#AREA The Curse of the Necromancer~ #VERSION 2 #AUTHOR Rolindar~ #RANGES 30 50 0 100 $ #RESETMSG A chill wind harbors dread and despair.~ #FLAGS 28 #ECONOMY 0 37424859 #CLIMATE 2 2 2 #MOBILES #25000 rotting corpse~ a rotting corpse~ A rotting corpse rises up from its grave! ~ These mindless undead have been animated by the foul workings of the curse of the Necromancer. Torn from their resting places against their will, they now harbor an abiding hatred of all that lives and breathes. ~ 97 512 -400 C 34 0 0 10d10+900 4d4+8 0 0 5 0 112 112 0 18 13 13 18 13 13 13 0 0 0 -5 -5 71 3 0 0 4096 4096 0 0 0 1791 528 7426 1 128 2 > rand_prog 2~ moan ~ > fight_prog 25~ punch bash ~ > death_prog 100~ mpe _red Blood showers everywhere as the mangled corpse drops to the ground. ~ | #25001 skeleton~ a skeleton~ The skeletal remains of some unknown warrior rise from the ground. ~ Animated by the ghastly curse placed upon this region, this skeleton exists only to destroy hated life and creatures of light. ~ 97 512 -400 C 33 0 0 10d10+800 3d3+3 0 0 5 0 112 112 0 22 13 13 13 13 13 13 0 0 0 0 0 60 3 0 0 4096 4096 0 0 0 0 512 7458 17 3 2 > rand_prog 2~ mpe Bones clatter as the animated skeleton struggles to life. ~ > fight_prog 15~ gouge disarm if rand(50) mpe The skeleton's mouth opens wide in a soundless shriek. mpdamage $n 50 else endif ~ > act_prog p DISARMS you!~ mpe As the weapon is torn from the undead's grasp, a good portion of its mpe hand is torn away along with it! The clawed skeletal hand plops onto mpe the ground... mpoload 25020 drop hand ~ | #25002 revenant lord tarrant~ Lord Tarrant~ A thin, haggard figure strides forth from the darkness. ~ The soul of Lord Tarrant was cursed by the witch to be bound to this plane, and has in its rage become a revenant, thirsting for vengeance. Were Tarrant to know the witch to be slain, he could at last rest, with the rest of his kinfolk. A mighty sorcerer as well as a formidable swordsman, Tarrant is a foe worthy of respect for any perpetrator of evil deeds. ~ 67 274735804 500 C 38 0 0 40d5+2800 2d8+22 0 7 50 0 112 112 0 18 13 13 18 13 13 13 0 0 0 0 0 67 8 0 0 1 1 2 0 0 263871 1573020 2113282 65 1107300867 524289 > greet_prog 100~ if ispc($n) mpe _lbl A shimmering figure rises from the coffin and turns to face you. bow $n say Stranger, you have violated my tomb, and that is a heinous say deed indeed. But you are not the first, and won't be the last, say so I do not begrudge you for the sins of thousands. You may say leave, leave me to my miserable fate. else if name($n) == witch tus'schepteba yell Tus'schepteba! You dare come HERE? DIE!!!!!! scream murder tus'schepteba cackle say Vengeance shall be MINE! else endif endif ~ > speech_prog fate~ sigh say Stranger, I would not bore your ears with my misfortunes. say Suffice to say I have been condemned to this wretched existence say by the vile witch Tus'schepteba. And I may not rest until her say damned soul has been consigned to the fiery pits of hell itself. snarl say TUS'SCHEPTEBA!!!! , weeps softly, for his lands and his people. ~ > speech_prog tus'schepteba~ snarl say Speak not that unworldy slut's name in my presence! say She is vile hellspawned inculcable evil! She must needs be say destroyed, aye, and soon! But I am entombed here, and she is say free to wander as is her seditous wont! How it tasks me! , gnashes his teeth and mutters in rage, ~ > fight_prog 50~ if rand(5) , calls upon the power of his sorcerous ancestors, unleashing tremendous magic! c gas endif if rand(15) , unleashes a volley of debilitating magicks! c unravel c feebleness c 'ethereal funnel' c blazebane c winter else if rand(25) c 'galvanic whip' c 'chill touch' c fireball else c black hand endif endif ~ > speech_prog necromancer~ say The necromancer? mutter say Few indeed know of this dark presence. 'Tis rumored he is say the true mastermind behind the workings of the witch. But say 'tis also rumored that the witch and the necromancer are say but two sides of the same coin... Who can know? ~ > act_prog p DISARMS you!~ sneer say What a base, cowardly act... one that will not succeed. mpe As if by magic, Tarrant's sword leaps back into his hand! wield tarrant snicker ~ > act_prog flees~ mprestore self 50 ~ > rand_prog 2~ moan mpasound A dread moaning can be heard nearby... mprestore self 20 mpe Add purge knight check cool prog ~ > act_prog p gets blessed orb of light from an empty coffin.~ if isgood($n) nod say Take it, $n, and use it well. I can no longer battle evil here, say so now the mantle must be borne by you... else scream say Vile treacherous thief! You will perish in the fires of perdition! c fireball $n endif ~ > hitprcnt_prog 20~ if rand(25) mpe _whi Sorely pressed, Tarrant calls upon the favor of the fallen! mpe _blu Lord Tarrant utters the words, 'daed eht fo sthgink'. mpe _lbl A ghostly knight steps out of one of the portraits. mpmload 25013 mpforce 'portrait knight' bow mpforce 'portrait knight' say I exist to serve thee, my lord. mpforce 'portrait knight' murder $n else mpe Tarrant snarls and curses as he staggers under your blows. endif ~ | #25003 knight manor~ a knight of the manor~ An armored knight stands his ground here. ~ The knights of the manor are a small band of warriors sworn to protect the baron and his family in these times of trouble. They will be curt with strangers, but that it because with all the troubles of late they have little choice but to be distrustful. ~ 67 512 444 C 35 0 0 10d100+2000 3d4+18 0 1 0 0 112 112 1 22 13 22 22 13 13 13 0 0 0 0 0 0 8 0 0 1 1 2 0 0 1791 3151104 2048 0 16 524291 > rand_prog 2~ , carefully scans the surrounding region, alert for trouble. ~ > all_greet_prog 100~ if name($n) == undead marauder say The Dead rise! Prepare thyselves! , draws his weapon and strides forth to quell the menace! mpkill $n else if ispc($n) say Halt! Stranger, be aware that you have entered, knowingly or say otherwise, the domain of our Lord of the Manor, Baron duChesne. say The Baron has little patience for rowdy or unruly adventurers, say or for adventurers at all, so be on your best behavior, or face say the wrath of his knights! glare $n else endif endif ~ > fight_prog 10~ yell CHARGE! mpe The knight lunges at you, catching you with his lance! ~ > death_prog 100~ mpe As he falls, dying, the knight's eyes glaze over. He tries to speak. mpe _lbl A knight of the Manor says 'I...' mpe Then he falls silent, incapable of further action. ~ > speech_prog p curse~ say Curse? chuckle mpe Although the knight attempts to scoff, his nervous manner betrays his fear. frown say Aye, 'tis true, this place is cursed, by that vile necromancer! growl say If only I were twenty years younger... ~ > speech_prog necromancer witch~ frown say I know naught of these scoundrels, stranger... mpe Although the knight's bearing is fair, you suspect he is hiding something. say 'Tis best you speak to the Baron of such matters. ~ > act_prog p An undead marauder is DEAD!~ cheer say Huzzah! Another undead falls to my steel! ~ > rand_prog 100~ mprestore self 50 ~ | #25004 warhorse~ a mighty warhorse~ A mighty warhorse stamps and chomps on his bit. ~ The horses of the manor are a sturdy lot, well accustomed to the heat of battle and the thrust of the lance. ~ 262211 512 0 C 28 0 0 1d1+1200 3d3+20 0 0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 86 3 0 0 513 512 0 0 0 100730429 0 0 0 32 2 > rand_prog 2~ , whinnies in anticipation of the fray. ~ | #25005 tus'schepteba witch clone1~ Tus'schepteba~ A cackling, grinning crone of infinite years stares at you. ~ ~ 1 552 0 C 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 2 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 0 0 0 0 0 0 #25006 cadaverous ghoul~ a cadaverous ghoul~ A rotting ghoul gibbers and drools as it dances maniacally through the tunnels. ~ The animated remains of scores of sacrifical victims, these foul beasts now wander the catacombs taken over by the cabal, eternally vigilant for intruders, who form the basis of their diet. Known thieves and scavengers as well as ruthless killers, it is rumored their hidden lairs are filled with all manner of objects. ~ 101 552 -666 C 33 0 0 20d10+800 4d6+12 0 0 12 0 112 112 0 13 13 13 22 13 13 13 0 0 0 0 0 36 2 0 0 1 1 0 0 0 263871 576 2104578 1 262147 2 > all_greet_prog 100~ if isimmort($n) else drool say Fresh meat from the masters! Feed, my brethren... FEED! lick mpkill $n endif ~ > rand_prog 25~ get all mpat 25047 drop all ~ > fight_prog 12~ mea $n The ghoul's claws cut deeply into your flesh, causing great pain! mpdamage $n 25 if con($n) < 15 mea $n But with the pain comes a growing numbness... you are paralyzed! mea $n The ghoul bites and claws at you while you are incapacitated. mpdamage $n 75 else endif ~ | #25007 mad priest~ a mad priest~ A huddled, pathetic creature scurries away as you approach. ~ Once a kindly priest of Brontrel, this poor fellow's mind has been destroyed by what he has witnessed befall this house of his deity. Sent here to lay the evil to rest, he has instead fallen under its fell sway. ~ 199 12840 -200 C 32 0 0 10d10+200 3d3+3 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 0 1 0 0 1 1 0 0 0 32 0 0 0 -234584255 2 > rand_prog 2~ say The Necromancer cometh... shiver ~ > rand_prog 3~ giggle ~ > all_greet_prog 100~ if isnpc($n) cringe else , cowers in the corner as you approach. say G-g-go away...heh...evil here... yes...evil! snicker drool if rand(25) scream else if rand(33) say The Necromancer cometh! , stops and falls silent. else say 'Ware the ghouls what live beneath us!!! moan endif endif endif ~ > fight_prog 18~ mpe Sheer terror lends strength to the priest's efforts! stun mpdamage $n 32 ~ > speech_prog necromancer witch~ mpe The priest screams and covers his ears, beating his feet on the floor! say NO! I WILL HEAR NO MORE! moan ~ | #25008 dire wolf~ a dire wolf~ A dark wolf nearly eight feet long stalks through the pews. ~ The senses of these foul creatures are so finely attuned that they can detect even magically concealed foes, hence their great usefulness as guards, undoubtledly the function they have been put to in this chapel. But guards for what...? ~ 97 552 -400 C 32 0 0 10d8+700 4d6+8 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 69 3 0 0 512 512 0 0 0 167839289 0 0 0 1 2 > fight_prog 15~ mpe The wolf howls and bites! snarl ~ > rand_prog 2~ glare ~ | #25009 mad cabalist ~ a mad cabalist~ A screaming, moaning minion of the Necromancer wanders the catacombs. ~ This evil human has devoted his life to serving the Necromancer, and is part of the Cabal of the Witch, that select organization that carries out the Necromancer's bidding on this plane. He is utterly devoid of any moral center, and is quite psychotic. ~ 35 8712 -666 C 34 0 0 6d20+1100 4d5+10 0 0 10 0 112 112 1 18 13 13 18 13 13 13 0 0 0 0 0 0 1 0 0 65537 1 0 0 0 2047 328 3072 16 1109656129 524290 > greet_prog 100~ if isnpc($n) drool else if isimmort($n) cringe $n else say Death shall claim thee, $n! cackle murder $n endif endif ~ > fight_prog 12~ mea $n _red The cabalist licks the edge of his knive and drives it into you! mpdamage $n 100 say Only damnation awaits you here, $n! ~ > speech_prog necromancer witch~ say Speak, speak the names of my gloried Masters! swoon ~ > rand_prog 2~ if rand(15) say bleh else if rand(33) say bleh else if rand(25) say blesh else say bleh endif endif endif ~ | #25010 lieutenant witch g'qor~ G'qor~ G'qor the Witch's lieutenant, reviews some dark manuscript. ~ A dark half-troll shaman, G'qor has advanced swiftly through the ranks of the Cabal since his arrival, usually by assassinating those who are his immediate superior. His advancement has halted however, as lieutenant to the Witch, who is well aware of his bloodthirsty ambition and harnesses it to further her own dark plans. ~ 3 33563176 -666 C 37 0 -100 1d1+2000 4d4+24 0 5 0 0 112 112 1 19 18 18 10 13 13 13 0 0 0 0 0 8 1 0 0 1 1 0 0 0 2047 3211528 3584 0 209715200 1 > fight_prog 15~ wield flamberge gouge disarm grin ~ > all_greet_prog 100~ if name($n) == mad cabalist frown say Leave me, minion, I have pressing business. mpforce $n w else if isnpc($n) scowl say Who are you? boggle $n else mpe The shaman looks up as you enter. say Ah, $n. Well met indeed, I have been expecting you. mea $n Noting your surprise, he nods and continues. say Yes, the Cabal has ears everywhere, $n. Your mission is known. chuckle say Rather amusing really. What can you possibly hope to achieve? shrug say Enough talk. Time for action. mpe The lieutenant rises to his full ten feet and draws a large flamberge. say Time to die, $n. May whatever god you worship take pity on your soul. endif endif ~ > hitprcnt_prog 20~ if rand(25) mpe Sensing defeat is imminent, G'qor calls upon dark powers to aid him! mpe _blu G'qor utters the words, 'em dia ssenkrad' if mobinarea(25011) >= 1 mpe No creature answers G'qor's summons! curse else mpe _red A demonic creature appears in a flash of hellish light. mpmload 25011 mpforce 'demonic creature' murder $n endif else mpe $I snarls and swears as the battle strain takes its toll on his vitality. endif ~ > speech_prog witch necromancer~ chuckle say Yes, we are aware you seek them. I suppose you desire to rid say the world of their evil... if isevil($n) say ...or take over for yourself, blackheart... poke $n snicker nod endif ~ > rand_prog 2~ if ispc($r) frown say Do you fear to take up arms against me then, $n? nod say You are wise to fear me, for I shall surely destroy you. flex else mprestore self 50 endif ~ | #25011 demonic creature~ a demonic creature~ A horrid beast spawned from the depths of Hell rises to meet you. ~ An aberration known only to exist in Hell, this indescribable mass of fangs, claws and black hide can only exist on the prime material plane if summoned hither by some black power. ~ 101 34087464 -1000 C 31 0 0 1d1+800 4d4+14 0 0 0 0 112 112 0 18 13 13 18 13 13 13 0 0 0 0 0 67 3 0 0 65536 65536 2 0 0 34965055 32 3073 0 3 1 #25012 mortus beast~ mortus beast~ A horrifying mass of black ooze slides across the floor. ~ This unspeakable horror is one of the many powerful minions of the dark Necromancer, placed under the command of his Cabal, and thus nominally controlled by Tsu'schepteba. She, however, does not trust it and keeps it locked here unless it is sorely needed. ~ 7 66088 0 C 40 0 0 60d10+1600 5d5+25 0 0 0 0 112 112 0 22 13 13 13 13 13 13 -5 -5 -5 -5 -5 52 3 0 0 65536 65536 0 0 0 32 1056864 2100510 0 4224 2 > act_prog p pound misses you.~ mea $n Your weapon glances harmlessly off the beast's hide. ~ > act_prog p crush misses you.~ mea $n Your weapon glances harmlessly off the beast's hide. ~ > all_greet_prog 100~ if isnpc($n) mpforce $n gasp mpforce $n u else if ispc($n) mea $n A foul beast of the netherworld, the beast seeks to devour you! mpe _lbl The beast slides forth with terrifying speed, oozing acid and frost. else endif endif ~ > fight_prog 22~ mea $r _lbl The beast's deathly cold flesh brushes you. c 'winter mist' $r c 'chill touch' $r mpdamage $r 25 ~ > rand_prog 2~ mpe The beast's wounds spontaneously regenerate. mprestore self 50 ~ > fight_prog 10~ mpe The beast's wounds spontaneously regenerate. mprestore self 20 ~ > rand_prog 100~ if isimmort($r) else if ispc($r) murder $r else endif endif ~ | #25013 portrait knight~ a portrait knight~ The ghostly remains of a long-dead knight rises to serve its master. ~ Sworn to Tarrant in life, this knight continues his vows of allegiance unto death, and beyond... ~ 39 274735784 500 C 33 0 0 2d2+798 4d4+12 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 84 8 0 0 1 1 0 0 0 0 1056768 2100994 0 1073741904 3 #25014 priest damned~ a damned priest~ A crazed man coated in the blood of virgins offers unspeakable libations. ~ Foul cleric of unspeakable powers, this gaunt man has the touch of madness, in its worst form. Divorced from reality, his mind gamboles freely amongst the nightmarish anti-reality of the Hells, and draws sustenance from therein. Slavishly devoted to the Necromancer and his cabal, this priest is truly a despicable, yet tragic, figure. ~ 3 2106024 -666 C 35 0 0 1d1+1999 2d8+16 66666 1 56 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 1 0 0 1 1 0 0 0 2047 3145984 3073 0 306188288 4106 > rand_prog 2~ if rand(25) say Chaos shall conquer all! cackle drool else if rand(33) say Death to Light! Death to Law! scream else say Damned are those who follow the path of Law! smirk endif endif ~ > all_greet_prog 100~ if isnpc($n) say Come, brother, revel in the glory of the Necromancer! drool else mea $n The priest's eyes roll in their sockets as he turns to face you. if sex($n) == 2 say Sister $n! Come, come unto the purity of my master! mea $n The priest beckons to you, cackling and frothing at the mouth. else say Brother $n! Come, come unto the purity of my master! mea $n The priest beckons to you, cackling and frothing at the mouth. endif mea $n _red The priest draws a long knife across his arm, drawing blood! mpe _lbl The priest shudders in unholy ecstacy. endif ~ > fight_prog 55~ if rand(10) say You seek death so willingly? Then face it, $n, face it! mea $n The priest suddenly lunges at you, sending you tumbling backwards. mer $n The priest suddenly lunges at $n, sending $m tumbling backwards. mea $n _yel With a cry, you fall into the pit! mer $n _yel With a cry, $n falls into the pit! mptrans 0.$n 25033 cackle mpe A horrid munching sound is heard from below, accompanied by muffled cries. else if rand(25) if isgood($n) say Pawn of goodness, face the true power of darkness! snarl mpe _red Blood pours from the priest's orifices, coalescing on the floor. mpe _red With a shudder, the priest opens his mouth, and... shriek endif mpdamage $n 25 mpdamage $n 25 else if rand(33) c weaken $r c curse $r c blindness $r else c 'chill touch' $r endif endif endif ~ > rand_prog 10~ if ispc($r) steal gold $r endif ~ > speech_prog thief~ say Thief? A worthy donation to the church, surely... cackle snarl ~ | #25015 dire wolf ~ a dire wolf~ A long, black wolf slinks through the corridors. ~ The senses of these foul creatures are so finely attuned that they can detect even magically concealed foes, hence their great usefulness as guards, undoubtledly the function they have been put to in this chapel. But guards for what...? ~ 97 552 -400 C 32 0 0 8d8+700 4d4+8 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 69 3 0 0 512 512 0 0 0 167839289 0 0 0 1 2 > rand_prog 2~ peer ~ > fight_prog 33~ snarl mpdamage $n 25 ~ | #25016 Niles butler~ Niles~ A distinguished looking butler stands near the door. ~ An elderly man, Niles has served the DuChesne for three generations. Nearing the end of his life, Niles nevertheless performs his duties with fautless precision. ~ 3 552 0 C 32 0 0 1d1+1445 6d4+18 0 0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 2047 0 3072 0 576 2 > all_greet_prog 100~ if ispc($n) , sniffs disdainfully. if sex($n) == 2 say What is it you wish... madam? else say Can I help you... sir? endif else endif ~ > fight_prog 33~ say Oh dear, such barbaric behavior... Guards! mpe One of the baron's guards comes rushing in. say Sieze that ruffian! point $n mpmload 25017 mpforce baronguard grin mpforce baronguard murder $n ~ > speech_prog p i wish to see the baron~ nod say Very well. One moment please... mpe The butler opens the door to the library. op w mpe Niles glances in, and then turns to face you. say He says he is far too busy. mpe You have a sneaking suspicion that Niles is lying... close w ~ | #25017 baronguard guard~ the baron's guard~ A member of the baron's guard watches for trouble. ~ This sturdy guard is one of the many sworn to protect the baron and his family from harm, a difficult task in these dark days. ~ 3 552 400 C 35 0 0 1d1+1100 4d4+12 0 0 50 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 2047 68672 0 0 592 3 > fight_prog 10~ say Death awaits thee, scoundrel! snarl ~ > death_prog 33~ mutter say So soon... does death claim me... ~ | #25018 baronguard guard~ the baron's guard~ A member of the baron's guard watches for trouble. ~ This sturdy guard is one of the many sworn to protect the baron and his family from harm, a difficult task in these dark days. ~ 3 552 400 C 35 0 0 1d1+1100 4d4+12 0 0 50 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 2047 68672 0 0 592 3 #25019 black dragon dengraz'ch~ Dengraz'ch~ An enormous black dragon lies curled up in the cave. ~ Dengraz'ch is a formidable drake, one of the many terrors inflicted on the hapless village of Gilchrist by the Necromancer. He answers to none but The Necromancer, not even to the witch or her cabal, who hate and fear him. While he is of unfathomable evil, he is not overtly violent, and will not attack obviously capable adventurers without provocation- past experience has taught him not to underestimate these disarmingly frail-looking creatures. ~ 7 273162920 -1000 C 49 0 -300 100d20+20000 8d8+48 0 100 0 0 112 112 0 22 13 13 22 22 13 13 -5 -5 -5 -5 -5 31 3 0 0 2049 1 3 0 0 42305087 1048610 2100608 1 262151 2 > all_greet_prog 100~ if clan($n) == Dragonslayer chuckle say Boastful whelp, you consider yourself a 'Dragonslayer'?? grin say Well, step closer $n, and we shall see what you are made of... flex else if ispc($n) grin say Well hello there, potential meal. Any last words before I slay thee? lick else growl mmm say Dinner! mpe $I leaps upon $n and devours $m in a single bite! mpslay $n burp lick endif endif ~ > fight_prog 40~ if rand(33) mprestore self 100 if clan($n) == dragonslayer roar Yell Now you will feel the wrath of a TRUE dragon, $n Dragonslayer!' mea $n $I rises to his full height and descends upon you! mer $n $I rises to his full height and descends upon $n! stun mpdamage $n 600 endif else if rand(45) mpe $I flicks out with his tail, scattering combatants everywhere! mpdamage $n 200 mpdamage $r 200 else c 'faerie fire' $r endif endif ~ > rand_prog 2~ mpe $I ducks off and deposits items he has found in a secret lair. mpe Seconds later he returns, satisfied. mpjunk all mpclosepassage 25099 0 ~ > act_prog flees~ if clan($n) == dragonslayer yell Ha! Watch $n, the so-called 'Dragonslayer', flee like a rabbit! yell Oh ho ho, what mirth! cackle else yell Yes flee, $n, flee and never return! endif ~ > rand_prog 2~ lala ~ > death_prog 100~ if rand(66) mpe _red $I emits a bloodcurdling scream as he perishes! mpe _gre A greenish mist fills the cavern, and a strange figure emerges... mpmload 25020 mpforce fakenecro say So, you have managed to best my best servant... mpforce fakenecro frown mpe The necromancer glances briefly at the mangled corpse then shrugs. mpforce fakenecro say No matter, he can be replaced... As for you- mpforce fakenecro chuckle mpforce fakenecro say I have plans for you, foolish adventurers... mpforce fakenecro cackle mpe _gre The cavern fills once more with the greenish mist, and he vanishes! mppurge fakenecro else mpe _red $I emits a bloodcurdling scream as he perishes! mpe From far away, you hear an anguished cry of pain and remorse... mpe _gre A greenish mist surrounds the dying wyrm, covering him. mpe When it dissipates, a single black metal shield can be seen... mpoload 25041 42 endif ~ > give_prog parchment cabal~ eye say What's this? peer $n , scans the parchment, then devours it in a single gulp. mpjunk parchment ponder mea $n $I glares at you with DEEP suspicion... mer $n $I glares at $n with DEEP suspicion... say You don't LOOK like a cabalist... frown shrug say Very well, prepare thyself! mpe _gre $I traces a design on the wall, and a gateway opens! mpopenpassage 25099 25082 0 ~ > fight_prog 60~ if rand(25) mpe _gre $I narrows his eyes and unleashes a blast of corrosive acid! c 'acid breath' $r else if rand(10) mea $n With a flick of his claw, $I attempts to knock your weapon away. disarm endif endif ~ | #25020 necromancer fakenecro~ The Necromancer~ A dark figure swathed in robes of night utters an incantation... ~ ~ 1 0 0 C 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 90 0 0 0 335565995 335565994 0 0 0 0 0 0 0 0 0 #25021 necromancer~ the Necromancer~ A skeletal figure swathed in darkness steps forth to meet you. ~ Before you stands the vile mastermind behind the evil that has beset the valley. Cold light gleams in the hollow sockets where the vile being's eyes once existed, gazing balefully at you. A taloned claw of a hand reaches out of the tattered robes, beckoning you to your fate... ~ 7 335553192 -1000 C 54 0 -200 500d5+22500 11d4+80 125000 100 0 0 112 112 0 18 18 18 18 13 1 1 0 0 0 0 0 67 9 0 0 1 1 4 66 0 16 1048672 2100992 17 33554432 3 > fight_prog 25~ if rand(25) mea $n _red The Necromancer gestures at you and a sudden pain grips your heart! cackle say Watch as $n succumbs to my deathly grip... mpforce $n gasp mpdamage $n 400 endif mpe _dch The Necromancer dances about the room with surprising agility! mpgoto $i sneer $r yell Prepare to meet thy maker, $r! mpkill $r grasp $r mpdamage $n 400 feed drool ~ > fight_prog 75~ if rand(25) gouge disarm endif if rand(40) if isgood($n) say Spawn of goodness, taste the fruits of sin! cackle mea $n _dch $I touches you, briefly... you feel incredible pain! mpdamage $n 1100 endif grin tell $r This is a fine sport, isn't it $r? mpe _gre A greenish mist obscures your vision... c poison $r mpdamage all 200 else if rand(33) mpe _red $I makes a gesture, and summons a ghoulish minion from the Abyss! mpmload 25028 mpforce 'ghoulish minion' murder $r else c feebleness $r c 'necromantic touch' $r mprestore self 150 endif endif ~ > death_prog 100~ mpe _red The Necromancer clutches at his chest, as he begins to fall... mpe _red With a horrid ripping sound, his heart explodes from his chest, mpe _red landing on the floor before you! But he does not die immediately. mpe _red He manages to take a few stumbling steps towards you as he dies. mpoload 25065 1 drop heart if rand(30) mpe _whi As $I perishes, a beam of holy light scorches his corpse! mpe _whi A shimmering figure bestows a blessing upon $n for slaying $I... mpe _whi The gift floats to rest by $I's remains... mpoload 25051 50 else if rand(45) mpe _dch As $I perishes, a strange expression crosses his skeletal features. mpe _dch He moves as if to speak, then falls silent... mpe _dch A hazy, indistinct aura still surrounds his corpse. mpoload 25052 50 else mpe _red Screams of dismay assault you as $I perishes! mpe _red A pillar of flame smites $I, burning him to a crisp! mpe _red Only a single remnant of his diabolical power still lingers... mpoload 25053 50 endif endif ~ > rand_prog 33~ mprestore self 100 ~ > act_prog p flees~ cackle say Watch this... wink mpe _red A screaming skull hurtles from $I's raised hand, chasing $n! mpat 25097 mea $n &r A screaming skull smashes into you, exploding on impact! mpat 25097 mer $n &rA screaming skull explodes as it collides with $n! mpat 25097 mpdamage $n 400 ~ > all_greet_prog 100~ if isimmort($n) else if clan($n) == Iscariot say Fell betrayer, I recognize in you a kindred spirit. Your say patrons are no friends of mine however... just another enemy say to be torn asunder! cackle yell Watch $n, whelp of Iscariot, fall before me! vom $n else if clan($n) == Shadowmasters say Shadowmaster, you see yourselves as masters of all domains... chuckle say Many of your kin have I slain, and many more shall follow! yell Death to $n, heretic Shadowmaster! vom $n else if ispc($n) sneer say Mortal, you have erred in trespassing 'pon my dark domain... mea $n _red $I's eyes flash in anger, and he smites you! murder $n else mpslay $n snort endif endif endif endif ~ | #25022 baron duchesne~ Baron duChesne~ A distinguished gentleman in his middle years sits here reading. ~ A former knight of the realm who has seen action in three wars, the Baron now prefers to spend his time relaxing in the manor of his family, which he has become head of. His greying hair and developing paunch belie a man who is in fact of considerable strength. The recent trials have taken their toll however, and his face is the face of a broken man. ~ 3 2106024 864 C 44 0 0 1d1+8000 11d4+20 0 25 0 0 112 112 1 18 18 18 18 18 18 18 0 0 0 0 0 0 8 0 0 1 1 2 0 0 2047 3145984 3072 0 16 2101539 > all_greet_prog 100~ if ispc($n) mpe $I looks up from his reading as you enter. mpe Rising to his feet, he turns to regard you. say Tell me, $n, do you normally barge in uninvited on a representative say of the Emperor Maximillian himself, Gods bless his reign? sigh say Well, these are the times we live in... say What do you want, then? endif ~ > speech_prog witch necromancer~ say You know, then of the troubles we suffer at the hands of Chaos. sigh say Yes, the cult of the Necromancer, and his agents like the Witch, say have plagued us for months. All my efforts to lay the evil to say rest have ended in abject failure. I am at a loss... ponder say However, if you were agreeable, you could always endeavour to end say this evil. In fact, I am prepared to offer a significant reward, say for the defeat of the Necromancer. I would of course require proof. hmm ~ > give_prog rotting heart necromancer~ gasp say You... you have succeeded where all others failed, $n. bow $n say It is an honor to have you before me, you have saved us all. say Words cannot express the gratitude I feel. if rand(25) mpe At this moment, an envoy of the Emperor enters the room, and approaches. mpe Whispering in the Baron's ear, he hands him a small package. mpe The envoy leaves then, without acknowledging your presence. smile say The Seer-mages of the Emperor informed him of your achievement. say In gratitude, he had them transport hither this item... mpe _yel A brilliant glow suffuses the chamber as the Baron opens the package. if sex($n) == 2 say Lady $n, I present thee with the Medal of Glory! say Wear it with pride... mpoload 25066 give glory $n else say Sir $n, I present thee with the Medal of Glory! say Wear it with pride... mpoload 25066 give glory $n endif endif mpjunk heart ~ > act_prog p sits down.~ eye $n say Well, go right ahead and make yourself at home, then. mutter ~ > fight_prog 20~ gouge disarm mutter say This is deplorable behaviour, $n! yell Guards, evict this inane ass from my house! mpe A guard comes running in! mpmload 25017 mpforce baronguard murder $n ~ > fight_prog 66~ mprestore self 200 ~ | #25023 maryah seer~ Maryah~ A middle-aged woman gazes intently into a darkened sphere. ~ An elegant woman in her forties, Maryah is a seer, gifted with the power of second sight. Rumored to have elven blood in her veins, she is respected by the local townsfolk. Her eyes flash with the power of ars magica. ~ 3 680 400 C 42 0 0 22d10+2200 5d7+22 0 1 76 50 112 112 2 13 22 22 13 13 22 22 0 0 0 0 0 9 0 0 0 1 1 0 0 0 1791 2097408 3072 0 64 2050 > fight_prog 75~ if rand(25) mpe _blu Maryah quaffs a potion, and appears to regain some power. mprestore self 50 endif if rand(33) say You would face the wrath of one trained in the magical arts? mpe _blu $I's eyes flash with energy, and she unleashes a magical bolt! c 'magnetic thrust' else if rand(45) mpe _blu $I weaves a series of enervative magicks! c blindness c weaken c 'faerie fire' c chill else if rand(20) mpe _red A roaring gout of fiery acid surges from $I's hands! c 'scorching surge' else c 'dispel magic' endif endif endif ~ > rand_prog 3~ mpe _blu $I utters the words, 'yaw eurt eht em wohs' if rand(10) mpe $I's eyes roll back in her head and she moans in pain. else mpe _gre $I is bathed in a greenish glow. endif ~ > all_greet_prog 100~ if ispc($n) say Traveller of the world, seeker of fates, weaver of destinies. say Perils grave do face thee, heed the warnings of Anger! mutter frown say You must venture to the dark, to find the light... whisper $n Beware the Witch! if rand(15) gasp say No! I cannot say any more... endif else eye $n mpforce $n e endif ~ > bribe_prog 1~ say Thank you for your gift. c shield $n smile ~ | #25024 burgomeister francois~ Francois, the burgomeister~ The big-bellied burgomeister stands here twirling his moustaches. ~ Francois is a good, honest man, who sincerely wishes to end the evils troubling his little village. After all efforts by the Baron failed, the burgomaster began to set about hiring mercenaries to attempt to defeat the Witch and perhaps even the Necromancer. ~ 3 680 500 C 44 0 -88 33d10+3200 5d5+45 0 10 0 0 112 112 1 20 13 13 18 13 13 13 0 0 0 0 0 0 3 0 0 1 1 2 0 0 2047 2097408 3072 0 16 3 > fight_prog 45~ wield bastard if rand(25) disarm if rand(33) mpe $I kicks the dropped items out the door! get all wield bastard mpat 25070 drop all endif endif if rand(40) mpe $I executes a series of superb strikes! lunge mpdamage $n 75 else if rand(30) stun else gouge endif endif ~ > rand_prog 2~ whistle mprestore self 25 ~ > act_prog p DISARMS you!~ , snorts in derision. say I don't need a weapon to deal with a whelp like you! if rand(33) mea $n $I smashes his forehead into your nose, breaking it! mer $n $I smashes his forehead into $n's nose, breaking it! headbutt mpdamage $n 50 else if rand(45) mea $n $I buries a fist in your stomach, causing you to double over. mer $n $I buries a fist in $n's stomach, causing $m to double over. punch mpdamage $n 50 else mea $n $I plants his booted foot in your groin! mer $n $I plants his booted foot in $n's groin! mpdamage $n 50 endif endif ~ > all_greet_prog 100~ if ispc($n) smile say Ho! If it isn't $n, the renowned adventurer! laugh say I know of thee. Welcome, welcome to Gilchrist! mea $n $I pumps your hand vigorously. mpe Although the Burgomeister appears jovial, it seems somehow forced. mpe What could be troubling this merry fellow? else bow $n mpforce $n bow francois mpforce $n wave mpforce $n s endif ~ > speech_prog trouble~ say Funny you should ask, $n... mpe $I's moon suddenly turns dark. say The minions of the Necromancer are about... the Witch and say her coven steal from us, taking our gold, our produce, and say now our children. shiver say The Baron is helpless, and we are desperate. Pray, help say us rid the village of this evil. Find the witch and slay say her. Bring me her head and I shall reward you! grovel $n ~ > speech_prog witch~ say I know little of her, save that she lurks in Hillside. say Yes, the abandoned cemetary, you must know it... mutter say Damn that bitch! Were I 20 years younger... growl ~ > give_prog rotting heart necromancer~ gasp say You slew the foul Necromancer! say O Fine Day! moan say This is incredible... I have no way of expressing my joy. apologize $n say We have no wealth left to share... hmm say Perhaps the Baron may be more generous... give heart $n ~ | #25025 alain smith~ Alain~ A surprisingly lean blacksmith sharpens a new blade. ~ Alain is a renowned and respected blacksmith, responsible for the fine swords of the Baron and his knights, amongst others. He appears to be of slim build, and it seems impossible that he could have pounded the steel into shape to forge these items. ~ 3 552 440 C 60 0 0 22d20+2300 3d8+50 0 27 50 0 112 112 1 13 13 13 22 13 13 13 0 0 0 0 0 0 3 0 0 1 1 3 0 0 2047 2097408 3072 0 512 10241 > fight_prog 25~ mea $n $I catches your weapon in his hands, and pulls hard! disarm disarm ~ > fight_prog 33~ mea $n _red Alain fetches a handful of hot coals and hurls them at you! mer $n _red Alain fetches a handful of hot coals and hurls them at $n! mpforce $n scream mpdamage $n 100 ~ > death_prog 100~ mpe _red The gaunlets leap from the dying smith's hands! rem forge drop forge if rand(50) mpe With a last effort, Alain consigns them to his deity. sac 'forge gauntlets' else endif ~ > rand_prog 2~ mpe _red A brilliant red glow suffuses Alain as he clenches his fists. ~ > all_greet_prog 100~ if ispc($n) if rand(45) eye $n say Needing something repaired stranger? else say Looking to purchase some armor stranger? endif , lowers the blade and awaits your reply. else endif ~ > give_prog tail xanclaw spectail~ eye say What a disgusting object. What would you possibly... hrm say Ah yes... you wish for a weapon from its barbed tip, eh? if goldamt($n) > 33000000 say Well it will cost you... but I see you are of means... mpe Alain takes the lethal tail away, and strange sounds can be heard. mpasound Strange sounds issue from the smithy... mpe When he returns, he is bearing a rather strange weapon. say Here is the item, it will cost you 33,000,000... mpforce $n give 33000000 gold alain mpoload 25058 give xanclawweapon $n mpjunk coins mpjunk spectail mpe Alain wipes his hands and shakes his head. else say Well it will cost you 33,000,000... frown say You don't appear that wealthy, friend. shake give spectail $n endif ~ | #25026 villager gilchrist~ a villager of gilchrist~ A stout, middle-aged villager wearing a dour expression stomps past. ~ The citizens of this hamlet seem inordinately depressed; doubtless the machinations of the Necromancer are taking their toll on their morale. ~ 69 512 200 C 30 0 0 1d1+2000 12d3+14 0 0 50 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 2047 0 0 0 16 2 > rand_prog 2~ pout ~ > rand_prog 2~ sigh ~ | #25027 villager gilchrist~ a villager of gilchrist~ A homely, middle-aged woman wanders the streets, pining for her children. ~ The citizens of this hamlet seem inordinately depressed; doubtless the machinations of the Necromancer are taking their toll on their morale. ~ 69 512 200 C 30 0 0 1d1+2000 12d3+14 0 0 50 0 112 112 2 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 2047 0 0 0 512 2 > rand_prog 2~ if ispc($r) say $r, I beg thee! Help find the slayer of our children! moan endif ~ > all_greet_prog 45~ if ispc($n) say $n, I beg thee! Help find the slayer of our children! endif ~ | #25028 ghoulish minion~ a ghoulish minion~ A ghoulish minion cavorts with glee! ~ This foul abberation is the damned soul of one who followed the path of the Necromancer and received their final 'reward'... ~ 229 268436008 -666 C 43 0 -66 200d10+200 4d11+20 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 36 3 0 0 4096 4096 0 0 0 263871 514 3072 65 8650755 2 > rand_prog 2~ cackle drool mprestore self 100 ~ > fight_prog 20~ mpe _red As one limb is severed, another grows to take its place! mprestore self 100 ~ | #25029 wall flesh~ a wall of flesh~ A quivering, twitching wall of flesh bars the passage. ~ ~ 39 4194984 -500 C 44 0 -150 50d50+5000 22d2+40 0 0 0 0 112 112 0 24 13 13 24 24 3 3 -5 -5 -5 -5 -5 67 3 0 0 65536 65536 2 0 0 32 518 3149072 65 1073741824 0 > fight_prog 15~ mpe _red Horrid wails and shrieks issue from the horror! mpasound Horrid wals and shrieks echo down the corridor. mpdamage all 100 if rand(50) mpe _red To your horror, the wounds on the wall close before your eyes! mprestore self 100 endif ~ > fight_prog 30~ mpe _yel Numerous pseudopods strike out from the wall! moan punch bash kick gouge ~ > fight_prog 22~ stun ~ > all_greet_prog 100~ if isimmort($n) moan else c gas endif ~ > death_prog 100~ mpe _red A gaping hole is hacked through the blubbery wall. mpe _red A fleshy passage can be seen through the gore... mpopenpassage 25096 25097 0 mpe _red Fighting back a rising feeling of nausea, you advance... ~ > rand_prog 25~ mprestore self 200 mpclosepassage 25096 0 ~ > hitprcnt_prog 2~ mpe _red A dark chanting can be heard, rising above the wall's death cries. if rand(10) mea $n _yel A Final burst of energy rushes through the wall, smiting you! mer $n _yel A Final burst of energy rushes through the wall, smiting $n! mpslay $n endif ~ | #25030 tus'schepteba witch~ Tus'schepteba~ A twisted old crone cackles fearfully as she prepares a new curse. ~ Vile, inculcating whore of the Necromancer, this foul aberration is despised by all who behold her pustulent, malodorous form. Scars criss cross her grinning, cackling visage, which is formed from the faces torn from a dozen virgins on their wedding nights. The witch revels in her role of servitude to the Necromancer, and is constantly seeking new souls to devour in his honor. ~ 135 8872 -1000 C 49 0 -200 1d1+12000 4d10+40 0 50 0 0 112 112 2 22 22 22 22 22 2 2 0 0 0 0 0 0 9 0 0 65537 1 2 0 0 264191 3179274 3072 144 1109659651 1052162 > fight_prog 70~ wield grasp if rand(25) mprestore self 66 endif if rand(10) mea $n $I rakes at your face with her blackened nails! c poison $n gouge mpdamage $n 400 else if rand(44) mpe _gre $I is surrounded by a greenish mist... she wavers, then is gone! mpe _gre She reappears an instant later behind $r! giggle $r poke $r snarl c 'acetum primus' $r mpdamage $r 222 else if rand(33) mpe _blu Blinding tendrils of magical energy coruscate through the chamber! mpdamage all 200 ooo wink else spit $r c razorbait $r endif endif endif ~ > fight_prog 66~ c 'energy drain' $r c 'energy drain' $r c 'energy drain' $r ~ > act_prog flees~ giggle mprestore self 400 ~ > rand_prog 3~ giggle mprestore self 400 if ispc($r) wink $r mpforce $r puke snicker endif ~ > all_greet_prog 100~ giggle say Adventurers... how charming! snicker ponder say Tell me, $n, before I eat your heart, would you prefer to be say slaughtered by knife or claw? cackle ~ | #25031 skeleton guard~ a skeleton guard~ A blackened skeleton guards his master's bastion. ~ ~ 7 680 -400 C 44 0 0 10d10+3000 2d8+66 0 0 0 0 112 112 0 22 13 13 22 13 1 1 0 0 0 0 0 60 3 0 0 65537 1 2 0 0 0 582 3360 145 515 524291 > all_greet_prog 100~ mpe The guard steps forth, and speaks in a tongue long forgotten... say Stranger, you umbrage the bastion of my master. say Leave now afore he is disturbed by your intrusion... cackle poke $n ~ > rand_prog 2~ if ispc($r) poke $r say Leave! Can't you understand a simple request? endif ~ > fight_prog 33~ c gas ~ > act_prog p pokes you in the ribs.~ chuckle nod , looks down, briefly, then back up... mea $n The skeleton slams a gauntleted fist into your midriff! mer $n The skeleton slams a gauntleted fist into $n's midriff! mpdamage $n 200 snicker ~ > bribe_prog 1~ eye say Gold? mpe The guard bites the coins to check they are real, then glances about. mpoload 25056 unlock e open e say Hurry! mea $n The guard hustles you through. mer $n The guard hustles $n through. mpforce $n e mpat 0.$n mea 0.$n The gates shut behind you with a resounding clang. close e lock e inno mpjunk key ~ > rand_prog 20~ get all mpat 25084 drop all mpoload 25056 close e lock e mprestore self 50 mpjunk key ~ > rand_prog 2~ yawn mutter ~ > death_prog 100~ mpe As the guard perishes, a key slips from his bony grasp... mpoload 25056 ~ > act_prog p bashes against the door, but it holds strong.~ curse say Cut that out! slap $n mutter mpe The guard carefully inspects the door for damage. roll ~ | #25032 mad cabalist~ a mad cabalist~ An insane devotee of the Necromancer awaits the attention of his master. ~ This evil human has devoted his life to serving the Necromancer, and is part of the Cabal of the Witch, that select organization that carries out the Necromancer's bidding on this plane. He is utterly devoid of any moral center, and is quite psychotic. ~ 35 33563272 -666 C 43 0 0 6d20+3500 4d5+30 0 0 10 0 112 112 1 18 13 13 18 13 13 13 0 0 0 0 0 0 1 0 0 1 1 0 0 0 2047 328 3072 16 1109656129 524290 > fight_prog 12~ c 'necromantic touch' grin lick ~ > hitprcnt_prog 10~ if rand(10) quaff vial endif ~ | #25033 damned soul~ a damned soul~ A damned soul prowls the halls endlessly. ~ These pitiable wretches believed the lies of the Necromancer, and sought to attain immortality by aceding to his dark wishes. They achieved their goal, though hardly in the form they expected. ~ 225 269058690 -400 C 42 0 -66 2000d1+2000 5d10+41 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 84 0 0 0 65536 65536 3 0 0 0 8708 3074 1 512 2050 > fight_prog 20~ mpe _whi The soul shrieks in anticipation of a new life to snuff out! shriek ~ > greet_prog 100~ mea $n _whi The soul descends on you with damnable swiftness! cackle ~ | #25034 xanclaw wyvern~ Xanclaw~ A sinuous, snakelike wyrm rises from a pile of treasure. ~ This foul wyvern is acutely aware of the fact that he is not equal to his draconian cousins, and this has made him a malicious and foul tempered brute, even more than the usual wyvern. His tail drips an acidic venom that scores the floor where it lands. ~ 7 524840 -754 C 47 0 -150 5d5+19995 3d18+40 0 27 56 0 112 112 0 18 13 13 18 13 13 13 0 0 0 0 0 31 3 0 0 2049 1 2 0 0 33916477 96 2304 0 32783 2 > all_greet_prog 100~ if isimmort($n) else snarl say Intruders, you dare defile my lair?!? mpe _gre The wyvern's tail lashes out, dripping acidic venom! mea $r _gre The tail strikes you, causing a burning pain! mer $r _gre $r is struck by the tail, and shrieks appropriately. mpdamage $r 400 c poison $r c poison $r c poison $r lick endif ~ > fight_prog 18~ mpe _gre The wyvern's tail lashes out, dripping acidic venom! mpdamage $r 400 c poison $r c poison $r c poison $r ~ > fight_prog 33~ mpe _dch Xanclaw takes to the air, flying to the top of the chamber. mpe _dch Turning, he suddenly dives, hurtling at $r! mpgoto $i murder $r cackle ~ > death_prog 100~ mpe _gre Gouts of acid and venom pour from the wyvern as he perishes. mpe _gre The room is inundated with the corrosive substances! mpdamage $n 400 mpdamage $r 400 if rand(33) mpe _yel Peering through the mess, you see his tail still remains intact. mpoload 25057 44 endif ~ | #25035 scout~ a scout~ One of the baron's scouts dashes hurriedly past you. ~ Clad in the livery of the baron, concealed by dusty brown cloak and armor, this tired fellow has been tirelessly carrying the baron's orders around the valley. ~ 65 98856 400 C 32 0 0 20d10+1800 3d8+12 0 0 50 0 112 112 1 22 13 13 22 13 13 13 0 0 0 0 0 1 6 0 0 1 1 0 0 0 2047 0 3072 0 64 3 > fight_prog 33~ if isnpc($n) else gouge disarm say I have no time for this foolishness! mea $n The scout attempts to finish you off quickly! lunge lunge endif ~ > rand_prog 2~ sneak hide wield scramasax wield scramasax ~ > rand_prog 5~ if rand(25) mpasound A strange animal cry echoes around the valley. endif ~ > fight_prog 18~ wield scramasax ~ | #25036 undead marauder~ an undead marauder~ A slobbering, drooling undead creature scurries along the path. ~ These ghoulish minions of the necromancer wander the valley, protected from the sun during the day by the long shadows cast by the hills. They feed and slay randomly, their keen senses allowing them to detect hidden victims. ~ 97 544 -600 C 32 0 0 60d10+600 4d4+8 0 0 12 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 67 2 0 0 65537 1 0 0 0 262184 0 7424 0 262659 2 > fight_prog 20~ cackle ~ > fight_prog 20~ drool ~ > fight_prog 20~ snarl ~ > greet_prog 100~ if isimmort($n) else if ispc($n) , sniffs excitedly at the air, as if it has caught a stench to its liking. say Living thinggggsssss..... Feast, brethren, feast! mpe The ghoul cackles frightfully! else endif endif ~ > hitprcnt_prog 20~ mpe The ghoul shrieks at the pain as your blows rain down on him! ~ | #25037 crazed nekrabeast~ the crazed Nek'rabeast~ A cackling, fiendish undead hacks the dead and dying into tiny pieces. ~ A foul amalgamation of parts of a dozen creatures, this creature is the Necromancer's assassin, sent to slay his enemies. It managed to infiltrate the manor, and dispose of the kitchen staff and a couple of guards. It should have struck for the Baron next; but being of a nature that defies any sort of order, it has instead elected to sit here for a while, enjoying this sport. ~ 39 552 -1000 C 40 0 0 40d40+1400 3d3+21 0 0 0 0 112 112 0 22 13 13 22 13 3 3 0 0 0 0 0 67 4 0 0 1 1 2 0 0 204830463 3146304 7430 0 262147 524291 > fight_prog 30~ wield butcher cackle drool ~ > fight_prog 20~ lick feed mmm ~ > fight_prog 10~ c 'necromantic touch' $n mpforce $n scream laugh ~ > rand_prog 2~ whistle mpe _red Blood flies as $I hacks into a chunk of flesh. ~ > all_greet_prog 100~ if isimmort($n) else cackle ooo say Fresh meat... growl murder $n endif ~ > fight_prog 75~ close n close w ~ > rand_prog 75~ close n close w ~ | #25099 final mob~ a newly created final mob~ Some god abandoned a newly created final mob here. ~ ~ 1 0 0 S 1 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 #0 #OBJECTS #25000 sword tarrant~ the sword of Tarrant~ A long slender blade lies on the floor.~ ~ 5 8949056 8193 0 0 0 3 4 7 50 0 7500 E sword tarrant~ Forged from holy metal and infused with blessings of law, this sword can cut down powerful undead foes, and has done so numerous times. Not a single scratch or dent mars its perfect, shining blade. ~ A 1 1 A 2 1 A 13 20 A 12 20 A 18 6 A 19 6 A 24 -3 #25001 ring tarrant~ Tarrant's signet ring~ A simple band of silver rolls about on the floor.~ ~ 9 525376 3 5 0 0 0 2 0 50 0 500 E tarrant signet ring~ Worn by those who follow the banner of the House of duChesne, this signet was crafted especially for this bold knight, to aid him in his battles against the Necromancer. ~ A 2 2 A 13 15 A 12 15 A 18 2 A 19 2 #25002 tattered cape~ a tattered cape~ A scrap of blue cloth has been left here.~ ~ 9 0 1025 8 0 0 0 1 0 0 0 0 E cape~ This cape is a simple garment, once possessed of magical qualities that have dwindled significantly over the decades. ~ A 4 1 A 5 1 A 31 1 #25003 holy symbol wrath~ the holy symbol of Wrath~ A dark symbol of revenge and retribution glows here.~ ~ 1 524610 1 0 0 -1 0 10 0 5 0 50 E holy symbol wrath~ Mark of Wrath, deity of vengeance, and carried by those who seek it, this is a powerful symbol to those who are sought by those who carry it. ~ A 5 1 A 12 20 A 19 3 A 22 -2 #25004 knight lance~ a knight's lance~ A 10' pole has been rammed into the soft earth.~ ~ 5 0 8193 0 0 0 2 20 0 4 0 40 E knight lance~ A long wooden pole, reinforced with metal, used most commonly by knights and templars. ~ A 18 2 A 19 2 A 13 20 #25005 chain mail hauberk~ a chain mail hauberk~ A chain mail hauberk has been tossed here.~ ~ 9 524288 9 13 0 0 0 8 0 2 50 25 E hauberk~ Heavy, practical armor, bearing the marks of a score of melees. ~ A 5 1 A 13 20 A 17 -10 A 19 3 A 22 -3 #25006 chain mail coif~ a chain mail coif~ A chain mail coif lies draped on the floor.~ ~ 9 524288 17 8 0 0 0 4 0 3 0 30 E chain mail coif~ Designed to be worn underneath a helmet, this device is often favored as head armor in its own right, as it affords more visibility and flexibility of movement than a heavy visored helm. ~ A 4 2 A 13 20 A 12 20 #25007 blue cloak~ a blue cloak~ A billowing blue cloak hangs from a tree stump.~ ~ 9 8651840 5 11 0 0 0 1 0 20 0 200 E blue cloak~ A simple garment, woven from magic as well as thread, on a loom blessed by the priests of Brontrel. ~ A 1 1 A 18 2 A 24 -1 #25008 kite shield~ a kite shield~ A kite shield bearing the crest of duChesne lies here.~ ~ 9 8914240 513 12 5 0 0 8 0 25 0 250 E kite shield~ A magically enchanted piece of armor, this shining shield bears the crest of duChesne, as well as various notches and dents, accumulated in battle. ~ A 17 -15 A 13 10 A 31 2 A 23 -2 #25009 chain mail sleeves~ chain mail sleeves~ A pair of metal chain sleeves is here.~ ~ 9 524288 257 8 0 0 0 3 0 5 0 50 E chain mail sleeves~ Superbly crafted, as is all duChesne armor, by a master smith, this armor combines style with function. ~ A 2 1 A 13 5 A 17 -12 A 19 3 #25010 manor gauntlets~ manor gauntlets~ A pair of fine chain mesh gauntlets can be seen here.~ ~ 9 524352 129 4 0 0 0 1 0 50 0 500 E manor gauntlets~ These fine gauntlets afford excellent protection to the wearer's hands, but are relatively fragile due to the thin weave of chain, which affords increased mobility at the cost of durability. ~ A 1 1 A 18 2 A 19 3 #25011 duchesne tabard~ a duChesne tabard~ A white tabard bears the crest of duChesne.~ ~ 9 8389952 1025 6 0 0 0 2 0 10 0 100 E tabard duchesne~ This white garment is stained with blood and dirt, obscuring the crest of Duchesne. ~ E crest~ A crossed sword and cross, both silver, on a green field. ~ A 3 2 A 13 25 A 12 25 A 20 -3 #25012 banner duchesne~ a banner of duChesne~ A glowing white banner is impaled in the dirt.~ ~ 1 8389953 1 0 0 120 0 1 1 0 0 1000 E banner duchense~ The banner of house duChesne, this banner bears a motif of crossed sword and cross on a verdant field. ~ A 3 1 A 4 1 A 13 10 A 12 10 A 21 -2 #25013 silver spurs~ silver spurs~ A pair of silver spurs gleam brightly.~ ~ 9 8914240 65 6 0 0 0 3 2 44 30 2443 E silver spurs~ Forged of pure silver to ward off undead assaults, the knights use these to kick out at the undead they battle. ~ A 2 -1 A 12 30 A 19 3 #25014 chain mail barding~ chain mail barding~ Heavy folds of chain sewn to leather lie here.~ ~ 9 524288 1025 20 0 0 0 50 0 15 0 150 E chain mail barding~ Worn by sturdy steeds in battle, this armor is protective but rather cumbersome. Only a large humanoid could hope to fashion it into an appropriate garment. ~ A 2 -2 A 17 -30 A 13 30 A 14 -125 > wear_prog 100~ if race($n) == horse else if race($n) == half-ogre or race($n) == half-troll else mea $n The armor is far too large for your small frame. mpforce $n remove $o endif endif ~ | #25015 rotting corpse~ a rotting corpse~ A rotting corpse has been impaled on the spikes lining the fence.~ ~ 15 0 0 10000 1 -1 0 1 0 0 0 0 E rotting corpse~ The ghastly visage contorting what is left of this hapless fellow's face betrays the horror of the fate he has suffered. ~ #25016 cemetary key~ cemetary key~ This iron key unlocks the gate barring passage to the undead.~ ~ 18 524288 1 0 0 0 0 2 0 0 50 5 E cemetary key~ A heavy key, designed to unlock the large locks that bar access to the dark cemetary of Hillside. ~ #25017 moldering burial garments~ moldering burial garments~ A white shroud covered in filth umbrages the ground.~ ~ 9 0 1025 3 0 0 0 1 0 0 33 3 #25018 corroded ceremonial sword~ a corroded ceremonial sword~ Already useful only as a symbol, corrosion has further damaged this weapon.~ ~ 5 524304 8193 4 2 8 3 1 0 1 0 10 E ceremonial sword~ This badly corroded item was one of many buried with the soldiers and guards interred in the cursed cemetary. ~ A 19 -1 A 18 -1 #25019 defiled altar~ the defiled altar~ A wooden altar covered in blood and gore pulses with malevolence.~ ~ 12 2642 0 0 0 0 0 1 0 0 0 0 E defiled altar~ Once a focus of worship of light and law, this simple object has been defiled by means most foul, and has served as the prop in a multitude of diabolical rituals. Covered in the blood of infants, virgins and a score of other victims, it is now an utterly evil object. ~ > exa_prog 100~ if class($n) == thief mea $n You think you can make out a small door set beneath the altar... endif if class($n) == paladin mea $n Gazing upon this fouled object causes your lawful soul pain! mer $n $n shrieks and averts $s eyes from this unholy visage. mpdamage $n 10 else if isgood($n) mea $n You feel sick to the core as you behold this unholy visage. else if isneutral($n) mea $n This curious desecration causes you mild discomfort. else mea $n You grin and relish in this flagrant act of unholy evil. mpforce $n grin endif endif endif ~ | #25020 skeleton hand~ a skeletal hand~ This hand has been torn from a foul member of the undead.~ ~ 13 16 1 0 0 0 0 2 0 0 0 0 #25021 Chalice ~ a chalice filled with blood.~ A blood filled chalice rests upon the altar.~ ~ 1 2582 16385 0 0 -1 0 1 5 0 0 5000 E chalice blood~ An object of worship defiled by its usage in these dark ceremonies, this chalice has been infused with an unholy presence, bestowing numerous eldritch enchantments. ~ A 25 -3 A 18 3 A 19 3 A 12 66 > get_prog 100~ if isnpc($n) mpforce $n cringe mpforce $n drop $o else mea $n Your arm trembles as you grasp $o endif ~ | #25022 guttering torch~ a guttering torch~ A guttering torch is set in an iron bracket.~ ~ 37 1 0 0 0 0 0 1 0 0 0 0 > pull_prog 100~ mea $n As you yank the switch, a panel opens in the south wall! mer $n As $n yanks the switch, a panel opens in the south wall! mpopenpassage 25025 25026 2 ~ > push_prog 100~ mpe A soft click is heard as the switch is pushed upright. mpclosepassage 25025 2 ~ | #25023 coffin~ an empty coffin~ An empty stone coffin rests on the stone plinth.~ ~ 15 0 0 10000 1 -1 0 1 0 0 0 0 #25024 blessed orb light~ blessed orb of light~ Some god dropped a newly created blessed orb light here.~ ~ 9 8490305 16385 11 0 0 0 1 50 0 0 50000 E blessed orb light~ A holy item of the priests of Brontrel, this device can be borne by any who are of pure heart and good intentions. ~ A 4 1 A 25 2 A 12 60 A 13 10 A 18 3 A 19 3 A 24 -2 > wear_prog 100~ if isgood($n) mea $n _whi The blessings of Law infuse your being. else endif ~ | #25025 parchment cabal~ a piece of stained parchment~ A stained piece of parchment lies curled up on the floor.~ ~ 13 0 1 0 0 0 0 1 0 0 0 0 E parchment~ The parchment is covered with runes and glyphs, unintelligable save to the most learned of sages or mages. But even then, caution must be exercised, for to mispronounce even one rune can lead to death (or much worse...) ~ > exa_prog 100~ if class($n) == mage if int($n) > 18 mea $n Exercising appropriate care, you are able to translate the runes. mpforce $n say The parchment details an ancient ritual, of Demonology... mpforce $n frown mpforce $n say But I can scarce see what a Necromancer would want with it. mpforce $n say Unless of course the Necromancer IS a demon... mpforce $n ponder mea $n The parchment contains a map, leading to a keep far to the north. mea $n It is marked with the rune of the Cabal... mea $n _yel The parchment also bears a footnote- Hand this to the Dragon... else mea $n _red As you peruse the parchment, you make a critical error! mer $n _red $n convulses as invisible demons rend his spirit! mpslay $n endif else mea $n The parchment would require a highly intelligent mage to safely read. endif ~ | #25026 wooden sign signpost~ a wooden signpost~ A wooden signpost has been thrust into the earth.~ ~ 12 0 0 0 0 0 0 1 0 0 0 0 E wooden signpost sign post~ NORTHEAST- Gilchrist, 1 mile DuChesne Manor, 5 miles WEST- Hillside Cemetary, 2 miles ~ #25027 blackened collar~ a blackened collar~ This dark collar has been torn from a tamed animal.~ ~ 9 262676 5 7 0 0 0 3 0 50 0 500 A 1 1 A 5 2 A 13 30 #25028 scorched chunk flesh~ a scorched chunk of flesh~ A scorched chunk of flesh lies in a pool of dried blood.~ ~ 19 0 1 1 0 0 1 1 0 0 0 0 #25029 obsidian knife~ an obsidian knife~ This weapon is favored by dark clerics of evil cults.~ ~ 5 16845332 8193 11 0 0 11 11 1 57 0 1570 A 12 50 A 18 4 A 19 4 A 24 -1 #25030 bloodstained ceremonial robes~ bloodstained ceremonial robes~ These long black robes are stained with ichor.~ ~ 9 100884 1025 12 0 0 0 5 1 60 0 1600 A 17 -20 A 25 -2 A 31 -1 A 12 100 #25031 vial ichor~ a vial of ichor~ This glass vial contains some disgusting substance.~ ~ 10 22 1 30 -1 243 214 3 0 50 0 500 'sanctuary' 'shadowform' 'poison' #25032 vial ichor~ a vial of ichor~ This glass vial contains some disgusting substance.~ ~ 10 22 1 30 -1 36 214 3 0 50 0 500 'fireshield' 'blazeward' 'poison' #25033 bracers dark~ dark bracers~ A pair of black metal bracers lies here.~ ~ 9 541206 257 11 0 0 0 12 6 70 0 6700 A 1 2 A 2 2 A 18 2 A 19 2 #25034 flamberge~ a black steel flamberge~ A sword crafted to resemble a flickering flame is thrust into the dirt.~ ~ 5 574036 8193 0 0 0 3 12 3 40 0 3400 A 5 1 A 31 1 A 17 -10 A 13 25 A 18 6 A 19 6 #25035 circlet dark influence~ dark influences~ A black steel circlet scorches the ground beneath it.~ ~ 9 528448 17 6 0 0 0 8 0 45 0 450 A 2 -1 A 4 -2 A 3 -1 > wear_prog 100~ if ispc($n) mea $n A shooting pain grips you as you fall under the influence. mpdamage $n 25 else endif ~ | #25036 bloody pentagram~ a bloody pentagram~ A pentagram has been scribed in warm blood on the floor.~ ~ 12 19 0 0 0 0 0 1 0 0 0 0 E bloody pentagram~ Used in summoning rituals, these pentagrams open a rift to other dimensions. It would be unwise to enter one... ~ #25037 flaming key~ a flaming key~ A key of fire scorches the ground.~ ~ 18 81 1 0 0 0 0 1 0 6 66 66 E flaming key~ This key is swathed in a flame that radiates heat but does not ignite... ~ > get_prog 100~ mea $n _red The key burns your hand as you grasp it! mpdamage $n 10 ~ | #25038 mottled flesh ~ strips of mottled flesh~ A pile of discolored flesh lies heaped in a corner.~ ~ 9 328208 257 6 0 0 0 3 0 6 66 66 E mottled flesh~ This flesh has been torn from the arms of a dying human... ~ A 2 2 A 5 2 A 13 20 A 12 20 A 19 3 A 25 -3 A 23 2 #25039 gem sapphire~ an uncut sapphire~ An uncut sapphire lies on the ground, reflecting your light.~ ~ 8 0 16385 0 0 0 0 1 0 50 0 500 E gem sapphire~ In the hands of a jeweller, this gem could be fashioned into a handsome item of jewellry. ~ #25040 brand~ a flaming brand~ A flaming brand has been thrust into an iron bracket.~ ~ 1 262145 1 0 0 48 0 1 0 0 40 4 E brand~ This is a simple torch, casting an adequate illumination. ~ #25041 black shield corrosion~ Corrosion~ This metal shield is covered in what looks like acid.~ ~ 9 524882 513 0 0 0 0 12 57 56 0 57560 E black shield corrosion~ A dark artifact of ancient forging, this item bestows resistant to the effects of acid upon its wearer. ~ A 27 128 A 13 50 A 12 25 A 18 5 A 19 5 A 23 -3 #25042 sign~ a wooden sign~ A wooden sign has been thrust into the dirt.~ ~ 12 0 0 0 0 0 0 1 0 0 0 0 E sign~ The sign bears a message, written in a hasty scrawl- While the previous sections of this journey were achievable by lower levels, the final section should only be attempted by Avatars, for only they have the power to defeat the Necromancer. You have been warned! - The Mad Mage ~ #25043 duchesne sword~ the sword of the House of duChesne~ A finely forged broadsword two centuries old awaits a new wielder.~ ~ 5 8965187 8193 18 19 3 3 3 4900 0 0 100000 A 1 1 A 2 1 A 17 -12 A 13 50 A 12 50 A 18 10 A 19 10 A 24 -7 A 22 -4 #25044 baldric~ a white baldric~ A simple white baldric lies slung on the ground.~ ~ 9 0 9 11 0 0 0 1 0 54 0 540 #25045 fire ars magica~ the fire of ars magica~ A sparkling fire flickers with the power of arms magica.~ ~ 9 25395265 131073 11 0 0 0 1 5 70 0 5700 E fire ars magica~ This dancing, weaving flame embodies the spirit of magic. ~ A 3 2 A 12 50 A 24 -3 A 27 1048576 > exa_prog 100~ if class($n) == mage mea $n _blu You revel in this incarnation of the spirit of your art. else endif ~ > wear_prog 100~ if class($n) == mage mea $n _blu Your eyes sparkle as you gaze into the magical flame. mer $n _blu $n's eyes sparkle as $e gazes into the magical flame. else endif ~ > remove_prog 100~ if class($n) == mage mea $n _blu Your eyes regain their normal lustre. mer $n _blu $n's eyes regain their normal lustre. else endif ~ > sac_prog 100~ if class($n) == mage mea $n _blu Magical power flows through you as you absorb the item. c 'restore mana' $n c 'restore mana' $n c 'restore mana' $n else endif ~ > get_prog 100~ if class($n) != mage mea $n _red The fire scalds your untutored hands! mpdamage $n 25 endif ~ | #25046 wand divination~ a wand of divination~ A slender birch wand has been dropped here.~ ~ 3 262208 16385 33 10 5 -1 1 0 50 0 500 'identify' E wand divination~ The runes enscribed upon this wand label it as a wand for determining the properties of items in your possession. ~ A 4 2 > use_prog 100~ mpe _gre The wand glows briefly as its power is called upon. ~ | #25047 staff warding~ a staff of warding~ A stout oaken staff shod in metal lies here.~ ~ 4 17530944 16385 42 4 4 -1 12 7 60 0 7600 'eldritch sphere' E staff warding~ This device imbues the user with potent defensive capabilities. ~ A 17 -20 A 23 -3 A 21 -3 A 24 -3 A 22 -3 A 20 -3 #25048 bastard sword~ a bastard sword~ Five feet of tempered steel is impaled in the dirt.~ ~ 5 573440 8193 0 0 0 3 30 2 50 0 2500 E bastard sword~ This sword, also known as a hand and a half sword, can be wielded in one or two hand style, making it a versatile and effective weapon. ~ A 1 2 A 13 50 A 18 6 A 19 6 #25049 girdle of vigor~ a girdle of vigor~ A studded leather girdle lies unwanted here.~ ~ 9 64 2049 9 0 0 0 1 0 0 0 0 E girdle vigor~ This remarkable device imbues the wearer with great strength and stamina. ~ A 5 2 A 1 2 > wear_prog 100~ mea $n _lbl You are filled with strength as you don the girdle. mer $n _lbl $n is filled with strength as $e dons the girdle. ~ | #25050 gauntlets forge~ forge gauntlets~ A pair of sturdy metal gauntlets warms the ground.~ ~ 9 25870400 129 12 0 0 0 30 7 50 0 7500 E forge gauntlets~ These rare dwarven artifacts imbue a smith with great strength, at the cost of a loss of a certain degree of accuracy. ~ A 1 3 A 18 7 A 13 22 A 19 4 A 27 1 A 2 -2 > wear_prog 100~ if class($n) == warrior mea $n _whi Power courses through your limbs, which feel a little clumsy. mer $n _whi Power courses through $n's limbs, which $e moves clumsily about. endif ~ > remove_prog 100~ if class($n) == warrior mea $n You regain your dexterity as the power ebbs from you. endif ~ | #25051 salvation~ Salvation~ The benediction of the gods grants you salvation...~ ~ 9 3393 131073 20 0 0 0 1 6 0 0 6000 E salvation~ You can barely stand to gaze upon the purity of this blessing. ~ A 25 2 A 31 2 A 13 40 A 12 40 A 18 4 A 19 4 > wear_prog 100~ if isgood($n) mea $n _whi A chorus of angels sing as you behold salvation. mer $n _whi A chorus of angels sing as $n beholds salvation. endif ~ > remove_prog 100~ if isgood($n) mea $n _whi The glow dims as you distance yourself from salvation... mer $n _whi The glow dims as $n distances $mself from salvation... endif ~ | #25052 perdition~ Perdition~ You gaze into the bleakness of perdition...~ ~ 9 1602 131073 20 0 0 0 1 6 0 0 6000 E perdition~ The endless limbo that awaits those who hover between sinner and saint. ~ A 13 40 A 12 40 A 18 4 A 19 4 A 17 -20 A 26 16777216 > wear_prog 100~ if isneutral($n) mea $n _dch You surrender to the bleakness of perdition. mer $n _dch $n surrenders to the bleakness of perdition. endif ~ > remove_prog 100~ if isneutral($n) mea $n _dch You reject the embrace of perdition. mer $n _dch $n rejects the embrace of perdition. endif ~ | #25053 damnation~ Damnation~ Before you looms the yawning abyss of eternal damnation...~ ~ 9 2647 131073 20 0 0 0 1 6 0 0 6000 E damnation~ The yawning abyss of damnation courts those of evil persuasion with its illicit lures. ~ A 13 40 A 12 40 A 18 4 A 19 4 A 20 -3 A 26 4 > wear_prog 100~ if isevil($n) mea $n _red You cackle maniacally as you are damned! mer $n _red $n cackles maniacally as $e is damned! endif ~ > remove_prog 100~ if isevil($n) mea $n _red You postpone damnation for a while... mer $n _red $n postpones damnation for a while... endif ~ | #25054 tus'schepteba grasp~ the grasp of Tus'scepteba~ A blackened knife lies in a pile of smoldering flesh.~ ~ 5 16845332 8193 11 0 0 11 11 57 56 0 57560 A 2 2 A 12 125 A 18 7 A 19 9 #25055 portal~ a dark portal~ A shimmering black field allows passage to those sufficiently insane.~ ~ 12 0 0 0 0 0 0 1 0 0 0 0 #25056 black steel key~ a black steel key~ A black key of little worth lies here.~ ~ 18 524288 1 0 0 0 0 1 0 0 0 0 > drop_prog 100~ mpforce $n sac $o ~ | #25057 tail xanclaw spectail~ the tail of Xanclaw~ A hideous, barbed wyvern's tail lies here.~ ~ 13 262144 1 0 0 0 0 1 0 0 0 0 E tail xanclaw~ This horrid piece of scaled flesh could be fashioned into a cruel weapon, by a skilled blacksmith. ~ #25058 wyvernstail blade~ wyvernstail blade~ A wyvernstail blade is dropped here~ ~ 5 3 8193 40 47 4 2 1 33000000 0 0 3300000 A 19 26 A 18 20 A 2 3 A 31 1 A 17 -50 A 22 -75 A 20 -50 A 21 -50 A 23 -50 A 24 40 A 13 100 A 18 15 A 19 15 #25059 scramasax sax dagger~ a scramasax~ A heavy bladed dagger has been dropped here.~ ~ 5 524288 8193 0 0 0 2 8 0 65 0 650 E scramasax sax dagger~ A popular weapon for those who don't want to be encumbered by a heavy sword but still wish for a hardy stabbing weapon. ~ A 19 4 #25060 brown travel stained cloak~ a travel stained cloak~ This dirty cloak has seen more action than a regiment of dragoons.~ ~ 9 262148 1025 13 0 0 0 16 0 6 0 60 E travel stained cloak~ This cloak doesn't appear to have been washed in a year or more. ~ A 1 1 A 13 40 A 18 4 A 19 4 A 27 2 #25061 brew vile cult~ the vile brew of the cult~ A vial filled with writhing liquified flesh rests here.~ ~ 10 596 16385 50 -1 214 214 1 7 50 0 7500 'poison' 'poison' 'poison' E vile brew ~ This unspeakable mixture will do the Gods only know what to you. ~ A 25 -3 #25062 white statue~ an armless white statue~ An armless white statue stands in the middle of the garden.~ ~ 12 0 0 0 0 0 0 1 0 0 0 0 E statue~ The statue is very old, a remnant from an ancient civilization, the arms and coloration lost to time and the elements. ~ #25063 frock coat~ a red frock coat~ A red frock coat awaits a wearer.~ ~ 9 0 9 6 0 0 0 1 0 5 0 50 E red frock coat~ This is an expensive dress coat, worn by a lesser nobleman, or perhaps his retainers. ~ A 13 10 A 12 10 A 18 3 A 19 2 #25064 powdered wig~ a powdered wig~ A powdered wig spills white powder on the ground.~ ~ 9 0 17 4 0 0 0 1 0 5 0 50 E wig~ This wig is worn by courtiers and people of gentle birth. ~ A 12 60 A 3 2 #25065 rotting heart necromancer~ the rotting heart of the Necromancer~ A blackened heart spews foul blood onto the ground.~ ~ 19 262144 1 1 0 0 1 1 0 0 0 0 E rotting heart~ This foul organ is proof positive that the Necromancer is dead... for now. ~ #25066 medal glory~ the medal of glory~ A shining gold medal gleams brightly.~ ~ 9 8916032 5 13 0 0 0 8 50 0 0 50000 E medal glory~ This medal bears the Imperial coat of arms on one side, and the visage of Emperor Maximillian on the reverse. Heroes of the Empire are granted this medal for exceptional services to the realm. ~ A 13 50 A 12 50 A 18 3 A 19 3 A 20 -2 > wear_prog 100~ if isgood($n) mea $n _whi You swell with pride as you wear this symbol of your bravery. mer $n _whi $n swells with pride as $e dons a symbol of $s bravery. endif ~ > remove_prog 100~ if isgood($n) mea $n _whi You reluctantly remove the medal granted you for your heroism. mer $n _whi $n reluctantly removes the medal granted $m for $s heroism. endif ~ > drop_prog 100~ mea $n _whi Shocked by your rejection of it, the medal changes color! mea $n You are suddenly overcome by an urge to destroy this item... mer $n _red $n snarls in range and smashes the medal! mpforce $n sac $o ~ | #25067 butcher knife~ butcher knife~ Blood drips from this deadly sharp blade.~ ~ 5 524816 8193 0 0 0 1 5 0 50 0 500 E butcher knife~ The blood of dozens of innocents have stained this blade. ~ A 18 4 A 19 6 > wear_prog 100~ if isgood($n) else mpforce $n cackle endif ~ | #25099 final object~ a newly created final object~ Some god dropped a newly created final object here.~ ~ 13 0 0 0 0 0 0 1 0 0 0 0 #0 #ROOMS #25000 Darkness Falls~ The narrow path is composed of crumbling flagstones, partially overgrown with decayed weeds where it borders the rolling fields to either side. Running southwards, it descends down the gentle side of a small tor, at the base of which rests the village of Gilchrist. To the east, winking lights mark Heddick's Bluff, and the manor of the Baron DuChesne. To the west the ominous outline of the Hillside Cemetary umbrages the horizon, its ugly protrustion casting a shadow over the valley. Although the visage is peaceful and quiet, it is a little too quiet... no birds chirp in the gnarled trees, no animals scamper through the grass, which is stained an unpleasant brown. Light from sun and moon is obscured by heavy overhanging clouds, tinged with an angry purplish shade. The air is still, and humid, as before a thunderstorm. The pervading aura of gloom would appear to lend credence to the purported curses laid upon this place by agents of the dark power known only as the Necromancer. ~ 0 4 4 D0 The path continues down the hill towards Gilchrist. ~ ~ 0 -1 25001 D2 ~ ~ 0 -1 10709 S #25001 A Quiet Journey~ The path continues, wending its way ribbonlike down the slope of the grassy hill. Trees of various types have burst sporadically through the soil to either side over the centuries, making the sloping terrain resemble a patchwork quilty of green and brown shades. Twisted, gnarled things, they loom menacingly like the footsoldiers of some army of flora. The cobblestones shift underfoot occasionally, evidence of insufficient maintenence. ~ 0 0 4 D0 The path continues down the hill towards Gilchrist. ~ ~ 0 -1 25002 D2 The path ascends a gentle slope, heading towards the summit of a small hill. ~ ~ 0 -1 25000 S #25002 The Valley Floor~ After several hundred yards the path flattens out as it reaches the valley floor, which houses Gilchrist, nestled between the surrounding hills, ostensibly secure in their protective earthen embrace. The hills to either side bear the other noteworthy landmarks of the valley, and to the north a junction marks the point where disparate roads rise to meet these destinations. ~ 0 0 2 D0 The path branches to the north, heading in several directions. ~ ~ 0 -1 25003 D2 The path ascends a gentle slope, heading towards the summit of a small hill. ~ ~ 0 -1 25001 S #25003 A Meeting of Paths~ At this point the valley path is met by another trail, running west towards the base of the forbidding hill that houses Hillside cemetary, the cursed resting place of the restless dead. Since the coming of the Witch and her curse, none have dared venture any nearer this former site of rememberence and respect. Agents of the Necromancer abound in these lands, it would seem. The trees near here shift slightly, as if troubled by a breeze, though the air remains quite still. A chill tinges the air, enough to warrant an extra cloak, and the faint stench of death drifts ever so slightly from the west. ~ 0 0 2 D2 The path ascends a gentle slope, heading towards the summit of a small hill ~ ~ 0 -1 25002 D3 West leads towards the base of Hillside Cemetary. ~ ~ 0 -1 25004 D6 ~ ~ 0 -1 25051 R M 0 25003 1 25003 R E 1 25013 1 8 R E 1 25012 1 0 R E 1 25011 1 12 R E 1 25010 1 9 R E 1 25009 1 10 R E 1 25008 1 11 R E 1 25007 1 3 R E 1 25006 1 6 R E 1 25005 1 5 R E 1 25004 1 16 R M 0 25004 1 25003 R E 1 25014 1 12 R O 0 25026 1 25003 S #25004 Approaching Hillside~ Precariously perched atop one of the many hills that surround the valley, Hillside cemetary could not have been more appropriately named. The blackened metal gates are visible at the end of this long and winding path that winds up the side of the hill, towards the entrance to the haunted graveyard. Lightning flashes along the horizon, heralding the approach of a thunderstorm. ~ 0 0 2 D1 A meeting of paths ~ ~ 0 -1 25003 D7 The path approaches Rannu's Tor. ~ ~ 0 -1 25005 S #25005 The Base of the Hill~ Hillside cemetary has been in place for so long that the locals have not really used the name of the hill upon which it rests for decades. Known as Rannu's Tor, it is the tallest hill in the region, and the effort required to carve the path into its side that begins here was extensive. Rannu was a hero born in this region, who rose centuries ago to cast down the dread tyrant Xarad-Bar'qh, slaying him and his many minions before perishing himself at the hands of the tyrant's concubines. However, that is ancient history to those of Gilchrist, who simply refer to the hill as Hillside, when they rarely broach the subject of the cursed graveyard. ~ 0 0 4 D4 Upwards lies the summit. ~ ~ 0 -1 25006 D8 The path heads away from Rannu's Tor ~ ~ 0 -1 25004 R M 0 25036 3 25005 S #25006 The Top of Rannu's Tor~ After a long, exhausting ascent, the path levels out and heads west towards the gloomy gates of Hillside. Bleached bones lie scattered to either side, ample evidence of evil activities both within and without the cemetary. Those who have been sent here by the Baron or the towns folk to lay the evil presence to rest have never returned... ~ 0 0 4 D3 The gloomy gates of the cemetary loom menacingly. ~ ~ 0 -1 25007 D5 The path heads away from Rannu's Tor ~ ~ 0 -1 25005 S #25007 Hillside Cemetary~ The blackened metal gates bar the single entrance to this resting place of the ancestors of those who live in the valley. The metal is twisted and scarred, as if by red hot hands grasping and rending at them. The air here is putrescent, reeking of rotting flesh and decaying organs. Numerous body parts have been thrust onto the metal spikes that line the ornate game, partially obscuring the name- HILLSIDE CEMETARY. ~ 0 4 1 D1 East leads away from the cemetary, back down the hill. ~ ~ 0 -1 25006 D3 ~ ~ 1031 25016 25009 R O 0 25015 1 25007 R P 0 25016 1 25015 R D 0 25007 3 2 S #25008 The Desecrated Graveyard~ Twisted, blackened tombstones tear through the tainted soil like the granite teeth of some gargantuan subterranean beast, gnashing and grinding at the mangled corpses that stagger from beneath them, all abandoning their resting places, eager to walk upon the surface once more. Filled with a dark malevolence, they stagger among the gaping graves, eager to drink their fill of the blood of innocents. ~ 0 3153989 1 D2 ~ ~ 0 -1 25009 D3 ~ ~ 0 -1 25011 R M 0 25001 4 25008 R E 1 25018 1 16 > rand_prog 66~ mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. if ispc($r) if rand(25) mea $r A ghostly hand brushes against your face. else if rand(33) mea $r A cackling skull flies straight at you, then suddenly disappears. else if rand(25) mea $r A rotting hand bursts through the soil and clutches at your leg! else endif endif endif else mpasound From nearby, the sound of hands digging through soil can be heard. endif ~ | S #25009 The Desecrated Graveyard~ Twisted, blackened tombstones tear through the tainted soil like the granite teeth of some gargantuan subterranean beast, gnashing and grinding at the mangled corpses that stagger from beneath them, all abandoning their resting places, eager to walk upon the surface once more. Filled with a dark malevolence, they stagger among the gaping graves, eager to drink their fill of the blood of innocents. ~ 0 3153989 1 D0 ~ ~ 0 -1 25008 D1 ~ gate~ 1031 25016 25007 D2 ~ ~ 0 -1 25010 D3 ~ ~ 0 -1 25012 R M 0 25000 4 25009 R E 1 25017 1 12 R D 0 25009 1 2 > rand_prog 66~ mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. if ispc($r) if rand(25) mea $r A ghostly hand brushes against your face. else if rand(33) mea $r A cackling skull flies straight at you, then suddenly disappears. else if rand(25) mea $r A rotting hand bursts through the soil and clutches at your leg! else endif endif endif else mpasound From nearby, the sound of hands digging through soil can be heard. endif ~ | S #25010 The Desecrated Graveyard~ Twisted, blackened tombstones tear through the tainted soil like the granite teeth of some gargantuan subterranean beast, gnashing and grinding at the mangled corpses that stagger from beneath them, all abandoning their resting places, eager to walk upon the surface once more. Filled with a dark malevolence, they stagger among the gaping graves, eager to drink their fill of the blood of innocents. ~ 0 3153985 1 D0 ~ ~ 0 -1 25009 D3 ~ ~ 0 -1 25013 > rand_prog 66~ mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. if ispc($r) if rand(25) mea $r A ghostly hand brushes against your face. else if rand(33) mea $r A cackling skull flies straight at you, then suddenly disappears. else if rand(25) mea $r A rotting hand bursts through the soil and clutches at your leg! else endif endif endif else mpasound From nearby, the sound of hands digging through soil can be heard. endif ~ | S #25011 The Desecrated Graveyard~ Twisted, blackened tombstones tear through the tainted soil like the granite teeth of some gargantuan subterranean beast, gnashing and grinding at the mangled corpses that stagger from beneath them, all abandoning their resting places, eager to walk upon the surface once more. Filled with a dark malevolence, they stagger among the gaping graves, eager to drink their fill of the blood of innocents. ~ 0 3153985 1 D1 ~ ~ 0 -1 25008 D2 ~ ~ 0 -1 25012 D3 ~ ~ 0 -1 25014 R M 0 25001 4 25011 R E 1 25018 1 16 > rand_prog 66~ mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. if ispc($r) if rand(25) mea $r A ghostly hand brushes against your face. else if rand(33) mea $r A cackling skull flies straight at you, then suddenly disappears. else if rand(25) mea $r A rotting hand bursts through the soil and clutches at your leg! else endif endif endif else mpasound From nearby, the sound of hands digging through soil can be heard. endif ~ | S #25012 The Desecrated Graveyard~ Twisted, blackened tombstones tear through the tainted soil like the granite teeth of some gargantuan subterranean beast, gnashing and grinding at the mangled corpses that stagger from beneath them, all abandoning their resting places, eager to walk upon the surface once more. Filled with a dark malevolence, they stagger among the gaping graves, eager to drink their fill of the blood of innocents. ~ 0 3153985 1 D0 ~ ~ 0 -1 25011 D1 ~ ~ 0 -1 25009 D2 ~ ~ 0 -1 25013 D3 ~ ~ 0 -1 25015 R M 0 25000 4 25012 R E 1 25017 1 12 > rand_prog 66~ mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. if ispc($r) if rand(25) mea $r A ghostly hand brushes against your face. else if rand(33) mea $r A cackling skull flies straight at you, then suddenly disappears. else if rand(25) mea $r A rotting hand bursts through the soil and clutches at your leg! else endif endif endif else mpasound From nearby, the sound of hands digging through soil can be heard. endif ~ | S #25013 The Desecrated Graveyard~ Twisted, blackened tombstones tear through the tainted soil like the granite teeth of some gargantuan subterranean beast, gnashing and grinding at the mangled corpses that stagger from beneath them, all abandoning their resting places, eager to walk upon the surface once more. Filled with a dark malevolence, they stagger among the gaping graves, eager to drink their fill of the blood of innocents. ~ 0 3153985 1 D0 ~ ~ 0 -1 25012 D1 ~ ~ 0 -1 25010 D3 ~ ~ 0 -1 25016 > rand_prog 66~ mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. if ispc($r) if rand(25) mea $r A ghostly hand brushes against your face. else if rand(33) mea $r A cackling skull flies straight at you, then suddenly disappears. else if rand(25) mea $r A rotting hand bursts through the soil and clutches at your leg! else endif endif endif else mpasound From nearby, the sound of hands digging through soil can be heard. endif ~ | S #25014 The Desecrated Graveyard~ Twisted, blackened tombstones tear through the tainted soil like the granite teeth of some gargantuan subterranean beast, gnashing and grinding at the mangled corpses that stagger from beneath them, all abandoning their resting places, eager to walk upon the surface once more. Filled with a dark malevolence, they stagger among the gaping graves, eager to drink their fill of the blood of innocents. The barred door of the chapel lie to the north. A keening wail can be heard from behind them. ~ 0 3153985 1 D0 ~ ~ 7 -1 25020 D1 ~ ~ 0 -1 25011 D2 ~ ~ 0 -1 25015 D3 ~ ~ 0 -1 25017 R D 0 25014 0 2 > entry_prog 100~ if isnpc($n) mpe The undead lurches away from the chapel, its attention distracted. if rand(25) mpforce $n e else if rand(33) mpforce $n s else mpforce $n w endif endif else mea $n A chill passes over you as you near the defiled chapel. endif ~ > rand_prog 66~ mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. if ispc($r) if rand(25) mea $r A ghostly hand brushes against your face. else if rand(33) mea $r A cackling skull flies straight at you, then suddenly disappears. else if rand(25) mea $r A rotting hand bursts through the soil and clutches at your leg! else endif endif endif else mpasound From nearby, the sound of hands digging through soil can be heard. endif ~ | S #25015 The Desecrated Graveyard~ Twisted, blackened tombstones tear through the tainted soil like the granite teeth of some gargantuan subterranean beast, gnashing and grinding at the mangled corpses that stagger from beneath them, all abandoning their resting places, eager to walk upon the surface once more. Filled with a dark malevolence, they stagger among the gaping graves, eager to drink their fill of the blood of innocents. ~ 0 3153985 1 D0 ~ ~ 0 -1 25014 D1 ~ ~ 0 -1 25012 D2 ~ ~ 0 -1 25016 D3 ~ ~ 0 -1 25018 R M 0 25000 4 25015 R E 1 25017 1 12 > rand_prog 66~ mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. if ispc($r) if rand(25) mea $r A ghostly hand brushes against your face. else if rand(33) mea $r A cackling skull flies straight at you, then suddenly disappears. else if rand(25) mea $r A rotting hand bursts through the soil and clutches at your leg! else endif endif endif else mpasound From nearby, the sound of hands digging through soil can be heard. endif ~ | S #25016 The Desecrated Graveyard~ Twisted, blackened tombstones tear through the tainted soil like the granite teeth of some gargantuan subterranean beast, gnashing and grinding at the mangled corpses that stagger from beneath them, all abandoning their resting places, eager to walk upon the surface once more. Filled with a dark malevolence, they stagger among the gaping graves, eager to drink their fill of the blood of innocents. ~ 0 3153985 1 D0 ~ ~ 0 -1 25015 D1 ~ ~ 0 -1 25013 D3 ~ ~ 0 -1 25019 R M 0 25001 4 25016 R E 1 25018 1 16 > rand_prog 66~ mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. if ispc($r) if rand(25) mea $r A ghostly hand brushes against your face. else if rand(33) mea $r A cackling skull flies straight at you, then suddenly disappears. else if rand(25) mea $r A rotting hand bursts through the soil and clutches at your leg! else endif endif endif else mpasound From nearby, the sound of hands digging through soil can be heard. endif ~ | S #25017 The Desecrated Graveyard~ Twisted, blackened tombstones tear through the tainted soil like the granite teeth of some gargantuan subterranean beast, gnashing and grinding at the mangled corpses that stagger from beneath them, all abandoning their resting places, eager to walk upon the surface once more. Filled with a dark malevolence, they stagger among the gaping graves, eager to drink their fill of the blood of innocents. ~ 0 3153985 1 D1 ~ ~ 0 -1 25014 D2 ~ ~ 0 -1 25018 > rand_prog 66~ mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. if ispc($r) if rand(25) mea $r A ghostly hand brushes against your face. else if rand(33) mea $r A cackling skull flies straight at you, then suddenly disappears. else if rand(25) mea $r A rotting hand bursts through the soil and clutches at your leg! else endif endif endif else mpasound From nearby, the sound of hands digging through soil can be heard. endif ~ | S #25018 The Desecrated Graveyard~ Twisted, blackened tombstones tear through the tainted soil like the granite teeth of some gargantuan subterranean beast, gnashing and grinding at the mangled corpses that stagger from beneath them, all abandoning their resting places, eager to walk upon the surface once more. Filled with a dark malevolence, they stagger among the gaping graves, eager to drink their fill of the blood of innocents. ~ 0 3153985 1 D0 ~ ~ 0 -1 25017 D1 ~ ~ 0 -1 25015 D2 ~ ~ 0 -1 25019 R M 0 25000 4 25018 R E 1 25017 1 12 > rand_prog 66~ mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. if ispc($r) if rand(25) mea $r A ghostly hand brushes against your face. else if rand(33) mea $r A cackling skull flies straight at you, then suddenly disappears. else if rand(25) mea $r A rotting hand bursts through the soil and clutches at your leg! else endif endif endif else mpasound From nearby, the sound of hands digging through soil can be heard. endif ~ | S #25019 The Desecrated Graveyard~ Twisted, blackened tombstones tear through the tainted soil like the granite teeth of some gargantuan subterranean beast, gnashing and grinding at the mangled corpses that stagger from beneath them, all abandoning their resting places, eager to walk upon the surface once more. Filled with a dark malevolence, they stagger among the gaping graves, eager to drink their fill of the blood of innocents. ~ 0 3153985 1 D0 ~ ~ 0 -1 25018 D1 ~ ~ 0 -1 25016 R M 0 25001 4 25019 R E 1 25018 1 16 > rand_prog 66~ mpe Ghastly howls and shrieks echo amongst the tumbled tombstones. if ispc($r) if rand(25) mea $r A ghostly hand brushes against your face. else if rand(33) mea $r A cackling skull flies straight at you, then suddenly disappears. else if rand(25) mea $r A rotting hand bursts through the soil and clutches at your leg! else endif endif endif else mpasound From nearby, the sound of hands digging through soil can be heard. endif ~ | S #25020 The Unholy Sanctuary of the Desecrated Chapel~ The darkened interior of the chapel reeks of death and decay, and is filled with an almost overwhelming evil presence that even the most ignorant could not help but detect. Stains cover the walls, of various substances, mostly unmentionable. The shattered windows admit driving rain, a sign that the storm you sighted earlier has finally struck. The floor is slick with water, and something else... fresh blood? ~ 0 3153993 0 D0 The aisle between the pews is a scene of carnage. ~ ~ 0 -1 25021 D2 ~ ~ 7 -1 25014 R D 0 25020 2 2 > rand_prog 100~ mpe Heavy hands beat at the oaken portals, as the undead struggle to enter. if rand(25) mpe A dread moaning sound echoes through the chapel. mpasound A dread moaning sound echoes through the chapel. else endif ~ | S #25021 The Umbraged Chapel~ A foulness fills the air of the chapel, a certain malevolence not easily quantifiable. It is more than the corpses lying amongst the pews, more than the bloodstains covering the walls, more than the mutilated bodies hanging from the scorched rafters, depositing the occasional piece of burnt flesh. It is a presence, as of some dark force that was defiling soul as well as body and mind. Shattered remnants of various religious objects tell the tale of the sorry fate suffered by the worshippers who were caught here when the evil arrived, doubtlessly minions of the fell Necromancer. Without a doubt, the rumors of his machinations are proved by what has transpired within this chapel. ~ 0 3153993 0 D0 The fouled altar of this unholy place lies here. ~ ~ 0 -1 25024 D1 The evil continues... ~ ~ 0 -1 25023 D2 The stout doors of the chapel are all that stand between you and the dead. ~ ~ 0 -1 25020 D3 The evil continues... ~ ~ 0 -1 25022 > rand_prog 50~ mpe _red Fresh blood pours down the stained walls, coalescing in large pools. ~ > entry_prog 100~ if isnpc($n) else if class($n) == paladin mea $n _red Revulsion grips your pure soul as you behold the desecration. else if isgood($n) mea $n You are sickened by this wanton display of all that is unholy. mpforce $n say I vow to destroy this evil! mpe A dread cackling accompanies $n's threat... else if isneutral($n) mea $n You frown as you behold this excess of evil, that threatens the balance. else mea $n _red Visions of death and destruction cloud your ecstatic mind! mpforce $n cackle endif endif endif endif ~ > rand_prog 33~ mpe _red A scorched bit of flesh falls from the bodies suspended above. mpoload 25028 drop scorched ~ | S #25022 The Umbraged Chapel~ Dark stains, marking the point where wounded victims attempted to scale the walls to clamber out the broken stained glass windows, cover the once-white walls, a grim reminder of the unpleasant fate suffered by those whose bodies litter the chapel. A thick stench causes constant discomfort, although it is not as bad here as in the central worship area. Scrawlings and scribblings cover the walls here scribed in blood by some deranged man. ~ 0 3153929 0 D1 The center of the chapel is littered with corpses. ~ ~ 0 -1 25021 R M 0 25007 1 25022 E scrawlings scribblings~ They read, variously- BEWARE THE WITCH! THE NECROMANCER COMETH! ONLY THE HAND OF THE DEAD CAN OPEN THE CRYPT! ~ S #25023 The Umbraged Chapel~ The bulk of this wing of the chapel has been filled with bodies, piled high for some unfathomable purpose. Most of them are in various stages of decay, and show signs of having been at least partially devoured over the last few weeks, as if some beast pauses to nibble every now and again on the protruding pieces of flesh. Faces agape in visages of pure terror, these unfortunates have been damned, their souls taken as easily as their bodies. ~ 0 3153929 0 D3 ~ ~ 0 -1 25021 R M 0 25008 2 25023 R E 1 25027 1 3 R M 0 25008 2 25023 R E 1 25027 1 3 S #25024 Diabolic Sanctum~ The end of the chapel bears the most sickening sight of all- an altar, formerly devoted to law and goodness, now corrupted to serve as a tool in the worship of dark powers. Surely those of an evil persuasion would revel in such a flagrant defilement of this icon of benevolence. Blood covers the altar, as well as the walls, and the staked corpses affixed to the wall gaze down at the altar in sheer horror; at least as best they can- their eyes have exploded in their heads, one of the many fates they suffered as they perished, horribly, at this altar. ~ 0 3153929 0 D2 ~ ~ 0 -1 25021 D10 ~ altar~ 134155 -1 25025 R O 0 25019 1 25024 R O 0 25021 1 25024 R D 0 25024 10 1 > rand_prog 66~ mpe _red The shrieks of a thousand condemned souls cry out from the altar. ~ > rand_prog 25~ mpe _red The altar pulsates in anticipation of more souls to devour. ~ | S #25025 The Subterranean Catacombs~ A low-ceilinged tunnel lies here, running beneath the chapel, undoubtedly to various tombs and storage rooms. Most churches of this region bear similar underground tombs; indeed, many of the saints are interred beneath the altars of churches and cathedrals. Past nobility and others of means would have been buried in specially constructed crypts, spaced along the twisting tunnels that honeycomb through the hill. The air here is foul, as would be expected, though there is more than the stale stench of such tombs. Something evil. ~ 0 3153928 0 D0 Darkness beckons... ~ ~ 0 -1 25038 D2 ~ ~ 4096 -1 25026 D4 ~ trapdoor~ 1027 -1 25024 R O 0 25022 1 25025 R D 0 25025 4 1 > rand_prog 25~ mpclosepassage 25025 2 ~ | S #25026 The Hidden Crypt~ A narrow, dusty crawlspace runs behind the false wall, heading into the darkness, presumably towards the final resting place of someone of import. Why the tomb has been concealed thusly thus far remains a mystery. Cobwebs fill the shadowed ceiling, of which very little can be seen. Several pairs of footprints in the thick dust covering the floor indicates someone has been here recently... ~ 0 3153929 0 0 0 3 D0 ~ wall~ 3 -1 25025 D1 It is too dark to anything! ~ ~ 0 -1 25027 R D 0 25026 0 1 S #25027 The Hidden Crypt~ The passage ends here, at the top of a narrow stair that descends into the darkness, out of the range of any light source. A chill fills the air, accompanied by occasional gusts of wind from somewhere far below. Moans are carried on this unnatural breeze, moans of sheer anguish and despair. ~ 0 3153929 0 0 0 3 D3 It is too dark to anything! ~ ~ 0 -1 25026 D5 It is too dark to anything! ~ ~ 0 -1 25028 S #25028 The Resting Place of Lord Tarrant~ The stairs end some thirty feet down in a cavernous chamber, the walls of which are lined with unlit torches thrust into metal sconces, set at regular intervals around the perimeter. In between each sconce hangs a portrait, of knights of ages past. Above each portrait hangs a coat of arms of that knight's house, a mark of respect to the knight and to his house. Piles of corroded weapons lie atop moldering clothing below each picture; the remains of the knight's battle garb, worn so bravely in life and now left to rot in death. Of their bodies, though, there is no sign. Only a single coffin can be seen in the room, placed in the center of the chamber, atop a stone plinth. It is from this coffin that the breeze, and the sounds it carries, appears to emanate... ~ 0 3153929 0 D4 It is too dark to anything! ~ ~ 0 -1 25027 R M 0 25002 1 25028 R E 1 25000 1 16 R E 1 25001 1 1 R E 1 25002 1 12 R E 1 25003 1 0 R O 0 25023 1 25028 R P 0 25024 1 25023 S #25029 The Demonic Chantry~ Long stone passages beckon, rife with the evil infestation that has cast such a pall over the valley. Surely one need look no further for ample evidence of the Necromancer's black hand reaching out over this region. His minions abound, pursuing their insane, nihilistic plans to thrust the world into eternal darkness. Howls and screams, expected in this fell domain, echo down the greasy stone halls. ~ 0 3153929 0 D0 ~ ~ 0 -1 25031 D2 ~ ~ 0 -1 25046 D3 ~ ~ 7 -1 25030 R M 0 25009 2 25029 R E 1 25029 1 16 R E 1 25030 1 12 R G 1 25031 1 R D 0 25029 3 2 S #25030 A Dark Study~ At one stage a quiet research area used by the priests, this chamber has been usurped and converted to a not dissimilar function, though the texts now researched here would cause the eyes of a priest to explode in their sockets, followed closely by their brains. Dark tomes of ancient origin line a wooden shelf set in the west wall; a reddish glow suffuses them, indicating the presence of a magical forcefield, to deter unwanted perusal- as if the very fact that reading most of these tomes leads to agonizing death was not enough. ~ 0 3153929 0 D1 ~ ~ 7 -1 25029 R O 0 25040 1 25030 R D 0 25030 1 2 S #25031 The Demonic Chantry~ In ages past, these narrow passages served as access for the priests to bless the resting places of the dead, but now these dead have risen and the priests have all been slain. Evil reigns supreme here, seeming to envelop all in an almost-quantifiable grasp. Cold hands clutch at those who pass, as if the disturbed souls of the restless dead seek to exact their vengeance at this final insult. ~ 0 3153929 0 D0 ~ ~ 0 -1 25032 D1 ~ ~ 0 -1 25034 D2 ~ ~ 0 -1 25029 R M 0 25015 1 25031 R E 1 25027 1 3 S #25032 The Demonic Chantry~ A gaping pit lies here, beyond a pentagram where unholy ceremonies have created a gateway to the inhospitable plane of the hellish ones who rule this dark cabal. It would be sheer folly to pass into such a place, where chaos reigns supreme. Strange noises come from the pit, as of a beast in tremendous pain. Trails of blood run from the dark pentacle into the pit, accompanied by a slurping sound, as if this ichor were sustaining something... ~ 0 3153929 0 D2 ~ ~ 0 -1 25031 D5 Some unknown horror awaits the next sacrifice... ~ pit~ 128 -1 25033 D10 Certain death. ~ pentagram~ 133120 -1 25050 R M 0 25014 1 25032 R E 1 25029 1 16 R E 1 25030 1 12 R O 0 25036 1 25032 S #25033 The Pit~ The soft earthen floor conceals the half-buried remains of a score or more of victims of the cabal, hurled down here during the unholy rituals to their dark masters. The air is cold, and damp, and carries the familiar putrescent odor common to most of this place. Something foul lives here, something no mortal was meant to ever see... ~ 0 3153929 13 D4 ~ ~ 128 -1 25032 R M 0 25012 1 25033 S #25034 The Demonic Chantry~ Twisting corridors, lined with vacant spaces where once lay the corpses of the fallen, wind through the hill beneath the chapel, spreading out in all directions. These excavations took centuries to complete, and yet were taken over by the agents of the Necromancer in a mere matter of hours. What became of those interred here is unclear, though there is the grim possibility that many of them now roam the catacombs as the foul ghouls. ~ 0 3153929 0 D2 ~ ~ 0 -1 25035 D3 ~ ~ 0 -1 25031 R M 0 25009 2 25034 R G 1 25030 1 R G 1 25029 1 R G 1 25032 1 S #25035 The Demonic Chantry~ The passage ends here, in a dead end that boasts but a single stone door, set in the eastern wall and heavily decorated with murals of scenes common to the afterlife. A series of dark glyphs have been superimposed on this mural, doubtless marks of the cabal, signifying that who (or what) lies beyond this door is of some importance... ~ 0 3153929 0 D0 ~ ~ 0 -1 25034 D1 ~ ~ 1027 -1 25036 R D 0 25035 1 1 S #25036 A Dark Sanctuary~ Once a tomb of an ancient knight, the contents of this chamber have been cast out, and replaced with a long desk, laden with piles of parchment covered in black runes and sigils. A dull humming sound arises from them, accompanied by the occasional low moan. The air is thick with the stench of brimstone, and the blood that forms the pentagram on the floor seethes and bubbles, as if it were boiling. The naked corpse of an unfortunate villager lies drained of blood in one corner. This is obviously the chambers of the cabal's leader. But where is the Witch? Or her master, the Necromancer? ~ 0 3153929 0 D3 ~ ~ 1027 -1 25035 D5 ~ trapdoor~ 8389671 25037 25037 D10 ~ pentagram~ 133120 -1 25050 R M 0 25010 1 25036 R E 1 25034 1 16 R E 1 25035 1 6 R E 1 25033 1 10 R E 1 25030 1 12 R E 1 25029 1 18 R G 1 25037 1 R O 0 25036 1 25036 R D 0 25036 3 1 R D 0 25036 5 2 S #25037 Sepulchure~ This small chamber lies nestled beneath the looted tomb, apparently the quarters of someone of equal importance but differing needs. No furniture can be seen, save for a single board, to which several small animals have been nailed, as part of some dark ritual of augury. Whoever resides here had little in the way of material possessions, or had little need for such trappings. ~ 0 3153929 0 D4 ~ trapdoor~ 8389671 25037 25036 R O 0 25025 1 25037 R D 0 25037 4 2 > entry_prog 100~ mea $n As you enter, a hideous crone shimmers into view. mpmload 25005 mpforce clone1 say So, you have managed to find my little lair... mpforce clone1 chuckle mpforce clone1 emote shrugs and waves a clawed hand casually. mpforce clone1 say It matters not. Soon the Necromancer will come, mpforce clone1 say and then it will be far too late... mpforce clone1 say Now if you'll excuse me, I have a meeting to attend... mpforce clone1 cackle mpe The witch disappears in a cloud of dark energy! mppurge clone1 ~ | S #25038 Approaching the Catacombs~ The passage changes here, from uniform stone to rough hewn earth, bearing marks of recent excavation. The passage once continued north, but has been filled with rubble, necessitating a detour through the new tunnels to the east. A foul smell rises from this direction, as the air is tainted with decay. ~ 0 3153933 0 D1 The passage is shrouded in inpenetrable darkness. ~ ~ 0 -1 25039 D2 A guttering torch casts a dim light. ~ ~ 0 -1 25025 > rand_prog 100~ if ispc($r) mea $r _yel Unseen hands shove you forwards into the tunnels! mpforce $r east else endif ~ | S #25039 To the Death...~ Cramped, narrow passages abound, filled with nameless dread, invoked by the foul stench of cadaverous feasts. Blood umbrages every surface, mingled with torn scraps of clothing and whitened bones. Deep gouges scour the walls, as if it were torn in anger and rage by some senseless beast. ~ 0 3154057 13 D0 The passage is shrouded in inpenetrable darkness. ~ ~ 0 -1 25040 D1 The passage is shrouded in inpenetrable darkness. ~ ~ 0 -1 25042 D2 The passage is shrouded in inpenetrable darkness. ~ ~ 0 -1 25041 D3 A dim glow can be made out. ~ ~ 0 -1 25038 S #25040 To the Death...~ Cramped, narrow passages abound, filled with nameless dread, invoked by the foul stench of cadaverous feasts. Blood umbrages every surface, mingled with torn scraps of clothing and whitened bones. Deep gouges scour the walls, as if it were torn in anger and rage by some senseless beast. ~ 0 3154057 13 D2 The passage is shrouded in inpenetrable darkness. ~ ~ 0 -1 25039 R M 0 25006 5 25040 S #25041 To the Death...~ Cramped, narrow passages abound, filled with nameless dread, invoked by the foul stench of cadaverous feasts. Blood umbrages every surface, mingled with torn scraps of clothing and whitened bones. Deep gouges scour the walls, as if it were torn in anger and rage by some senseless beast. ~ 0 3154057 13 D0 The passage is shrouded in inpenetrable darkness. ~ ~ 0 -1 25039 R M 0 25006 5 25041 S #25042 To the Death...~ Cramped, narrow passages abound, filled with nameless dread, invoked by the foul stench of cadaverous feasts. Blood umbrages every surface, mingled with torn scraps of clothing and whitened bones. Deep gouges scour the walls, as if it were torn in anger and rage by some senseless beast. ~ 0 3154057 13 D0 The passage is shrouded in inpenetrable darkness. ~ ~ 0 -1 25045 D1 The passage is shrouded in inpenetrable darkness. ~ ~ 0 -1 25044 D2 The passage is shrouded in inpenetrable darkness. ~ ~ 0 -1 25043 D3 The passage is shrouded in inpenetrable darkness. ~ ~ 0 -1 25039 R M 0 25006 5 25042 S #25043 To the Death...~ Cramped, narrow passages abound, filled with nameless dread, invoked by the foul stench of cadaverous feasts. Blood umbrages every surface, mingled with torn scraps of clothing and whitened bones. Deep gouges scour the walls, as if it were torn in anger and rage by some senseless beast. ~ 0 3154057 13 D0 The passage is shrouded in inpenetrable darkness. ~ ~ 0 -1 25042 R M 0 25006 5 25043 S #25044 To the Death...~ Cramped, narrow passages abound, filled with nameless dread, invoked by the foul stench of cadaverous feasts. Blood umbrages every surface, mingled with torn scraps of clothing and whitened bones. Deep gouges scour the walls, as if it were torn in anger and rage by some senseless beast. A small hole can be seen in the floor. ~ 0 3154057 13 D3 The passage is shrouded in inpenetrable darkness. ~ ~ 0 -1 25042 D5 This hole leads down to a fouled lair. ~ Hole~ 2048 -1 25047 R M 0 25006 5 25044 E hole~ This hole leads down to a fouled lair. ~ S #25045 To the Death...~ Cramped, narrow passages abound, filled with nameless dread, invoked by the foul stench of cadaverous feasts. Blood umbrages every surface, mingled with torn scraps of clothing and whitened bones. Deep gouges scour the walls, as if it were torn in anger and rage by some senseless beast. ~ 0 3154057 13 D2 The passage is shrouded in inpenetrable darkness. ~ ~ 0 -1 25042 D7 The passage is shrouded in inpenetrable darkness. ~ ~ 0 -1 25046 S #25046 Exiting the Catacombs~ The tunnel here becomes more even, the walls and ceiling more uniform, constructed of fitted stones instead of soft earth. The air still carries the now-familiar stench of death and decay, but here it is tainted with something else, a darker scent, of ancient evils awakened and brought to this realm. The walls are greasy, slick with a dark substance that looks suspiciously like the ichor of some unholy beast. ~ 0 3153933 0 D0 ~ ~ 0 -1 25029 D8 The passage is shrouded in inpenetrable darkness. ~ ~ 0 -1 25045 > entry_prog 100~ mea $n _yel Rough hands claw at you from the darkness! mpdamage $n 25 ~ | S #25047 A Hidden Lair~ This fouled hole, partially filled with broken bones and rubble, is heavy with the stench of death and decay. Putrescent chunks of flesh lie half-devoured over the floor, amidst bloodstains and puddles of other substances. Despite the filth, the lair may hold something of interest, for it is here that the ghouls store their booty... ~ 0 3145869 13 D4 ~ ~ 0 -1 25044 R O 0 25038 1 25047 R O 0 25039 1 25047 S #25048 Floating in a void~ ~ 0 4 1 S #25049 Floating in a void~ ~ 0 4 1 S #25050 A Raging Inferno~ The first thing you see as you rashly pass through the gateway is a vast plain, of red soil, which appears to be on fire... As you pause to consider how dirt could possibly burn, your attention is diverted by a roar, and a wave of heat as a monstrous wall of flame engulfs you, reducing to to a charred stain in seconds. ~ 0 3155983 0 S #25051 The Eastern Path~ The road travels eastward, heading directly for the base of the bluff that harbors the residence of the Baron. The twinkling lights of the village of Gilchrist are visible to the northeast, past a row of low, sloping hillcocks that the path ribbons through. The air is still, and bereft of the animal noises one who travels such roads is normally accustomed to. ~ 0 0 2 D1 The path winds through the low hills. ~ ~ 0 -1 25052 D9 Several paths converge here. ~ ~ 0 -1 25003 S #25052 Another Junction~ Here the road to the east is met by a broad trail that leads north to the outskirts of Gilchrist, barely visible from here. Horse sign marks the trail here, gouging the soft earth that lies to either side of the flagstones, indication of large forces of mounted knights that have moved through the area. In fact, the distant approach of a rider can be detected, his steed's hooves clattering on the stone. ~ 0 0 2 D0 The path heads towards Gilchrist. ~ ~ 0 -1 25065 D1 The path winds through the low hills. ~ ~ 0 -1 25053 D3 The path winds through the low hills. ~ ~ 0 -1 25051 R M 0 25035 1 25052 R E 1 25011 1 12 R E 1 25059 1 16 R E 1 25059 1 18 S #25053 Approaching the Manor~ The path rises sharply to the east here, ascending sharply to the summit of the bluff, where the manor of Baron DuChesne looks out over the valley his family is sworn to rule and defend. A dark pall hangs in the air, and the sense of being watched by some foul presence is strong. The palpable stench of death is strong in the air, as is the odor of fresh blood. ~ 0 0 2 D3 ~ ~ 0 -1 25052 D4 ~ ~ 16777216 -1 25054 R M 0 25036 3 25053 R M 0 25036 3 25053 S #25054 The Bluff~ From this vantage, one has a clear view of the valley and its surrounds, including the twinkling lights of Gilchrist to the northwest. It is the village that the Baron holds dear, and is sworn to defend. His current inability to do so pains him; perhaps he would be grateful to those who would purge the valley of the menace of the Necromancer... very grateful? The imposing manor of the baron lies east of here, set back from here. ~ 0 4 1 D1 Approaching the manor. ~ ~ 0 -1 25055 D5 The bottom of the cliff. ~ ~ 0 -1 25053 S #25055 A Narrow Path~ This path has been trampled by horse hooves and booted feet, flattened so as to be even and unmarked by potholes, though a recent rain has left grooves along the side where the water ran off. Once lush trees to the sides of the road appear sickly and frail; some of this could be blamed on the season and climate, but there's more to it than that; the evil of the Necromancer has tainted this land, perhaps irrevocably. ~ 0 0 1 D3 The bluff. ~ ~ 0 -1 25054 D6 Approaching the manor. ~ ~ 0 -1 25056 S #25056 Approaching the Manor~ The red stone structure that houses the Baron and his house lies to the north, a few dozen yards along the trampled path. At this point, the front of the house is visible; glass windows looking out from the facing over a neatly tended garden, through which the path runs. A cart without horses, for the Baron, stands near the entrance, as does a white stone statue, sans arms, which stands in the middle of the garden. The house is quite stately, and well kept despite these dark times. ~ 0 0 1 D0 The doors of the manor. ~ ~ 0 -1 25057 D9 A trampled path. ~ ~ 0 -1 25055 R O 0 25062 1 25056 S #25057 Before the Manor~ The path approaches three steps that rise to a pair of wooden doors, with brass handles and knockers, which are the only entrance to the manor. No guards stand outside, although you do not doubt that you are under observation from some vantage point. Within the manor you will undoubtedly be able to find the baron, and perhaps find out if he is in need of your help (perhaps a reward is in the works). ~ 0 0 1 D0 Two wooden doors open onto the manor. ~ ~ 3 -1 25058 D2 Departing the manor. ~ ~ 0 -1 25056 R D 0 25057 0 1 S #25058 A Reception Hall~ The doors open onto a marble hall, covered with a thick red rug, and flanked by white marble statues, of the nymphs of ancient legend, each representing one of the seven virtures, and the seven sins, in order. Between the statues hang oil paintings, mostly landscapes but also some portraits of ancestors of the Baron and his House. Long banners flank the door, bearing the Baron's Coat of Arms, and of course the Imperial Coat of Arms, seen throughout all Imperial holdings. ~ 0 8 0 D0 The end of the hall. ~ ~ 0 -1 25064 D1 ~ ~ 3 -1 25060 D2 ~ ~ 3 -1 25057 D3 The library. ~ ~ 3 -1 25059 R M 0 25016 1 25058 R E 1 25063 1 5 R E 1 25064 1 6 R D 0 25058 1 1 R D 0 25058 2 1 R D 0 25058 3 1 S #25059 The Manor Libary~ You pass into a comfortable library, where the Baron stores the bulk of his beloved books. Surrounding you are shelves stacked with heavy tomes dealing with all manner of subjects. Works on Law, Art and Government line some shelves, while treatises on Witchcraft, the Occult and even Demonology fill the shelf nearest the chair the Baron sits in when he is reading. Apparently he has been researching his enemy exhaustively, in an attempt to find a way to defeat him. A roaring blaze in the fire place warms the room, while the thick carpet underfoot eases your tired feet. ~ 0 8 0 D1 The entrance hall. ~ ~ 3 -1 25058 R M 0 25022 1 25059 R E 0 25044 1 5 R E 0 25043 1 16 R D 0 25059 1 1 S #25060 The Dining Hall~ This chamber is dominated by a massive table that could seat thirty, which is, like the rest of the furniture in this room, covered with white cloth. The Baron has had little cause to celebrate since the darkness that has claimed the land (and took his family), and thus it has remained unused for months. Crystal chandeliers hang from the rafters, and could illuminate the chamber for hours, though the task of lighting them would take hours. A door to the north leads to the kitchens. ~ 0 8 0 D0 A door to the kitchens. ~ ~ 3 -1 25061 D3 The reception hall. ~ ~ 3 -1 25058 R D 0 25060 0 1 R D 0 25060 3 1 S #25061 A Narrow Corridor~ This short corridor links the kitchens to the dining hall, and is an insulation between the two, so that guests are not disturbed by the kitchen staff working (and vice versa). The walls are plain, and bear only white paint as decoration. A door in the east wall leads into the kitchen; you are deterred from charging straight in by the sight of blood seeping out from underneath the door... ~ 0 8 0 D1 The kitchens. ~ ~ 3 -1 25062 D2 The dining hall. ~ ~ 3 -1 25060 R D 0 25061 1 1 R D 0 25061 2 1 S #25062 The Kitchens~ Once an orderly kitchen where scores of meals were prepared, the kitchens have been transformed into a scene of bloody murder. Some vile creature has managed to infiltrate the Baron's manor, and then secreted itself in here, massacring all that enter, until it gets a chance to strike at the Baron. Blood, some of it fresh, coats every available surface, while gutted corpses hang from meat hooks on the ceiling, blood and gore dripping onto the floor. A basket of severed heads sits near the door, while a pile of dismembered limbs fills the preparation tables, many of them speared with knives and forks. The stench is horrid, and assaults your nostrils. Woe to whoever else may enter this kitchen, for the beast responsible for this will quickly dismember them as it has everyone else, and add you to its grisly and stinking collection. ~ 0 8 0 D0 The pantry. ~ ~ 3 -1 25063 D3 A narrow corridor. ~ ~ 3 -1 25061 R M 0 25037 1 25062 R E 1 25067 1 16 R E 1 25067 1 18 R D 0 25062 0 1 R D 0 25062 3 1 S #25063 The Pantry~ This small cupboard once stored foodstuffs, but is now filled with all manner of hacked and mutilated corpses, stored here while the insane psychopath without adds more victims to his collection. Undoubtedly he intends to manufacture another Nek'rabeast to join him in this blood- letting frenzy. ~ 0 8 0 D2 ~ ~ 3 -1 25062 R D 0 25063 2 1 S #25064 The End of the Hall~ The hall ends here, at a staircase that ascends to the second level, and the sleeping area of the Baron and what remains of his family. However, the knights have barricaded the stair, at the Baron's request as he no longer wishes to revisit the scene of the slaughter of his family by a Nek'rabeast. He spends all of his time in the library, as he attempts to find a way to defeat this menace. ~ 0 8 0 D2 ~ ~ 0 -1 25058 S #25065 Approaching Gilchrist~ Approaching Gilchrist, you cannot help but notice how bare the streets are. Only a few huddled citizens scurry quickly between structures fallen into disrepair; the cynical would say that the soul has been torn from these pathetic creatures. A kinder soul would seek a way to mend the damage done to them, and an avaricious soul may well wonder what sort of reward the Baron would offer if someone dispelled this threat to his people. ~ 0 4 1 D0 ~ ~ 0 -1 25066 D2 ~ ~ 0 -1 25052 S #25066 Gilchrist~ The streets of this small village are a scene of dark depression. The villagers that move about are sullen and without any happiness; the Necromancer has taken the lives of most of their loved ones, most foully slaying all their children to break their morale. And on top of all of this, their Baron appears to have failed them, having been unable to put an end to the evil that plagues their town. ~ 0 0 1 D1 Gilchrist. ~ ~ 0 -1 25075 D2 Leaving Gilchrist. ~ ~ 0 -1 25065 D3 Gilchrist. ~ ~ 0 -1 25067 R M 0 25026 3 25066 R M 0 25026 3 25066 R M 0 25026 3 25066 S #25067 Gilchrist~ Walking through Gilchrist is like walking through a graveyard; those that remain here have as much animation as the dead, and as much in personality and motivation. It is as if their very souls have been taken from them, by the Necromancer, leaving empty shells to wander aimlessly through the streets. ~ 0 0 1 D0 Gilchrist. ~ ~ 0 -1 25068 D1 Gilchrist. ~ ~ 0 -1 25066 S #25068 Gilchrist~ The streets here are piled with rubbish; no one cares enough to make the effort to clean the refuse piled in the gutters, and on the road itself. Nearby buildings are boarded up, their occupants having either been slain or moved away. Evidently the battle against the Necromaner has already been lost, as far as these villagers are concerned. ~ 0 0 1 D0 Gilchrist. ~ ~ 0 -1 25070 D2 Gilchrist. ~ ~ 0 -1 25067 D3 A small home. ~ ~ 0 -1 25069 R M 0 25027 2 25068 S #25069 Cottage of the Seer~ This cluttered shack houses the village seer, one of the few people who has refused to be driven off, and has never given up hope that one day, some way, the Curse of the Necromancer would be lifted. She has gone more than a little mad, however, due to constant contact with the lower planes, and much of what she says is gibberish, and not to be counted. ~ 0 8 0 D1 Gilchrist. ~ ~ 0 -1 25068 R M 0 25023 1 25069 R E 1 25045 1 20 R G 1 25046 1 R E 1 25047 1 17 S #25070 Gilchrist~ Around every bend in this village you behold more scenes of sorrow and despair. It is almost too much to bear, to witness an entire population that is totally devoid of hope. Surely the Baron would be capable of doing something to lift their spirits? At any rate, they would indeed be grateful to those who helped defeat their enemy. Grateful indeed. ~ 0 0 1 D0 The home of the Mayor. ~ ~ 0 -1 25071 D1 Gilchrist. ~ ~ 0 -1 25072 D2 Gilchrist. ~ ~ 0 -1 25068 D3 ~ ~ 0 -1 10687 S #25071 The Home of Francois~ This well-furnished dwelling is the home of the Mayor of Gilchrist, a former friend of the Baron, who has lost faith in his liege, due to these problems infesting his beloved village. Most of the items of value have long since been sold to hire mercenaries to battle the evil, mercenaries who either fled without trying or perished at the hands of the Necromancer's minions. ~ 0 8 0 D2 Gilchrist. ~ ~ 0 -1 25070 R M 0 25024 1 25071 R E 1 25048 1 16 R E 1 25049 1 13 S #25072 Gilchrist~ In all of your adventures, you cannot remember ever passing through such a desolate, depressed settlement. Not within the bounds of the Empire, at least; one would surely assume (and hope) that the Emperor would make every effort to protect those who pay taxes to him, and send a legion to quell the dark forces that assault the village and surrounding lands. ~ 0 0 1 D1 Gilchrist. ~ ~ 0 -1 25073 D3 Gilchrist. ~ ~ 0 -1 25070 S #25073 Gilchrist~ A path overgrown with weeds heads north, away from the village. The soil there bears footprints of all the people that have ventured in that direction, towards the mountains that form the northern edge of the valley, in search of the Necromancer. Very few tracks come back, very few indeed... ~ 0 0 1 D0 A path leads away from the village. ~ ~ 0 -1 25077 D2 Gilchrist. ~ ~ 0 -1 25074 D3 Gilchrist. ~ ~ 0 -1 25072 S #25074 Gilchrist~ Whispered conversations overheard during your trip through this dark place have allowed you to deduce that the Necromancer has slain or run off most of the occupants of this village, for whatever purpose, and the remainder have lost all hope of ever seeing this darkly evil presence quelled. Every child in the village was struck dead by plague or Nek'rabeasts weeks ago. ~ 0 0 1 D0 Gilchrist. ~ ~ 0 -1 25073 D2 Gilchrist. ~ ~ 0 -1 25075 R M 0 25027 2 25074 S #25075 Gilchrist~ The once evenly paved road here is littered with holes here, where a number of bricks have been torn up or crushed, and left as they lie, never to be repaired. Villagers don't even curse when they stumble over these holes; they merely rise to their feet and continue onwards with vacant stares on their faces. The depression is almost, indeed threatens to be, overwhelming. ~ 0 0 1 D0 Gilchrist. ~ ~ 0 -1 25074 D1 The smithy lies here. ~ ~ 0 -1 25076 D3 Gilchrist. ~ ~ 0 -1 25066 S #25076 Alain's Blades~ This spacious structure houses one of the best-equipped smithies you have ever been in, and as an adventer, you have been in quite a lot. Once again, you are given a grim reminder of the awful fate that has befallen this innocent village; despite his excellent trappings, and obvious skill, this smith has not a single customer, despite, perhaps, you. ~ 0 8 0 D3 A road through Gilchrist. ~ ~ 0 -1 25075 R M 0 25025 1 25076 R E 1 25050 1 9 R G 1 25009 1 R G 1 25005 1 R G 1 25006 1 S #25077 The Outskirts of Gilchrist~ Tracks of humans and horses head north, away from the village, along a winding path that takes you, eventually, to the foothills of the dark mountain range that borders the valley, where the Necromancer is thought to be. Broken banners and weapons, dropped by cowardly and demoralized soldiers before they even neared the mountains, litter the trail. ~ 0 4 1 D0 A path into the mountains. ~ ~ 0 -1 25078 D2 Gilchrist. ~ ~ 0 -1 25073 S #25078 Approaching the Mountains~ The road rises sharply as you pass into the foothills, beginning the long journey towards the black spires that loom forbiddingly to the north. Within those peaks you will encounter the source of all this evil, and hopefully defeat it. Whether you are motived by honor, or profit, you will have to battle as hard as you can to defeat such an ancient and powerful foe. You cannot help but wonder what manner of guardians he may have. ~ 0 0 4 D2 Heading back to town. ~ ~ 0 -1 25077 D7 Heading into the foothills. ~ ~ 0 -1 25079 > entry_prog 100~ mpforce $n shiver ~ | S #25079 Approaching the Mountains~ Onwards and upwards the path ascends, heading through scorched hills that were once green with lush grass and vegetation. Undead have laid waste to most of the land surrounding Gilchrist, and will eventually do the same to the rest of the valley, turning into the nightmarish realm their master desires. Several spears have been thrust into the earth beside the path here; atop them have been perched the severed heads of slain knights, their mouths agape in their rotting faces; a foul stench exudes from this grim warning. The knights still have atop their heads their plumed helms, stained with blood and gore. ~ 0 0 4 D7 Heading into the foothills. ~ ~ 0 -1 25080 D8 Heading back to town. ~ ~ 0 -1 25078 S #25080 Approaching the Mountains~ The path twists and turns as it ascends, marked by more gruesome signs of undead victories. Banners bearing both the DuChesne and the Imperial coats lie tattered and scorched beside the road, trampled underfoot by screaming ghouls and cackling skeletons. It is a wonder that the dark Necromancer would move so boldly against an Imperial holding; perhaps he is certain for some reason that there will be no Imperial forces to arrive and slay him. ~ 0 0 5 D6 Heading into the foothills. ~ ~ 0 -1 25081 D8 Heading back to town. ~ ~ 0 -1 25079 S #25081 Before the Wyrm Cave~ The path ends abruptly here, before a cave set into the mountainside, with no other way onwards visible. All of the tracks pass into this cave, and very few indeed return. Badly burned bodies lie scattered about the entrance, the flesh seared from their bones by incredibly corrosive acid, their equipment pitted and etched beyond hope of any repair. A thin coil of smoke, much like dragon exhalation, escapes the cave entrance. ~ 0 0 5 D0 Certain death! ~ ~ 0 -1 25099 D9 Heading back to town. ~ ~ 0 -1 25080 S #25082 The Gates of Nar'gha'zuyl~ A narrow ledge near the peak of a forbidding, blackened spire is the only secure foothold before the blackened steel gates that loom to the east of you. Lightning crackles about the towering dark spires that rise from the keep the gate guards, and rolling thunder that echoes among the surrounding mountains does little to ease your mind. Shadowy shapes flit about the towering walls, smooth and without a single foothold that would allow anyone to scale them. To the west, a yawning chasm surrounds the peak, a certain death for any foolish enough to step in that direction, for the strong winds that gust around the peak would dash even a flying traveller to pieces against the sharp stone. There can be no doubt that this is the abode of the Necromancer, and his minions. This may well be the last chance to pull out, for once inside the walls of his keep, it is unlikely escape will be easy... ~ 0 1048576 5 D1 ~ ~ 8389671 25056 25083 R M 0 25031 1 25082 R D 0 25082 1 2 > rand_prog 33~ mpe _blu Lightning crackles about the blackened towers. ~ > rand_prog 66~ if ispc($r) mea $r _red Visions of death and destruction pervade your thoughts! mpforce $r shiver endif ~ | S #25083 A Shadowy Courtyard~ The ominous metal gates open onto a dark courtyard, overshadowed by the looming spire that lies to the east. Not a soul can be seen on the walls; no guards patrol the perimeter, nor keep watch. An eerie whistling sound, caused by the wind passing through holes in the dark inner walls, sets your teeth on edge. A metal trapdoor is set in the stone floor, housing a dungeon no doubt, and whatever else a mad necromancer may be inspired to keep. Flashes of lightning reveal a little of the gothic architecture of this place; in some ways it is almost beautiful in its terrible aspects; grinning gargoyles flank each entrance, while intricate carvings of scenes of debauchery cover the walls. ~ 0 3153920 1 D1 ~ ~ 7 -1 25085 D3 ~ ~ 8389671 25056 25082 D5 ~ trapdoor~ 7 -1 25084 R D 0 25083 1 2 R D 0 25083 3 2 R D 0 25083 5 2 S #25084 The Treasure Vault~ A fabulous amount of wealth greets your jaded eyes as you wrench open the trapdoor and drop down into this tiny chamber. Statues carved by artisans of civilizations lost centuries ago line wooden shelves, while crates and chests overflowing with priceless gems and jewels cover the floor. You don't even notice as the trapdoor swings slowly shut above you, nor do you notice as the air grows thinner, until you suddenly begin to choke while examining a matched pair of Lifebanes, your vision blurring as you sink into a sleep you will never awaken from. Imps scurry over your body, stripping it of valuables, which they deposit on the shelves, then they return to their niches, awaiting the next intruder... ~ 0 3155983 1 S #25085 A Dark Hallway~ Passing through the doorway, you enter a gloomy hallway, poorly lit by smoldering torches set in cressets that resemble grinning skulls. Water drips onto the floor, a red pool forming... red? The water is in fact blood, and disgustingly enough appears to be coming from the walls themselves. The blood is fouled, and tainted, and would disgust the most ravenous Kindred, let alone those of the mortal realm. What other horrors await at the end of this hall? The grinning statues at each end that grin down at you certainly aren't letting you know. ~ 0 3153928 0 D0 The base of the hollow spire. ~ ~ 0 -1 25086 D3 The shadowy courtyard. ~ ~ 16777223 -1 25083 R M 0 25033 2 25085 R D 0 25085 3 2 S #25086 The Base of the Hollow Spire~ At this point the hall ends at the base of a hollowed out turret, that extends upwards farther than you can see. A chill breeze wafts through the center of the spire, and is accompanied by a volley of howls and shrieks. To venture further may mean undertaking a journey you cannot retreat from; it may well be wise to pause and take stock of your situation before continuing... ~ 0 3153928 0 D2 A darkened hall. ~ ~ 0 -1 25085 D4 Upwards ascends the spire. ~ ~ 64 -1 25087 S #25087 The Dark Shaft~ Unforgiving stone walls surround you on all sides as you fly through the center of the shaft, ever cautious for enemies that are by now on the lookout for you. Two doors, set in the walls to the east and west, offer an escape from the draughty tunnel, though what lies in wait for you behind them may make the dangers here pale in comparison. Then again, what choice would you rather face- the known enemy, dire as it is, or the unknown? ~ 0 19931144 0 D1 Hidden perils. ~ ~ 7 -1 25089 D3 Hidden perils. ~ ~ 7 -1 25088 D4 The shaft continues its ascent. ~ ~ 64 -1 25090 D5 The Dark Shaft. ~ ~ 64 -1 25086 R M 0 25033 2 25087 R D 0 25087 1 2 R D 0 25087 3 2 S #25088 Haven of the Cult~ Those most favored of the dark cult of the Necromancer are invited to his dark world, and bid to serve him in what manner he sees fit; most commonly as sacrificial victims. However, certain cultists, notably the Witch Tus'schepteba, rise through the ranks to become close and trusted advisors, though this service is often of a brief duration as the Necromancer knows well the treachery ambition breeds. He himself became master of this realm by slaying his mentor. The dark chamber they are bid to reside in boasts no furnishings or food; the cultists survive on pure faith alone. ~ 0 3153928 0 D1 The dark shaft. ~ ~ 7 -1 25087 R M 0 25032 2 25088 R E 1 25029 1 16 R E 1 25030 1 12 R G 1 25031 1 R G 1 25032 1 R M 0 25032 2 25088 R E 1 25029 1 16 R E 1 25030 1 12 R G 1 25031 1 R G 1 25032 1 R D 0 25088 1 2 S #25089 Lair of the Wyrm~ Vile, inculcable evil awaits behind every door in this fell domain, it seems. For the foul grotesque that lairs in here defies any real description; it is a wyrm, though not a dragon, draconian, but too reptillian. The venom that drips from its long barbed tail has scored the stone, and the many skeletons that umbrage the dusty ground under foot. What must that acidic compound do to exposed flesh... ~ 0 3153928 0 D3 The dark shaft. ~ ~ 7 -1 25087 R M 0 25034 1 25089 R D 0 25089 3 2 S #25090 The Top of the Shaft~ The shaft ends here, at a flat ceiling lined with sharp spikes, which you have to move slowly to avoid. Venom drips from their tips, as if they were the spines of some chaotic beast... it is best not to spend time contemplating such things. A plain wooden door, unremarkable in all ways, is visible, set into the north wall; there is no ledge in front of it, you will have to fly to it and soar through, before your enchantment atrophies and you plummet to your death, with very little abrogating circumstances. ~ 0 19931144 0 D0 This normal looking door offers an escape. ~ ~ 3 -1 25091 D5 The Dark Shaft. ~ ~ 64 -1 25087 R D 0 25090 0 1 > rand_prog 50~ if ispc($r) mea $r _red You cry out as you brush against the spikes! mer $r _red $r cries out as $e brushes against the spikes! mpdamage $r 200 endif ~ | S #25091 The Base of a Stair~ The door opens onto a seemingly innocuous chamber. It is dark, true, and the grim sense of foreboding is still present, but the walls are solid, cool to the touch but dry and firm, and there are no demonic creatures awaiting you... It would appear you are past the worst of it. Or are you? A stone stair ascends to a corridor of gray stone up above, which seems to shift ever so slightly under your scrutiny... A trick of the light, perhaps? ~ 0 3153928 0 D2 The dark shaft. ~ ~ 3 -1 25090 D4 ~ ~ 0 -1 25092 R D 0 25091 2 1 S #25092 A Fleshy Corridor~ The walls of this corridor are of stone, but shift and flex as if they were made of some amorphous substance, namely stone colored flesh. A vile smell assaults your nostrils, an unmistakable odor of death and decay. Even the darkest soul would find it hard to continue; not out of disgust, but out of fear and respect for the terrible master of a domain as foul as this. Surely nothing mortal could subsist in such a place? ~ 0 3153928 0 D0 The corridor ends at a portal. ~ ~ 0 -1 25093 D5 A short stair descends into a pit. ~ ~ 0 -1 25091 S #25093 A Dead End... of Sorts.~ The fleshy corridor ends here, spewing its contents into a blackwalled section of corridor that boasts a single wooden door, covered in vile runes, and a shimmering black portal, the only other exit, though it would be inadvisable to continue by that direction unless one was well and truly prepared to face something out of a demon's nightmares. A vile smell, of scorched flesh and blood, wafts in from the east; this odor is not foreign to those used to the battlefield, but it is so strong and pervasive here that even a veteran of the Chaos Wars may well balk. ~ 0 3153928 0 D1 The laboratory of the Witch. ~ ~ 3 -1 25094 D2 The fleshy corridor. ~ ~ 0 -1 25092 D10 ~ portal~ 133120 -1 25095 R O 0 25055 1 25093 R D 0 25093 1 1 S #25094 The Laboratory of the Witch~ This foul workplace contains unspeakable experiments, combining the sciences of alchemy and surgery with the magical arts of Evocation and Necromancy. The result is a twisting, writhing mass of flesh in several large glass beakers, that will be ground up and consumed by the horrid minions of the Necromancer, to grant them all unspeakable powers and abilities. This workplace is an abomination to some, a great find to others. ~ 0 3153928 0 D3 Away from the madness. ~ ~ 3 -1 25093 R M 0 25030 1 25094 R E 1 25054 1 16 R G 1 25061 1 R D 0 25094 3 1 S #25095 A Nightmarish Reality~ The portal opens onto a scene out of the darkest nightmares of the truly damned. The walls of the chamber here appear to be made of flesh; mottled, grey flesh covered with pustelent sores, the foul discharge affording scant purchase to those endeavouring to cross the slick, blubbery floor. Howls and screams echo around the chamber, their source apparently souls trapped in this fleshy tomb, desperate to feed on the living. But the worst of the abominations lies ahead... ~ 0 3154057 0 0 0 6 D0 ~ ~ 0 -1 25096 > rand_prog 50~ if ispc($r) mea $r _red Diabolic howls and shrieks assault your sanity! mpdamage $r 50 endif ~ > rand_prog 33~ mpe _lbl A ghostly voice chants 'Pain... pain... pain...' if ispc($r) mpforce $r twitch endif ~ > act_prog p has entered the game.~ mea $n _dch A hand strikes you and you feel dizzy... mptrans $n 25093 ~ | S #25096 Flesh of Sin~ The passage ends in a dense, impenetrable mound of mottled flesh, crawling with parasites and dripping ichor from a thousand small sores. The ghastly odor that issues forth from this abomination is almost as horrid as the fact that this creature is a sentient being, and capable of dark misdeeds. Constructed from the flayed remains of a thousand sinners, this spawn of chaos has existed here for centuries, patiently awaiting the arrival of enemies of its dark creator. ~ 0 3153929 0 0 0 6 D2 ~ ~ 0 -1 25095 R M 0 25029 1 25096 > rand_prog 50~ if ispc($r) mea $r _red Diabolic howls and shrieks assault your sanity! mpdamage $r 50 endif ~ > act_prog p has entered the game.~ mea $n _dch A hand strikes you and you feel dizzy... mptrans $n 25093 ~ | S #25097 The Heart of Evil~ Clambering through the gaping wound in the fleshy wall feels to a disconcerting degree much like crawling into a festering wound on someone's body. Blood cakes the blubbery walls and floor, and the ceiling drips with ichor. Vaguely humanoid forms crawl about in the fleshy walls, straining to break free, their hands pushing at the soft mottled grey flesh. The floor oozes various disgusting fluids, and a vile stench fills the whole chamber. A bloody orifice to the north leads to the end of the passage... ~ 0 3154057 1 0 0 6 D0 ~ ~ 0 -1 25098 > rand_prog 50~ if ispc($r) mpe _red To your horror, a rotting corpse drags itself from the walls! mpe _red Groaning and slavering, it comes free with a gout of blood... mpmload 25028 mpforce 'ghoulish minion' drool else mpe _red The contents of the room are absorbed by the fleshy walls... mppurge minion endif ~ > act_prog p has entered the game.~ mea $n _dch A hand strikes you and you feel dizzy... mptrans $n 25093 ~ | S #25098 The Final Enemy~ The walls of this blood soaked chamber are strewn with atrophied limbs, some still feebly clutching, fused to the wall by unfathomable dark magicks. Blood oozes from sores on their mottled grey flesh, coalescing in pools at the base of the fleshy walls, where gaping, toothy maws gulp hungrily at it- the sucking sound of these disembodied mouths is maddening. The roof is lined with heavy chains, from which hang the limbless trunks the wall decorations were torn from. Some of these souls moan in pain and rage, hanging on barbed hooks, twisting in a ghostly breeze that blows in from an unknown destination. It seems unbelieveable that someone could possibly reside in such a diabolic sanctum... ~ 0 3153929 1 0 0 6 D2 ~ ~ 0 -1 25097 R M 0 25021 1 25098 > act_prog p has entered the game.~ mea $n _dch A hand strikes you and you feel dizzy... mptrans $n 25093 ~ > entry_prog 100~ mea $n _gre Acid burns your skin as you squeeze through the orifice! mpdamage $n 100 ~ | S #25099 The End of the Path~ An ancient sage, his name escapes you, once said that of all the many abodes of all creatures within the realms of mortals, no home is more easily identifiable than that of a dragon. Surely that same man could not have hope for a better example than the dank cave you have passed into. You aren't sure if its the string of decomposing bodies swaying in the wind where they hang from iron hooks, or perhaps the deep scar in the wall where the drake sharpens its death-dealing claws. In fact even the massive pile of treasure that fills the back half of the dim lair is not the single conclusive clue. It is a combination of all of this. and more; whatever the reason, you are sure that your lives are now in dire jeopardy... ~ 0 3145736 0 D2 An escape from this foul wyrm, ~ ~ 0 -1 25081 R M 0 25019 1 25099 S #0 #SHOPS 25025 5 9 0 0 0 150 75 9 18 ; Alain 0 #REPAIRS 25025 5 9 0 150 1 9 18 ; Alain 0 #SPECIALS M 25002 spec_cast_mage M 25003 spec_guard M 25006 spec_thief M 25007 spec_cast_cleric M 25009 spec_cast_cleric M 25010 spec_cast_cleric M 25011 spec_breath_fire M 25012 spec_breath_acid M 25014 spec_cast_cleric M 25019 spec_cast_mage M 25021 spec_cast_mage M 25022 spec_cast_cleric M 25023 spec_cast_mage M 25029 spec_breath_gas M 25030 spec_cast_mage M 25031 spec_poison M 25032 spec_cast_cleric M 25033 spec_breath_frost M 25034 spec_poison M 25036 spec_fido M 25037 spec_fido S #$