that the elves gave as good as they got, but the overwhelming number of elven corpses in comparison to those of the enemy shows that this clearly was not the case. The elves were decimated, slaughtered by powerful foes from the evil forest, a force they were evidently totally unprepared for. Shaking your head, you turn your mind to more practical matters and begin to search for anything of value. ~ 0 8 0 D3 ~ ~ 0 -1 2848 R M 0 2820 2 2855 R E 1 2841 1 5 R E 1 2842 1 16 S #2856 The Rubble Strewn Streets~ Little save the stone of this place survived the onslaught of the golems as they rampaged over the dwellings of their former masters; shards of broken glass, pottery and other debris litters the road everywhere you go, making this rubble-strewn causeway a precarious path to follow. The sounds of stone meeting with stone from nearby indicates that they haven't finished yet, either! ~ 0 8257 1 D0 ~ ~ 0 -1 2828 D2 ~ ~ 0 -1 2858 D3 ~ ~ 0 -1 2857 S #2857 A Ruined Structure~ The interior of this structure is in total ruin, destroyed and abandoned centuries before even the rise of Estroglia. Nothing of value remains; it has long since been looted or ruined. There are signs, however, that something has recently been rummaging through the rubble, for whatever purpose. ~ 0 8265 0 D1 ~ ~ 0 -1 2856 R M 0 2828 5 2857 S #2858 The Rubble Strewn Streets~ As you proceed, you arfe struck by the fact that there are no bodies scattered amongst the debris; then you realize that whoever the golems slew, their remains would have long since moldered away by now. Yet the golems still exist, the magical entities that they are, continuing to blindly smash and tear asunder all that was once their city. ~ 0 8257 1 D0 ~ ~ 0 -1 2856 D1 ~ ~ 0 -1 2859 D9 ~ ~ 0 -1 2860 S #2859 A Ruined Structure~ The interior of this structure is in total ruin, destroyed and abandoned centuries before even the rise of Estroglia. Nothing of value remains; it has long since been looted or ruined. There are signs, however, that something has recently been rummaging through the rubble, for whatever purpose. ~ 0 8265 0 D3 ~ ~ 0 -1 2858 R M 0 2828 5 2859 S #2860 The Rubble Strewn Streets~ This street is actually one of only two remaining in the city that is still traversable; the rest have been buried entirely in rubble or torn up and crushed to dust by the enraged golems. It is amazing that they haven't managed to destroy the city entirely by now; perhaps some structures are too hardy for even their mighty strengh to utterly demolish. ~ 0 8257 1 D3 ~ ~ 0 -1 2861 D6 ~ ~ 0 -1 2858 S #2861 The End of the Concourse~ The path ends here, outside several ruined dwellings, only one of which is accessible. Several mangled corpses, of adventurers, litter the ground here, showing evidence of having been smashed to a pulp by the rampaging golems. Cringing, you step around the mess and peer into the dwelling. ~ 0 3153992 0 D1 ~ ~ 0 -1 2860 D2 ~ ~ 0 -1 2862 S #2862 A Ruined Structure~ The interior of this structure is in total ruin, destroyed and abandoned centuries before even the rise of Estroglia. Nothing of value remains; it has long since been looted or ruined. There are signs, however, that something has recently been rummaging through the rubble, for whatever purpose. A gaping hole in the roof leads to a partially intact second level. ~ 0 3153992 0 D0 ~ ~ 0 -1 2861 D4 ~ ~ 64 -1 2863 S #2863 The Second Floor~ Some creature has turned this area into a home, of sorts, filling it with all manner of items scavenged from the ruined dwelling below. Partially demolished tables support cracked and chipped urns and plates, while armless and legless statues are propped up against the crumbling walls. Plaster coats the floor, having long since crumbled and fallen from the walls. ~ 0 3153993 0 D5 ~ ~ 64 -1 2862 R M 0 2829 1 2863 R E 1 2856 1 20 R E 1 2857 1 12 R O 0 20 1 2863 R O 0 20 1 2863 S #2864 The Western Boulevard~ Once an idyllic lane lined with tall trees and marble statues, this road is now naught but piles of rubble and potholes, the result of the rampaging golems. Several ruined buildings have collapsed onto the road, making progress slow and difficult as you circumvent the ruined dwellings. Whatever wealth this city once contained has long since been demolished, or looted by brave (and lucky) adventurers. ~ 0 8257 1 D0 ~ ~ 0 -1 2865 D1 ~ ~ 0 -1 2828 D3 ~ ~ 0 -1 2866 S #2865 A Ruined Structure~ The interior of this structure is in total ruin, destroyed and abandoned centuries before even the rise of Estroglia. Nothing of value remains; it has long since been looted or ruined. There are signs, however, that something has recently been rummaging through the rubble, for whatever purpose. ~ 0 8265 0 D2 ~ ~ 0 -1 2864 R M 0 2828 5 2865 S #2866 The Rubble Strewn Streets~ Gaping holes in the road the size of a giant's fist at frequent intervals are a firm testament to the strengh and fury of the mighty magical servants that now rampage unchecked through this ancient city. You shudder as you imagine your head being the focus of one of these sledgehammer blows. ~ 0 8257 1 D1 ~ ~ 0 -1 2864 D3 ~ ~ 0 -1 2867 R M 0 2828 5 2866 S #2867 The Rubble Strewn Streets~ The street ends here, with several buildings in various states of demolition lying to the northwest and the south. These two appear to be the only ones reasonably intact; the rest have already been torn down and reduced to rubble. A faint glow issues forth from the northwestern structure, which by what remains of its facade appears to have once been a place of worship, but now is just another ruin. ~ 0 8257 1 D1 ~ ~ 0 -1 2866 D2 ~ ~ 0 -1 2869 D7 ~ ~ 0 -1 2868 S #2868 A Ruined Chapel~ When the temple was violated and the priests slain by the golems, the blessings that once held sway here began to falter, then as the populace lost faith in the gods who had failed to protect them in their hour of need it manifested itself in a representation of dark and malicious thoughts, compounded with fear and betrayal, and all the emotions that only worsen a person coalesced into an immortal entity that now inhabits this once-sacred ground, a bitter irony as the temple was once that of a god of love, light and life. ~ 0 3153993 0 D8 ~ ~ 0 -1 2867 R M 0 2823 1 2868 S #2869 An Ancient Dwelling~ Judging by the size of this structure, or what remains of it, this must once have been the residence of someone of significant importance in the city; the mayor, perhaps, or the high priest of the temple. At any rate, it appears to have survived better than most of the other structures, a statement of either its structural integrity or the result of some latent programming of the golems that still prevents them from levelling it. ~ 0 8265 0 D0 ~ ~ 0 -1 2867 D2 ~ ~ 0 -1 2870 R M 0 2828 5 2869 S #2870 An Ignoble Fate~ The noble that once ruled this city resided here, in what was once an opulent palace. Now only moldering scraps of cloth and broken furniture remain, a dim legacy of a glorious past. So stricken with grief was the noble at the fate of her city (she has been dead so long all have now forgotten her name, including herself), that she took her own life, and now haunts this place. ~ 0 3153989 0 D0 ~ ~ 0 -1 2869 R M 0 2824 1 2870 R E 1 2859 1 5 S #2871 The Stone Causeway~ The clear stone causeway runs north, lined by the statues, heading towards a low set building, of white stone but crisscrossed with deep red lines, that glow faintly. The door is of mithril, and sits open, and you fancy you can hear a faint humming coming from within. It seems innocuous enough, but if this is indeed the lair of a person of import or power, you are fairly certain that they wouldn't make their home in this dark wood if they were not of evil mein. ~ 0 8261 1 D0 ~ ~ 1 -1 2872 D2 ~ ~ 0 -1 2831 R D 0 2871 0 0 S #2872 A Dark Corridor~ The second you pass through the doors you are plunged into darkness. Some magical force prohibits light here, and you cannot see where you are proceeding. Reaching out with your hands, you can feel stone walls, roughly twelve feet apart, and the bases of massive pillars that presumably support the unseen ceiling of this place. You cannot find the entrance behind you; it would seem you just took the first few steps of a one way trip. ~ 0 3219529 0 D0 ~ ~ 0 -1 2873 S #2873 Travelling Blindly~ Feeling worse than helpless, you grope blindly through the darkness, reaching out with your hands for any obstacle. More than once your groping touch encounters warm, soft flesh covered in fur that moves under your grasp, and you withdraw your hand in revulsion. The floor is slippery with some unknown substance that has the odor of fresh blood. ~ 0 3219529 0 D0 ~ ~ 0 -1 2874 D2 ~ ~ 0 -1 2872 S #2874 The Darkness Continues~ This is quickly becoming unbearable. Your mind, unnerved by the sensory deprivation, is screaming for release, but neither sight nor sound is detected, and you yearn in vain for anything to break this silent darkness. You realize now that you cannot make a noise, even if you wanted to; it is as if your voice were locked inside your throat. ~ 0 3219529 0 D0 ~ ~ 0 -1 2877 D2 ~ ~ 0 -1 2873 S #2875 A Damp Cell~ This cramped, damp cell serves as a holding place for those few people that are not slain by Chopper, and are kept until Cresslix decides what to do with them. ~ 0 3153993 0 D3 ~ ~ 7 -1 2877 R M 0 2832 1 2875 R E 1 2860 1 14 R E 1 2861 1 16 R D 0 2875 3 2 S #2876 A Damp Cell~ This cramped, damp cell serves as a holding place for those few people that are not slain by Chopper, and are kept until Cresslix decides what to do with them. ~ 0 3153993 0 D1 ~ ~ 7 -1 2877 R M 0 2831 1 2876 R D 0 2876 1 2 S #2877 An Unpleasant Greeting~ Suddenly your light source flares into full light, as you step past some limit of the magical field, and you find yourself in a large black chamber, the walls of which writhe and moan as if they were alive. The floor is slick with blood and gore, and you notice to your horror that so are your hands and booted feet. Blood covers most of you, in fact, thick clumps matting your hair and staining your armor. Shrieking, you scarcely notice the other horrors this chamber conceals. The only other feature your slightly unhinged mind detects is the presence of two doors, in the east and west walls, and a staircase to the north. ~ 0 3153993 0 D0 ~ ~ 0 -1 2878 D1 ~ ~ 7 -1 2875 D2 ~ ~ 0 -1 2874 D3 ~ ~ 7 -1 2876 R M 0 2833 1 2877 R E 1 2862 1 16 R M 0 2834 2 2877 R M 0 2834 2 2877 R D 0 2877 1 2 R D 0 2877 3 2 S #2878 The Base of the Stairs~ A set of steps rises up out of the gore here, heading up to a landing adorned with gothic architectural features. The stairs are broad, and of marble, and covered with a blood red carpet, that lines the exact center. Grinning gargoyles stand at either end of the balustrades, beckoning lewdly at visitors to this section. You wonder what new threats you can expect. ~ 0 3153993 0 D2 ~ ~ 0 -1 2877 D4 ~ ~ 0 -1 2879 S #2879 The Second Tier~ The stairs end here, at a small landing lined with a carved wooden balustrade. The walls bear gothic murals, and the arched exit to the north is carved with visages of grinning gargoyles and leering demons. A shiver runs up and down your spine, and you realize that the master of this fell domain, Cresslix, is aware of your presence in his sanctum, though you cannot explain how you know this. ~ 0 3153993 0 D0 ~ ~ 0 -1 2880 D5 ~ ~ 0 -1 2878 R M 0 2830 2 2879 R M 0 2830 2 2879 S #2880 Gallery of the Macabre~ Before you is a large, arched hall, the vaulted ceilings over sixty feet in height. Several iron wrought chandeliers, laden with unlit candles, depend from hooks set in the supports, while the grey stone walls bear elaborate murals of pain, death and mutilation. Several items are displayed here, as grotesque museum exhibits, including an iron maiden, a rack, several tables laden with manacles and iron masks, and an iron chair. The air is musty, and carries the faint taint of putrescent flesh; apparently not all of this equipment was cleaned before being placed here. Flickering light can be seen to the west. ~ 0 3153993 0 D2 ~ ~ 0 -1 2879 D3 ~ ~ 0 -1 2881 S #2881 A Grim Sight~ The hall continues, widening slightly here, where the entire northern wall is made of a series of panes of glass, framed with iron bars. Peering through the glass, you peer out onto a desolate landscape, the forest below shrouded in mist caused by a perpetual rain. Dark stormclouds hover menacingly overhead, broken only by the black metal spire of a tower that rises northwest of here, framed in lightning at random intervals. Deep, booming laughter reverberates through the hall, though it could just be thunder. Ghostly spectral shapes flicker back and forth outside, pelted by the incessant rain and scattered by the occasional lightning strike. Sometimes one will flit closer to you, and stare with empty eyesockets at you, imploring you to help release it from its undead state. ~ 0 0 1 D1 ~ ~ 0 -1 2880 D3 ~ ~ 0 -1 2882 S #2882 The Mausoleum~ The hall narrows again here, to the dimensions of the museum of torture, and is very similar in appearance, save that this chamber is filled with large stone sarcophagii, all open, revealing the perfectly preserved remains of unknown mages and priests from times forgotten. Peering closer, you are relieved to note that they appear to be quite dead, and not about to leap forth and attack you, unlike the other "corpses" you have encountered in the forest of the walking dead. The hall continues for a short distance to the west, where it ends at an arched entranceway. ~ 0 3153993 0 D1 ~ ~ 0 -1 2881 D3 ~ ~ 0 -1 2883 S #2883 Approaching the High Tower~ The passage ends here, before an arched entrance into the tower. Peering into the gloom, you note that there is no floor in the room to the north; instead the tower appears to be completely hollow! A staircase ascends, winding around the inside wall of the tower, heading to the top. Dreading having to make such a trip, you wonder to yourself yet again- is this really worth it? ~ 0 3153993 0 D0 ~ ~ 0 -1 2884 D1 ~ ~ 0 -1 2882 S #2884 The Base of the Stair~ Spiralling upwards, as far as you can see, is a narrow, crumbling stair, clinging precariously to the edges of the circular stairwell it inhabits. A gaping blackness lies below, in the space the stairs circle as they ascend; a false step could mean plummeting far down into whatever foul depths the tower plumbs. ~ 0 3153993 0 0 0 4 D2 ~ ~ 0 -1 2883 D4 ~ ~ 0 -1 2885 S #2885 The Ancient Stair~ Small chunks of masonry break away from the stairs under your feet as you ascend, causing you to cling tenaciously to the wall as you edge your way upwards. The stair is barely wide enough for one person, let alone more, and you realize that you will be a sitting duck for any foe that might fly up the chute that the staircase circles as it winds its way around the inner wall of the tower. ~ 0 3156041 0 D4 ~ ~ 0 -1 2886 D5 ~ ~ 0 -1 2884 S #2886 The Ancient Star~ The stair continues, for what seems like forever, winding around and around, soaring higher into the tower, which is obviously much larger than it appeared from the view you glimpsed through the window earlier. Either that, or some fell enchantment is at work ...WHOA! You shriek as your concentration slips during your musings, and you lose your footing. Scrabbling furiously, you manage to leap to the next step, and glance back at the pile of debris that was once supporting your foot as it plummets into the inky darkness below. Wiping your brow with relief, you collect yourself and continue. ~ 0 3156041 0 D4 ~ ~ 0 -1 2887 D5 ~ ~ 0 -1 2885 S #2887 The Ancient Star~ At this point you surmise that you are almost near the top; the stairs show considerably less signs of wear (indicating that few adventurers made it this far) and you fancy you can hear loud breathing coming from a dark chamber that is now coming into view at the top of the stair. Smiling with relief, you hasten your pace, and ready yourself for the next challenge Cresslix' domain will hurl at you. ~ 0 3156041 0 D4 ~ ~ 0 -1 2888 D5 ~ ~ 0 -1 2886 S #2888 A Massive Chamber~ The staircase ends here, at the southern end of a massive stone chamber, the walls and floor of which are covered in deep, savage claw marks, as of some gargantuan beast sharpening its claws, perhaps in preparation for battle or feasting? Piles of skulls, as high as your waist, have been arranged at regular intervals around the perimeter of the area, a grim reminder of the killing power of whatever beast resides here. ~ 0 3153993 0 D0 ~ ~ 0 -1 2889 D5 ~ ~ 0 -1 2887 R M 0 2822 1 2888 S #2889 The Glowing Sphere~ The chamber ends here, before a gaping hole in the ceiling, which is filled with a glowing translucent sphere. Although it crackles and shimmers with powerful magicks, the energy surging from it doesn't do you any noticeable harm. There doesn't appear to be any other way onwards except through whatever this sphere keeps in place. ~ 0 3145801 0 D2 ~ ~ 0 -1 2888 D4 ~ sphere~ 67 -1 2890 R D 0 2889 4 1 S #2890 Halls of Peril~ Dark, shifting walls press in on all sides of you here, threatening to engulf you. Not a sound permeates the dizzying, moving dark shapes, nor does your light source penetrate far into the gloom. Shapes move about on all sides of you, adding to your confusion. Panic sets in as you also realize that in this evil place your magic will not function either. ~ 0 3481737 0 0 0 6 D0 ~ ~ 0 -1 2890 D1 ~ ~ 0 -1 2890 D2 ~ ~ 0 -1 2890 D3 ~ ~ 0 -1 2890 D6 ~ ~ 0 -1 2894 D7 ~ ~ 0 -1 2890 D8 ~ ~ 0 -1 2890 D9 ~ ~ 0 -1 2890 R M 0 2812 4 2890 > act_prog p from below.~ mpe The sphere slides shut behind you, barring the entrance. mpe You appear to have entered the uppermost sanctum of Cresslix! mpe Now, where could he be... ~ | S #2891 Halls of Peril~ Dark, shifting walls press in on all sides of you here, threatening to engulf you. Not a sound permeates the dizzying, moving dark shapes, nor does your light source penetrate far into the gloom. Shapes move about on all sides of you, adding to your confusion. Panic sets in as you also realize that in this evil place your magic will not function either. ~ 0 3481737 0 0 0 6 D0 ~ ~ 0 -1 2894 D1 ~ ~ 0 -1 2891 D2 ~ ~ 0 -1 2891 D3 ~ ~ 0 -1 2893 D6 ~ ~ 0 -1 2891 D7 ~ ~ 0 -1 2891 D8 ~ ~ 0 -1 2891 D9 ~ ~ 0 -1 2891 S #2892 Halls of Peril~ Dark, shifting walls press in on all sides of you here, threatening to engulf you. Not a sound permeates the dizzying, moving dark shapes, nor does your light source penetrate far into the gloom. Shapes move about on all sides of you, adding to your confusion. Panic sets in as you also realize that in this evil place your magic will not function either. ~ 0 3481737 0 0 0 6 D0 ~ ~ 0 -1 2893 D1 ~ ~ 0 -1 2892 D2 ~ ~ 0 -1 2892 D3 ~ ~ 0 -1 2892 D6 ~ ~ 0 -1 2892 D7 ~ ~ 0 -1 2892 D8 ~ ~ 0 -1 2892 D9 ~ ~ 0 -1 2895 R M 0 2812 4 2892 S #2893 Halls of Peril~ Dark, shifting walls press in on all sides of you here, threatening to engulf you. Not a sound permeates the dizzying, moving dark shapes, nor does your light source penetrate far into the gloom. Shapes move about on all sides of you, adding to your confusion. Panic sets in as you also realize that in this evil place your magic will not function either. ~ 0 3481737 0 0 0 6 D0 ~ ~ 0 -1 2893 D1 ~ ~ 0 -1 2891 D2 ~ ~ 0 -1 2892 D3 ~ ~ 0 -1 2893 D6 ~ ~ 0 -1 2893 D7 ~ ~ 0 -1 2893 D8 ~ ~ 0 -1 2893 D9 ~ ~ 0 -1 2893 S #2894 Halls of Peril~ Dark, shifting walls press in on all sides of you here, threatening to engulf you. Not a sound permeates the dizzying, moving dark shapes, nor does your light source penetrate far into the gloom. Shapes move about on all sides of you, adding to your confusion. Panic sets in as you also realize that in this evil place your magic will not function either. ~ 0 3481737 0 0 0 6 D0 ~ ~ 0 -1 2894 D1 ~ ~ 0 -1 2894 D2 ~ ~ 0 -1 2891 D3 ~ ~ 0 -1 2894 D6 ~ ~ 0 -1 2894 D7 ~ ~ 0 -1 2894 D8 ~ ~ 0 -1 2894 D9 ~ ~ 0 -1 2890 S #2895 Halls of Peril~ Dark, shifting walls press in on all sides of you here, threatening to engulf you. Not a sound permeates the dizzying, moving dark shapes, nor does your light source penetrate far into the gloom. Shapes move about on all sides of you, adding to your confusion. Panic sets in as you also realize that in this evil place your magic will not function either. ~ 0 3481737 0 0 0 6 D0 ~ ~ 0 -1 2896 D1 ~ ~ 0 -1 2895 D2 ~ ~ 0 -1 2895 D3 ~ ~ 0 -1 2895 D6 ~ ~ 0 -1 2892 D7 ~ ~ 0 -1 2895 D8 ~ ~ 0 -1 2895 D9 ~ ~ 0 -1 2895 R M 0 2812 4 2895 S #2896 Halls of Peril~ Dark, shifting walls press in on all sides of you here, threatening to engulf you. Not a sound permeates the dizzying, moving dark shapes, nor does your light source penetrate far into the gloom. Shapes move about on all sides of you, adding to your confusion. Panic sets in as you also realize that in this evil place your magic will not function either. ~ 0 3481737 0 0 0 6 D0 ~ ~ 0 -1 2896 D1 ~ ~ 0 -1 2896 D2 ~ ~ 0 -1 2895 D3 ~ ~ 0 -1 2897 D6 ~ ~ 0 -1 2896 D7 ~ ~ 0 -1 2896 D8 ~ ~ 0 -1 2896 D9 ~ ~ 0 -1 2896 S #2897 Halls of Peril~ Dark, shifting walls press in on all sides of you here, threatening to engulf you. Not a sound permeates the dizzying, moving dark shapes, nor does your light source penetrate far into the gloom. Shapes move about on all sides of you, adding to your confusion. Panic sets in as you also realize that in this evil place your magic will not function either. ~ 0 3481737 0 0 0 6 D0 ~ ~ 0 -1 2897 D1 ~ ~ 0 -1 2897 D2 ~ ~ 0 -1 2897 D6 ~ ~ 0 -1 2897 D7 ~ ~ 0 -1 2898 D8 ~ ~ 0 -1 2897 D9 ~ ~ 0 -1 2897 R M 0 2812 4 2897 S #2898 Halls of Peril~ Dark, shifting walls press in on all sides of you here, threatening to engulf you. Not a sound permeates the dizzying, moving dark shapes, nor does your light source penetrate far into the gloom. Shapes move about on all sides of you, adding to your confusion. Panic sets in as you also realize that in this evil place your magic will not function either. ~ 0 3481737 0 0 0 6 D0 ~ ~ 0 -1 2898 D1 ~ ~ 0 -1 2898 D2 ~ ~ 0 -1 2898 D3 ~ ~ 0 -1 2898 D6 ~ ~ 0 -1 2898 D7 ~ ~ 0 -1 2898 D8 ~ ~ 0 -1 2897 D9 ~ ~ 0 -1 2898 R O 0 2826 1 2898 S #2899 The Sanctum of Evil~ The panel opens onto a small chamber, no more than a dozen feet on each side, which contains naught but a small slab of obsidian, set in the middle of a blazing pentagram of fire. Smoke fills the room, causing you to choke and gag, while the heat from the pentagram is quickly becoming unbearable. What manner of being would reside in such a fell domain? ~ 0 3153933 0 0 0 9 R M 0 2801 1 2899 R E 1 2805 1 16 R E 1 2806 1 9 R E 1 2807 1 6 R E 1 2808 1 19 > rand_prog 33~ if ispc($r) mea $r Smoke fills your lungs and fire scorches your legs! mpdamage $r 100 mforce $r cough else endif ~ | S #0 #SHOPS 0 #REPAIRS 0 #SPECIALS M 2800 spec_cast_cleric M 2801 spec_fido M 2803 spec_breath_frost M 2806 spec_fido M 2807 spec_poison M 2810 spec_breath_gas M 2811 spec_cast_undead M 2812 spec_fido M 2814 spec_cast_cleric M 2818 spec_fido M 2820 spec_breath_frost M 2821 spec_cast_mage M 2822 spec_fido M 2823 spec_breath_frost M 2824 spec_cast_adept M 2829 spec_cast_mage M 2831 spec_breath_frost S #$