#RESETMSG The silence of this normally bustling village is unnerving...~
#FLAGS
24 10
#ECONOMY 0 25962134
#CLIMATE 2 2 2
#MOBILES
#11201
umber hulk~
an umber hulk~
A massive, purple skinned beast with multiple eyes and huge tusks lurks here.
~
These powerfully built creatures are feared foes of any subterranean
dwellers, for their muscular arms and huge tusks are capable of rending
many creatures in seconds. To find them so boldly outside their natural
habitat is bad for two reasons; one, it means all regular methods of
monster control have collapsed, making this a perilous place indeed to
be. And secondly, umber hulks are usually found outside of their lairs
only as lackeys of more powerful evil creatures such as Illithids and
Beholders. And if either of those fell creatures is about you could be
in serious trouble indeed...
~
3 552 -600 C
105 0 -50 1d1+32000 0d0+0
0
0 10 0
112 112 0
22 13 13 13 13 13 13
0 0 0 0 0
76 3 0 0 1 1 2
0 0 2360366 3150096 0 0 1048707 2
#11202
illithid mage~
an illithid mage~
A purple skinned illithid clad in the robes of a mage stands here.
~
Three illithid mages assist the beholder mage xyrtog in his insidious
schemes. One of them is usually away, recruiting new slaves or similar,
while the other two work here on ways to increase the sphere of the
ensorcellment's influence. And they are in a state of excitement, as
they have finally succeeded.
~
99 6300200 -600 C
30 0 0 0d0+0 0d0+0
0
12 50 0
112 112 1
13 25 13 22 13 3 3
0 0 0 0 -20
10 0 0 0 8193 8192 0
0 0 271935 16 1055759 0 1107296259 10242
> hitprcnt_prog 20~
mpe The illithid is sorely injured. Closing its eyes, it summons its
mpe Considerable psionic power to heal itself.
mprestore self 100
~
> fight_prog 20~
mea $n The illithid launches a devastating psionic assault!
mpdamage $n 125
mpforce $n scream
if rand(10)
mpechoaround $n $n's will has been broken! $n attempts to flee!
mpforce $n flee
mpforce $n yell LET ME OUT OF HERE!!!!
mpforce $n scream
else
endif
~
> greet_prog 50~
if isimmort($n)
else
mea $n As you enter, you feel an alien presence enter your mind!
mea $n A voice speaks inside your head, telling you it is futile to continue.
if wis($n) < 14
mea $n Being a creature of little willpower, you readily agree.
mpforce $n say It's hopeless. I must surrender...
mpforce $n remove all
mpforce $n say I YIELD!
cackle
else
mea $n But you are made of sterner stuff than the weak willed fools of
mea $n Hochenyana! Grinning, you marshal your mental reserves and prepare
mea $n to do battle with these alien foes.
endif
endif
~
|
#11203
giant two headed troll ~
a giant two-headed troll~
A giant two headed troll stares slackjawed into space.
~
~
99 544 -400 C
32 0 0 0d0+0 0d0+0
0
0 0 0
112 112 0
22 13 13 13 22 13 13
0 0 0 0 0
8 3 0 0 64 64 2
0 0 47 7488 2097170 129 400 3
> greet_prog 100~
if ispc($n)
mpe The troll suddenly notices you, and lurches forward.
mpe Its movements are jerky, and uncoordinated (even for a troll);
mpe Some sort of enchantment is at work here!
, roars in anger, but doesn't seem to have his heart in it.
else
endif
~
|
#11204
half-ogre warrior gaoler~
the gaoler~
A half-ogre of immense size lumbers about.
~
Truly a warrior of formidable strength and skill, the gaoler is not
a foe to be easily dismissed. However, his movements are jerky, and
sluggish, as if he were doing this against his will, and this lack
of co-ordination can only benefit people who would do battle with him.
~
99 512 -500 C
28 0 0 0d0+0 0d0+0
0
0 0 0
112 112 0
22 13 13 8 22 13 13
0 0 0 0 0
6 3 0 0 16 16 1
0 0 2047 2104576 0 0 144 524291
> rand_prog 2~
grunt
~
> fight_prog 33~
bash
~
|
#11205
elven noble~
an elven noble~
An elven male attempts to remain dignified amidst the squalor.
~
~
3 33280 750 C
30 0 0 0d0+0 0d0+0
0
0 0 0
112 112 1
13 13 13 18 13 18 13
0 0 0 0 0
1 0 0 0 2 2 0
0 0 2031 7168 2097152 0 16 2
> death_prog 100~
mpe As the elf dies, a letter slips from his hand, and floats to the ground.
mpoload 11208
~
> greet_prog 100~
if race($n) == elf
say Fellow elf, or friend of the elves, if you can understand, you must aid me.
say i am on a mission of great importance, sent by Allethandra of
say Malathar. I was sent here to investigate claims of an insurgence
say of Chaos. However, what I found was much worse. Please, you must
say travel to Malathar, and give this missive to Allethandra. He
say will know what to do. I shall remain here and attempt to glean
say more information from my captors. For some reason they are most
say reluctant to do me any harm, save for their blasted mental probes.
say In the name of the Elven nation I beseech thee, go!
mpoload 11208
give missive $n
else
say Stranger, tarry not in this dreadful place of evil...
endif
~
|
#11206
crazed merchant~
a crazed merchant~
A crazed merchant begs to be freed.
~
This filthy, rag clad human has been imprisoned here for almost a year,
after ignorantly attempting to trade with the town. He is being held
in the hopes that his wealthy guild will pay a ransom, but it now
looks as if that is not going to happen.
~
3 512 -200 C
22 0 0 0d0+0 0d0+0
0
0 0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 2 0 0 1 1 0
0 0 47 0 0 0 513 2
> speech_prog p no~
if ispc($n)
and isgood($n)
say Alas! How could a noble adventurer of good heart abandon me??
cry
else
sigh
say I am not surprised. What else should one expect from amoral
say characters such as yourself?
endif
~
> speech_prog p yes~
if ispc($n)
say You are a saint!
grovel $n
say Here, take this token to the merchant's guild in Irilian.
say They will reward you for rescuing me!
mpoload 11207 1
give token $n
wink
mpe With that, the merchant slips out the door and is away!
mpgoto 2
else
sigh
say You cannot rescue me...
endif
~
> greet_prog 100~
scream
if ispc($n)
say Oh... I thought you were one of THEM...
say You aren't.. are you?
mpforce $n shake
say Thank the Gods! Please, free me from this fell place!
say You will be richly rewarded if you do! Will you free me?
else
faint
endif
~
|
#11207
peasant~
a peasant~
A peasant grimly awaits his fate.
~
This fellow was unfortunate enough to be made of sterner stuff than
most of his neighbours, and resisted the enthrallment of the evil
powers who subverted Hochenyana. Thus he has been imprisoned here, and
decreed to serve as their next meal...
~
67 512 400 C
18 0 0 0d0+0 0d0+0
0
0 0 0
112 112 1
13 13 16 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 47 3072 0 0 0 2
> rand_prog 2~
roll
~
> rand_prog 2~
mutter
~
> rand_prog 2~
sigh
~
|
#11208
dog~
a village dog~
A sinewy hunting dog wanders the streets in a daze.
~
~
65 512 0 C
18 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
30 3 0 0 513 512 0
0 0 167839277 0 0 0 1 2
#11209
dazed villager~
a dazed villager~
A dazed villager stumbles along.
~
This poor soul appears to have no willpower left. He shuffles along
oblivious to his surroundings.
~
65 512 -200 C
21 0 0 0d0+0 0d0+0
0
0 1 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 1791 0 0 0 16 2
#11210
dazed villager~
a dazed villager~
A dazed villager stares blankly into space.
~
This poor woman has no willpower left; she appears to be in a trance,
or a zombie like state.
~
65 512 -200 C
20 0 0 0d0+0 0d0+0
0
0 1 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 1791 0 0 0 16 2
#11211
guard~
a village guard~
A stout human clad in mismatched armor stares into space.
~
This stout, dependable chap was once one of Hochenyana's famed
militia, a sturdy guard who have fended off countless orcish raids.
But now he seems more interested in studying a passing fly than in
well armed intruders in his village...
~
67 512 -200 C
24 0 0 0d0+0 0d0+0
0
0 2 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 1791 0 2048 0 128 3
> fight_prog 25~
say Gaaaaahhhh...
mea $n The guard lurches awkwardly at you, striking clumsily but hard!
bash
mpdamage $n 25
~
> greet_prog 100~
mpe The guard doesn't even appear to register your presence.
~
> rand_prog 2~
say Look at the pretty insects...
drool
~
|
#11212
mayor geoffrey hiln doppleganger~
Geoffrey Hiln~
A heavy-set, bearded man welcomes you into his office.
~
Geoffrey Hiln, veteran of countless battles against Chaos, is by
repute a loud spoken bear of a man, who is just as likely to deck
someone who insults him as try to talk them down. He is abrupt, curt
and rude, but loved and respected by his villagers, whom he would give
his life to protect. However, the obsequious panderer who is addressing
you now does not exactly fit the bill, even if he is the spitting image
of Geoffrey Hiln physically.
~
67 552 -200 C
32 0 0 0d0+0 0d0+0
0
1 75 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 23 0 0 1 1 1
0 0 2047 1048576 2100480 0 672 3
> act_prog p flys up.~
mpat 0.$n t $n Ahem!
mpat 0.$n mea $n The mayor grabs you and firmly escorts you downstairs.
mpe The Mayor grabs $n and escorts $m back down.
mpat 0.$n mpforce $n d
~
> act_prog p floats up.~
mpat 0.$n t $n Ahem!
mpat 0.$n mea $n The mayor grabs you and firmly escorts you downstairs.
mpe The Mayor grabs $n and escorts $m back down.
mpat 0.$n mpforce $n d
~
> act_prog p leaves up.~
mpat 0.$n t $n Ahem!
mpat 0.$n mea $n The mayor grabs you and firmly escorts you downstairs.
mpe The Mayor grabs $n and escorts $m back down.
mpat 0.$n mpforce $n d
~
> death_prog 100~
mpe As the death blow lands, the mayor's appearance changes radically.
mpe Where once lay the dying body of the mayor now lies the corpse of
mpe a strange creature with pale white skin, devoid of any physical
mpe features. Revolted, you turn away, and realize the awful truth.
mpe Someone has replaced the good mayor of Hochenyana with a vile
mpe shapeshifter!
mpforce $n say Alas! What treachery is afoot here?
~
> hitprcnt_prog 25~
mpe As the injuries mount upon the mayor, a curious change takes place.
mpe Sporadic flashes of light flicker across his body, and occasionally
mpe his appearance will shift and distort, as if it were being morphed.
growl
~
> fight_prog 20~
say Attack the mayor in his own office would you?
snarl
gouge
stun
disarm
cackle
wield broadsword
~
> rand_prog 2~
hum
twiddle
~
> act_prog p from the east.~
if ispc($n)
say Ah, $n. Well met! Word reached me that you had entered
say my humble village, and i was hoping you would stop by here.
say We seldom receive visitors of your repute; we are honored.
bow $n
mea $n Noting the expression on your face, he sighs and continues.
say Ah I suppose you are wondering what ails the simple townsfolk?
hmm
say Well, its a simple... malady, an infection that causes
say drowsiness and lethargy... Oh don't worry, it isn't contagious.
say Clerics from the Cathedral of St. Pietre are in fact en route
say to administer a cure.
smile
say Now, if that is all, I must return to my work. Good day!
else
tap
say What do you want, $n?
endif
~
|
#11213
mayor secretary~
the mayor's secretary~
A plump, middle aged woman sits here behind a huge desk.
~
This woman appears to be unusually bright and cheerful, for this place;
you wonder for a second if she somehow resisted the malediction plaguing
her peers, then you notice that her smile is forced, her eyes emotionless,
and realize it is almost as if she is just acting out a preprogrammed
series of activities and responses.
~
3 512 0 C
24 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 1791 0 2100224 0 656 2
> greet_prog 100~
smile
say Greetings, $n, I am sorry, you cannot see the mayor today.
say He is very busy you know!
, busies herself arranging blank sheets of paper.
~
|
#11214
giant spider~
a giant spider~
A spider of immense size scuttles across the dusty floor.
~
You cannot believe that such a hideous beast has managed to lurk here
undetected for so long; perhaps it has been placed here as a guardian?
~
97 98816 -400 C
25 0 0 0d0+0 0d0+0
0
0 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
63 3 0 0 256 256 0
0 0 0 32 0 17 1074003969 2
> fight_prog 20~
mea $n The spider sinks its fangs into your calf!
mea $n You feel the venom course through your veins.
mpdamage $n 75
~
|
#11215
true mayor geoffrey hiln~
Geoffrey Hiln~
A heavy-set, bearded man sits on a chair, fuming.
~
Geoffrey Hiln, veteran of countless battles against Chaos, is by
repute a loud spoken bear of a man, who is just as likely to deck
someone who insults him as try to talk them down. He is abrupt, curt
and rude, but loved and respected by his villagers, whom he would give
his life to protect. His imprisonment has done little to dull his senses,
or his temper.
~
67 552 500 C
32 0 0 0d0+0 0d0+0
0
0 10 0
112 112 1
18 13 13 13 18 13 13
0 0 0 0 0
0 23 0 0 1 1 1
0 0 2047 0 2048 0 672 2
> rand_prog 5~
mpasound Muffled cries for help come from behind the door to the north.
~
> fight_prog 33~
stun
scream
~
> speech_prog p no~
if ispc($n)
growl
say You cowardly vermin! I should tear your guts out!
say How can you stand by while evil forces destroy your homes?
say Leave, then, and to hell with you!
else
endif
~
> give_prog missive~
gasp
say So Allethandra DID send help!
smile
say The old dog! Quickly, return this note to him with all due
say haste. Even if you manage to destroy the evil here, only he can
say help you find the higher enemy at work here.
give missive $n
~
> speech_prog p yes~
if ispc($n)
say Good! Knew you would, you look the sort.
say Let me fill you in- as you probably noticed the villagers
say are acting all weird and like... well they are under a spell!
nod
say Yes, they tried to work their sorceries on me too, but it
say didn't work. Being the smart fellow I am, I decided to play
say along, pretend it worked and such. THAT was how I found out
say some purple skinned muck swilling mind flayers have invaded
say MY village!
, fumes for a second, then continues.
say I sent a call to my friends in Malathar and Maritshome, I know
say not whether they received my pleas for aid. I have many friends
say in Malathar, I had hoped they would aid me. But now it falls upon
say you, and whatever allies you can muster. Seek out the illithids,
say and whoever they serve, and destroy them! I know not where they
say may lurk, but I overheard them mentioning old Badwick the tailor...
say Go now! Hurry!
, grimaces and collapses into a half-faint, delirious from pain.
else
endif
~
> greet_prog 100~
if isnpc($n)
snarl
else
say At last! Someone not under the spell of those accursed illithids!
mutter
say Come on.. we have a village to save!
mpe As Geoffrey Hiln leaps to his feet, he cries out and grasps his leg.
wince
say The bastards... broke my leg... in my excitement I...
curse
say You will have to go without me. Will you help stop the evil?
endif
~
|
#11216
zombie badwick~
the zombie of Badwick~
A decaying corpse lurches across the dusty workshop!
~
Poor Badwick has certainly seen better days; such was the anguish and
unnatural nature of his death that the body refused to die, and cannot
now rest.
~
99 552 0 C
28 0 0 0d0+0 0d0+0
0
0 0 0
112 112 0
18 13 13 13 13 13 13
0 0 0 0 0
71 3 0 0 1 1 0
0 0 47 1048592 2105094 1 144 3
> greet_prog 100~
drool
say Gaaaaaahhh.... no more paiiiiiinnnn.... killllll....
mpe The zombie lurches forward at a good clip, stabbing wildly!
~
|
#11217
insane butcher clegg~
Clegg~
An insane butcher foams at the mouth as he hacks into a slab of meat.
~
The butcher was never the most stable of people, having a rather
unhealthy attraction to hacking up carcasses, but something has now
quite broken what mind he has, and he has become a homicidal maniac.
~
99 512 -400 C
28 0 0 0d0+0 0d0+0
0
0 0 0
112 112 1
18 13 13 18 18 13 13
0 0 0 0 0
0 21 0 0 1 1 2
0 0 2031 64 3072 0 704 2621443
> fight_prog 5~
mea $n Clegg slashes you deep across the chest, striking bone!
mpdamage $n 50
cackle
~
> fight_prog 33~
bash
gouge
, howls with maniacal glee!
mpforce $n say This is surely a most trying foe!
~
> fight_prog 20~
say CHOP CHOP CHOP! CHOP TILL YOU DROP!
cackle
disarm
punch
~
> greet_prog 100~
if isimmort($n)
else
if ispc($n)
yell FRESH MEAT! I LIKE 'EM FRESH! COME AND GET CHOPPED $n!
muhaha
cackle
mea $n The butcher hurls a cleaver at you, striking you in the chest!
mpdamage $n 75
else
mpforce $n e
endif
endif
~
> rand_prog 2~
say CHOP! CHOP! CHOP!
drool
cackle
~
|
#11218
mariah woman young~
Mariah~
A young woman is seated here, singing softly to herself.
~
Despite your best efforts to attract her attention, the pretty
shopkeeper ignores you, staring into space and singing softly. As you
watch, tears begin to flow down her face, as if something was upsetting
her greatly, and her voice wavers.
~
3 512 0 C
24 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 1791 0 3072 0 0 2
#11219
bear~
a brown bear~
A brown bear lumbers out from behind a table, blood on its fur.
~
This bear wandered into town a few days ago, and was astonished at the
lack of resistance it met. It decided to devour the family that once lived
here, and has laired here since, enjoying the easy meals.
~
35 512 0 C
26 0 0 0d0+0 0d0+0
0
0 0 0
112 112 1
18 13 13 13 13 13 13
0 0 0 0 0
24 3 0 0 512 512 0
0 0 33818157 16 0 1 3 2
> rand_prog 5~
, rumbles deep in its chest.
mpasound A low growl can be heard from a house to the north...
~
|
#11220
patron~
a patron~
A sober patron sits silently at one of the long tables.
~
This fellow is seated, as was his wont for years, in the pub, but is
not drinking or eating; he just stares into space, as if waiting for
something.
~
67 512 -200 C
21 0 0 0d0+0 0d0+0
0
0 1 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 1791 0 0 0 16 2
#11221
silus bartender~
Silus~
A slender elf, the proprieter of this establishment, stares blankly at you.
~
Silus is the proprieter of what was once a happy and prosperous pub,
but now being here makes you depressed and uneasy. He and his patrons
just sit and stare into space, no expression gracing their faces. Even
slapping and shaking them provokes only the briefest response.
~
3 512 0 C
24 0 0 0d0+0 0d0+0
0
0 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
9 3 0 0 3 1 0
0 0 1791 0 3072 0 0 2
#11222
maddax ~
Maddax~
An elderly man clad in wizard's robes hawks his wares.
~
Two things strike you as unusual about this fellow; firstly, he is
talking, and no one else in the village you have met has actually
addressed you in a polite manner. Secondly, his eyes do not appear to
be glazed over as the others are.
~
3 2105864 760 C
25 0 -76 0d0+0 0d0+0
0
1 57 50
112 112 1
13 20 20 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 0
0 0 1791 0 7168 0 1107296768 2
> speech_prog p no~
if ispc($n)
sigh
say Then, we are all doomed...
else
endif
~
> speech_prog p yes~
if ispc($n)
say Excellent! Knew you would! Now listen closely...
say Through magical divination I was able to determine that the
say mayor is not what he appears! I fear something evil has taken
say his place, and may be behind the fell enchantment placed 'pon
say Hochenyana, or at least may know who is. Seek out the mayor, the
say true mayor, and he may be able to tell you more. Hurry!
, digs into his robes and produces a couple of wands.
say Here, take these! They may help you...
mpoload 11230
mpoload 11231
give wand $n
give wand $n
else
endif
~
> greet_prog 100~
if ispc($n)
smile
say Welcome, welcome, feel free to browse, or buy!
wink
, stops suddenly and peers closely.
say Psst! You aren't affected either, are you? C'mere!
mea $n As you move closer the wizard begins to whisper to you.
say I believe some supernatural entity has possessed the souls
say of these poor folks. My tower was infested by goblins, and so
say I fled, and disguised myself as the alchemist Potrax, the
say poor devil who disappeared first. You must help me rid the
say village of this evil! Will you? Yes or no will do!
else
mpe $I stares blankly at $n.
endif
~
|
#11223
skeleton horse~
a skeletal horse~
The skeleton of a dead horse rises from the ground!
~
Although its physical form is long dead, the remains of the horse
arise by the dint of some foul necromancy to assault any who intrude
upon its place of death!
~
35 512 -400 C
26 0 0 0d0+0 0d0+0
0
0 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
67 3 0 0 8192 8192 0
0 0 0 0 3874 16 33 2
> greet_prog 100~
mpe The bones of a warhorse arise from the ground and form a skeleton!
~
|
#11224
insane merchant~
an insane merchant~
A ragged, dishevelled old man sits weeping on the dirty floor.
~
This poor fellow appears to have suffered mightily at the hands of
whatever has taken over this town; his mind has been broken by what
he has been subjected to.
~
3 512 0 C
24 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
0 3 0 0 1 1 0
0 0 1791 0 3072 0 513 2
> fight_prog 12~
say NO! You have taken enough! You shan't take me!
scream
gouge
stun
~
> greet_prog 100~
mpe The poor fellow is so engulfed in his grief he doesn't notice you.
~
> rand_prog 2~
say They took her, took my wife... and slew her... NOOOO!!!
scream
drool
~
|
#11225
edmund armorer~
Edmund~
A short, stocky man is lying on the floor, stunned.
~
Someone or something large has smashed into the armorer, and he lies on
the floor, struggling back to consciousness. As you enter, you notice the
dazed look that fills the eyes of most of the people here disappearing...
~
3 512 0 C
26 0 0 0d0+0 0d0+0
0
0 0 0
112 112 1
16 13 13 16 16 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 1791 0 3072 0 128 2
> speech_prog p robed strangers~
say Yes, three of them, didn't say much, not as there is much to
say for a stranger in a foreign town.
shrug
say Wore purple robes, covered their faces and hands too. One of
say them didn't seem to have any legs, he just kinda -floated-...
boggle
say That's about all I can remember...
, scratches his head in puzzlement.
~
> speech_prog day~
gasp
say I ...it cannot be... I cannot remember the last 4 months!
say All I can remember is the robed strangers coming to town...
frown
~
> greet_prog 100~
if ispc($n)
mpe As you enter $I slowly stands up.
say Huh? Who? What? Where am I? Gods, my HEAD!
wince
peer
say Hoi, you there! What date is it?
mutter
else
endif
~
|
#11226
otyugh~
an otyugh~
A horrid, tentacled blob arises from the muck.
~
Lurking in this sewer is a horrid otyugh, not at all common to this
region, and undoubtledly released here by the infiltrators of the city
to dispose of unwanted waste. This foul mobile garbage devouring monster
has ultra keen senses, with which it can detect hidden or concealed foes,
though magical invisibility still confounds it.
~
39 544 -400 C
28 0 -50 0d0+0 0d0+0
0
3 65 70
112 112 0
18 13 13 13 13 13 13
0 0 0 0 0
85 3 0 0 8192 8192 0
0 0 9260 2100240 256 0 1074008705 2
> fight_prog 15~
mea $n The otyugh's tentacle catches you in the chest. You begin to feel ill.
bash
c poison $n
mpdamage $n 50
~
|
#11227
englebert~
Englebert~
A balding middle aged man is seated by a blazing fire.
~
This harmless old coot sits by his fire, mumbling about the bitter cold,
despite it being hotter than the inside of a smith's forge in his cramped
shop.
~
3 512 0 C
24 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
0 3 0 0 1 1 0
0 0 1791 0 3072 0 0 2
> rand_prog 2~
say So cold... cold....
shiver
~
|
#11228
giant frog~
a giant frog~
A massive frog croaks angrily.
~
This massive amphibian is the size of an alsatian, and has a tongue
long enough to wrap three times around you, its favorite method of
snaring prey.
~
35 512 -225 C
25 0 0 0d0+0 0d0+0
0
0 0 0
112 112 0
16 13 13 13 13 13 13
0 0 0 0 0
80 3 0 0 512 512 0
0 0 3116 18 0 1 262273 2
> rand_prog 2~
, croaks loudly.
mpasound A loud croaking, as of a massive amphibian, can be heard.
~
> fight_prog 100~
if rand(10)
mea $n $I's tongue lashes out, snaring you and constricting!
disarm
mpdamage $n 33
else
endif
~
|
#11229
thief~
a thief~
A thief cautiously searches the room for any valuables.
~
This amoral rogue is taking advantage of the senseless townsfolk to
search for loot; he is a little perturbed by their unusual behaviour,
but his greed is overriding his uneasiness, which may be to his regret...
~
3 98856 -400 C
24 0 0 0d0+0 0d0+0
0
1 30 0
112 112 1
13 13 13 20 13 13 13
0 0 0 0 0
10 2 0 0 524289 1 0
0 0 1791 3328 0 0 1632 524291
> rand_prog 2~
mutter
~
> fight_prog 10~
say No, you won't cut in on my action!
snarl
mea $n The thief slips in under your guard and delivers a serious blow!
mpdamage $n 40
wield dirk
~
|
#11230
wild boar~
a wild boar~
A wild boar grunts in displeasure.
~
This aggressive brute wandered into town one day, and was surprised at
the lack of resistance and decided to stay to enjoy the easy pickings.
Estroglian boars are by nature quite carniverious, and their bloodlust
is exacerbated by easy prey.
~
35 512 -209 C
25 0 -33 0d0+0 0d0+0
0
0 0 0
112 112 0
13 13 13 13 18 13 13
0 0 0 0 0
27 3 0 0 512 512 0
0 0 2164285 0 0 0 128 2
> fight_prog 15~
mea $n The boar charges at you, and gores you with its tusks!
gouge
bash
~
> rand_prog 2~
grunt
~
|
#11231
holst brecker~
Holst Brecker~
A stern, middle aged man stands rigidly at attention here.
~
The constable of Hochenyana, Holst was ironically one of the first to
fall under the influence of the foul enchantments placed 'pon this place.
Now he stands here, as if nothing was amiss, awaiting further orders.
~
3 8704 0 C
28 0 -60 0d0+0 0d0+0
0
0 0 0
112 112 1
16 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 1791 3153152 0 0 544 3
> greet_prog 100~
bow $n
Say Greetings, citizen. Nothing is amiss. Carry on with your business.
, stares into space.
~
|
#11232
goblin shaman~
a goblin shaman~
A rather mangy, bedragged goblin covered in white paint screams at the sky.
~
This cunning shaman took advantage of the helplessness of the townsfolk
to move his tribe into the mage's tower; accomodations he has long desired.
He is dimly aware that something is seriously wrong with the villagers, and
that some sort of enchantment is in affect, but ignores it as it has yet ot
affect him.
~
35 680 -800 C
30 0 -100 0d0+0 0d0+0
0
1 75 0
112 112 1
13 16 16 16 13 3 6
0 0 0 0 0
39 0 0 0 16384 16384 0
0 0 263871 1051904 0 0 1107300867 2
> greet_prog 100~
if ispc($n)
scream
mea $n The shaman hisses menacingly at you.
say Gah wa jeri 'nlingreru!
cackle
else
endif
~
> rand_prog 2~
snarl
drool
~
> fight_prog 66~
if rand(40)
c chill $r
c weaken $r
c 'faerie fire' $r
say Ooga Booga!
else
if rand(15)
gouge
wink
c blindness $n
else
if rand(25)
c galvanic $n
c curse $r
c poison $r
else
endif
endif
endif
~
|
#11233
guard~
a town guard~
A town guard wanders past in a daze.
~
This stout, dependable chap was once one of Hochenyana's famed
militia, a sturdy guard who have fended off countless orcish raids.
But now he seems more interested in studying a passing fly than in
well armed intruders in his village...
~
67 512 -200 C
24 0 0 0d0+0 0d0+0
0
0 2 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 1791 0 2048 0 128 3
#11234
grinning goblin~
a grinning goblin~
A grinning goblin cackles maniacally.
~
This fecund member of the Gutripper Clan is here under the auspices of
the clan shaman, who took it upon himself to invade the mage's tower
when the town came under the influence of whatever malady besets them.
Ferocious even by goblin standards, this sinewy foe is quite capable of
rending strong adventurers in two.
~
35 512 -500 C
25 0 0 0d0+0 0d0+0
0
1 0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
39 3 0 0 16384 16384 0
0 0 263871 0 0 0 3 2
> greet_prog 33~
cackle
say Die die, goodie goodie!
snarl
~
> rand_prog 2~
cackle
~
|
#11235
goblin~
a small goblin~
A small, but strong, goblin creeps through the hovels.
~
This fecund member of the Gutripper Clan is here under the auspices of
the clan shaman, who took it upon himself to invade the mage's tower
when the town came under the influence of whatever malady besets them.
Ferocious even by goblin standards, this sinewy foe is quite capable of
rending strong adventurers in two.
~
35 512 -500 C
21 0 0 0d0+0 0d0+0
0
0 10 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
39 3 0 0 16384 16384 0
0 0 263871 0 0 0 3 2
> fight_prog 5~
yell Humantypes in the clan place! Die!
~
> greet_prog 25~
snarl
say Humantypes! Die! Shaman commands!
cackle
~
|
#11236
brass golem~
a brass golem~
A brass golem stands before the two doors.
~
Lacking many of the powers and immunities of its more powerful cousins,
the brass golem is nevertheless a competent and hardy defender of any
mage's chambers.
~
3 8744 0 C
34 0 -45 0d0+0 0d0+0
0
0 0 0
112 112 0
18 13 13 13 13 13 13
0 0 0 0 0
40 0 0 0 8193 1 0
0 0 0 1048672 2104586 17 528 2
> act_prog p from the north.~
if ispc($n)
say My master prohibits any from disturbing his chambers!
c gas
else
say Intruder!
mpe $n flees from the golem!
mpforce $n n
chuckle
endif
~
|
#11237
fire elemental~
a fire elemental~
A towering pillar of flame fills this chamber with heat.
~
This semi intelligent being from the plane of fire seeks only to destroy
by fire all it encounters.
~
33 34079232 -400 C
32 0 0 0d0+0 0d0+0
0
0 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
85 3 0 0 8192 8192 0
0 0 0 0 2108673 2 335552640 2
#11238
minion nool~
a minion of No'ol~
A winged demon hovers above the bloodstained altar.
~
Sent by the Chaotic Lord to observe the goings-on in this temple,
the minion was pleased to note the extent to which chaos had taken
advantage of the evil enchantments placed upon the town. No'ol is aware
of who is behind the enchantment, and his priests have hammered out a
pact of mutual benefit, though Chaos does not always co operate with
forces of purer Evil.
~
35 268436136 -1000 C
75 0 -100 0d0+0 0d0+0
0
56 40 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
67 2 0 0 1 1 0
0 0 1410623 16 2112906 33 1109660167 3
> greet_prog 100~
if isimmort($n)
sneer
say Pawn of the higher powers, you may defeat me, but not NO'OL!
cackle
else
if ispc($n)
chuckle
say Poor, poor pitiful $n. Tell me, how do you wish to die???
cackle
mpe _red A hellish glow suffuses $I as $e rises to $s full height.
else
mpforce $n n
endif
endif
~
> rand_prog 5~
mpasound Horrid shrieks and howls come from all around you.
~
> rand_prog 2~
mpe The minion infuses its weapon with demonic power.
rem whip
c enchant whip
wield whip
cackle
~
> fight_prog 75~
if rand(30)
c winter $r
c 'frost breath' $r
cackle
else
if rand(10)
c chill $r
c chill $r
c chill $r
c weaken $r
else
if rand(25)
gouge
bash
kick
punch
else
endif
endif
endif
~
|
#11239
wraith~
a wraith~
The enraged spirit of a man who starved to death has returned!
~
This poor soul was doomed to a slow death by starvation, and it now
cannot rest due to the indignity of such a death.
~
35 268968488 -200 C
28 0 -75 0d0+0 0d0+0
0
4 50 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
67 3 0 0 1 1 0
0 0 0 152 2104582 0 1107300352 2
> death_prog 50~
mpoload 11263
~
> death_prog 100~
mpe _lbl As the death blow is struck, the wrait dissipates, aggrieved.
mpgoto 3
~
> fight_prog 20~
c chill $r
c blindness $r
c weaken $r
~
|
#11240
illithid disguised librarian~
an illithid scientist~
A tall figure shrouded completely in dark robes stands reading a book.
~
This scholar appears to be totally engrossed in his work. As you approach,
however, you see a long blue clawed hand protrude from the robe, and a slimy
tentacle inches out of the cowled robe...
~
3 73400872 -800 C
30 0 -50 0d0+0 0d0+0
0
1 57 50
112 112 1
13 22 13 22 13 13 13
0 0 0 0 0
10 0 0 0 524288 524288 0
0 0 0 143 1055744 0 1109398019 1049618
> fight_prog 33~
mea $n $I attacks you with a psionic assault!
mpdamage $n 50
mpforce $n scream
c blindness $n
c weaken $n
c 'energy drain' $n
~
> greet_prog 100~
if ispc($n)
, hisses angrily!
say Intrudersssss! Monks! Repel this creature of Law!
mpe $I throws back his cowl, and reveals the hideous features of an illithid!
cackle
else
endif
~
|
#11241
dark monk~
a dark monk~
A wizened old man shambles through the aisles, searching.
~
The forces behind the conquest of Hochenyana have brought in the infamous
dark monks, collectors and translators of ancient unholy texts, some of
which they hope to find in this old library.
~
97 512 -800 C
28 0 0 0d0+0 0d0+0
0
0 10 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 1791 2105088 0 0 592 3
#11242
rogue~
a rogue~
A svelte elven woman clad in a black catsuit slinks out of the shadows.
~
This evil woman was hired by the powers in control to keep an eye on
the library and destroy any unwanted intruders, a task she relishes in.
~
39 4293162 -675 C
28 0 0 0d0+0 0d0+0
0
0 0 0
112 112 2
13 22 13 22 13 22 22
0 0 0 0 0
0 2 0 0 2 2 0
0 0 1791 2104576 0 0 1600 524291
> rand_prog 33~
sneak
hide
mpat 3 c invis
~
> fight_prog 20~
circle $n
gouge
~
> greet_prog 100~
if isimmort($n)
else
if ispc($n)
snarl
mpe $I steps out of the shadows, and strikes!
backstab $n
cackle
else
endif
endif
~
|
#11243
Xeratzl~
Xeratzl~
A short, grumpy demon squats in the middle of null-space.
~
Xeratzl was imprisoned here by an old mage centuries ago, who desired
her tome but had not the strength to wrest it from her grasp. He has
since entrusted the beast to the library, and the new owners have yet
to discover her little prison.
~
99 390636200 -666 C
50 0 -210 1d1+8500 0d0+0
0
100 0 0
112 112 2
13 13 13 13 13 13 13
0 0 0 0 -10
85 0 0 0 1 1 0
0 0 68519487 1048720 2113285 0 266823 2
> fight_prog 10~
mpe Cracks appear in the void, and gas seeps through them!
c earth
c gas
mpgoto $i
c 'frost breath' $r
~
> act_prog circle~
mprestore self 300
say tHe aTtAcK oF a ThIeF iNfUsEs Me WiTh StReNgTh...
~
> fight_prog 100~
if isnpc($n)
mpslay $n
cackle
else
endif
~
> fight_prog 33~
disarm
wield claw
gouge
~
> fight_prog 25~
c chill $r
c weaken $r
gouge
c 'energy drain' $r
~
> rand_prog 33~
rem claw
drop claw
sac claw
c gas
~
> death_prog 100~
mpe A hole is torn in the fabric of this place as $I dies.
mpopenpassage 11282 21055 4
~
> greet_prog 100~
if ispc($n)
mea $n A shimmering mass of energy coalesces into a hunched demon.
mea $n When it speaks, its voice seems to come from everywhere all at once.
say wElcOmE tO mY pRiSoN, mOrTaL...
chuckle
mpe The air shifts subtly, and the demon arises.
say dO uS bOtH a FaVoR aNd SlAy Me...
mpe Torrents of energy arc and sizzle about $I's form.
mpe $I suddenly moves, and with a mighty effort rips her own hand off!
mea $n Your eyes widen as another claw grows to replace it. Smiling she turns.
mpoload 11273 48
wield claw
mpforce $n faint
else
endif
~
|
#11244
devrel paladin~
Devrel~
A naked man has been tossed into a corner of this room like so much garbage.
~
Once the finest Paladin of Asteh, Devrel is now a quivering wreck, his
mind destroyed by the usurpers. However, the rigors did not affect his
physical form, and he can still defend himself on an animal like
instinctive level.
~
3 8736 1000 C
32 0 0 0d0+0 0d0+0
0
0 0 0
112 112 1
16 16 16 16 16 16 16
0 0 0 0 0
0 1 0 0 1 1 0
0 0 1791 3146496 3072 0 608 2
> rand_prog 2~
drool
~
> fight_prog 20~
say GAAAAAAAHHHHH!
stun
~
> greet_prog 100~
if ispc($n)
drool
say Gaaaahhhh.....
shiver
mpe $I's mind has been destroyed by psychic assault.
mpe The poor bastard cannot even form a simple sentence...
else
endif
~
|
#11245
shadow~
a shadow~
An indistinct form coalesces from the shadows before you.
~
~
35 623144 -670 C
25 0 0 0d0+0 0d0+0
0
1 57 56
112 112 0
13 13 13 25 13 13 13
-5 -5 -5 -5 -5
67 2 0 0 8192 8192 0
0 0 0 1048584 2113286 1 1075843072 2
> fight_prog 33~
mpe The shadow's icy hands grasp you!
c chill
c weaken
c 'energy drain'
~
|
#11246
priest no'ol~
A Priest of No'ol~
A naked, screaming female prostrates herself before her god.
~
Utterly evil, inutterably insane, this vile she-witch is a priest of
No'ol, and she works herself into unholy frenzies in worship of her
deity.
~
1 33554984 -1000 C
28 0 0 0d0+0 0d0+0
0
12 0 0
112 112 2
17 13 13 22 22 13 13
0 0 0 0 0
0 1 0 0 1 1 0
0 0 263871 1049487 7168 0 1308889091 4
> fight_prog 100~
if isnpc($n)
mpe $I shrieks a horrible incantation, causing $n to flee in panic!
mpforce $n flee
else
if rand(20)
bite
kick
gouge
else
endif
endif
~
> greet_prog 100~
if ispc($n)
, gibbers madly.
say Come witness the power of No'ol!
drool
faint
else
endif
~
|
#11247
avatar asteh~
an avatar of Asteh~
A glowing humanoid stands trapped behind a shimmering force field.
~
The avatar was summoned during the taking of the temple by the clergy
in a last ditch effort to save their church. However the avatar was
overcome and entrapped here, where the faithful of No'ol can scorn and
deride it. The force field bars only it from moving; all others may pass
freely. Her armor bears many dents, and her skin is burned badly in several
places, punishment from her captors.
~
3 533160 450 C
40 0 -100 22d10+3800 0d0+0
0
0 0 0
112 112 2
16 16 16 16 16 25 16
-10 -10 -10 -10 -10
0 1 0 0 1 1 0
0 0 1791 0 2105088 0 1207959968 524423
> rand_prog 5~
mpat 3 c heal
wield mace
sigh
~
> greet_prog 100~
say if you have come to torment me, save your breath.
say Nothing you can say or do can hurt me anymore...
stare
~
> fight_prog 25~
say Stepping inside my prison was foolish, $n!
say Now I shall destroy you for your cowardly attack!
stun
c 'frost breath'
if rand(25)
mpat 3 c heal
disarm
wield mace
else
endif
~
|
#11248
ghost bishop~
the ghost of the bishop~
The ghost of the bishop of Asteh haunts this place.
~
This poor soul was slain here, and his enraged spirit refuses to rest;
indeed it cannot until the evil here has been laid to rest.
~
3 274735784 1000 C
33 0 -200 0d0+0 0d0+0
0
0 0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
84 1 0 0 1 1 0
0 0 0 1048825 2113286 0 1243615232 210
> greet_prog 100~
if isgood($n)
say Lawful creature, flee this place of evil!
, moans loudly.
else
say Alas, more pawns of evil and darkness...
endif
~
|
#11249
mud man~
a mud man~
A humanoid form arises from the muck.
~
This magical creature is only semi-intelligent, but it is imbued with
a strong desire to destroy anything not like itself.
~
35 512 -200 C
24 0 0 0d0+0 0d0+0
0
0 10 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
85 3 0 0 8192 8192 0
0 0 32 1048642 2100512 1 144 8194
#11250
giant leech~
a giant leech~
A massive leech rises from the smelly waters.
~
~
35 -2145287680 0 C
27 0 0 0d0+0 0d0+0
0
0 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
81 3 0 0 512 512 0
0 0 66609 2097424 128 1 6145 2
#11251
beholder mage xyrtog~
Xyrtog~
A beholder of immense size utters an incantation.
~
This foul creature of evil is the ringleader of the evil influence that
has taken over the peaceful town of Hochenyana. A mage of considerable
power, Xyrtog is also a highly influential force in the Beholder City
of Qu'gphtek M'gyhr. With his illithid allies, he intends to expand
the range of his ensorcellment, and achieve what chaos has failed to
do for centuries, and without even having to spill a drop of blood, though
that does not worry the evil tyrant.
~
99 6300328 -875 C
35 0 -192 10d1+4000 10d2+20
0
17 50 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
85 0 0 0 8193 1 2
0 0 5176 16 3153039 32 1127223297 10242
> fight_prog 100~
if rand(20)
cackle
say Taste my magical powers, $n!
c blazebane
c fireball
c winter
c chill
c 'ethereal funnel'
c 'black fist'
else
if rand(25)
mpe Beams of energy surge forth from $I's eyestalks, striking randomly!
mpdamage $r 50
else
if rand(40)
c blindness
muhaha
else
c 'colour spray'
endif
endif
endif
~
> death_prog 100~
mpe As the great beholder shrieks and dies, a strip of its skin is torn loose.
mpoload 11201 30
~
> greet_prog 100~
if ispc($n)
grin
say So, you have caught on to our little ruse, eh? Found us out,
say so to speak. Weeeeell, its too late to stop me now, adventurer!
cackle
say When this latest incantation is finished, I shall have every
say soldier along the Walls of Defiance under my sway! And then...
muhaha
say Guards! Destroy the intruders!
mpe Two large Umber Hulks emerge from the shadows, and stride forth.
mpmload 11201
mpmload 11201
mpforce umber c poison $n
mpforce 2.umber c weaken $n
c shadowform
c 'eldritch sphere'
c blazeward
c inner
c dragonskin
c demonskin
else
endif
~
|
#0
#OBJECTS
#11201
beholder skin shield~
beholder skin shield~
A strip of ridged red skin lies here.~
~
9 98880 513
22 22 0 0
5 0 50 0 500
A
17 -25
A
5 2
A
1 1
A
12 50
A
13 65
A
18 6
A
19 6
A
27 1048592
#11202
illithid purple robes~
purple robes~
Some long purple robes have been tossed here.~
~
9 98880 9
8 0 0 0
2 0 7 50 75
A
3 3
A
12 30
A
24 -3
A
19 2
#11203
adamantium rod~
an adamantium rod~
This rod is used to channel ambient magical energies.~
~
9 622658 16385
10 0 0 0
1 0 0 0 0
A
12 50
#11204
barbed whip~
a barbed whip~
A barbed whip is coiled up on the floor.~
~
5 0 8193
0 0 0 4
3 0 0 45 4
A
18 4
A
19 3
A
2 1
#11205
stained leather armor~
stained leather armor~
This armor has seen better days. And years.~
~
9 262144 9
8 0 0 0
5 0 0 5 0
A
17 -10
A
13 20
#11206
gaol key~
a gaol key~
This key opens a gaol cell.~
~
18 524288 1
0 0 0 0
4 0 4 23 42
#11207
guild token~
a guild token~
This token marks the bearer as a friend in high standing of the guild.~
~
8 524288 16385
0 0 0 0
1 0 0 50 5
#11208
missive~
a missive~
A letter addressed to Captain Allethandra lies in the dirt.~
~
35 262208 1
0 0 0 0
1 0 0 0 0
E
missive~
The letter is written in a clear, flowing script, stained in parts by
what appears to be blood. It is of course written in elvish.
~
> exa_prog 100~
if race($n) == elf
mea $n The letter reads-
mea $n My dear friend Allethandra,
mea $n The Situation is even worse than we predicted. A vile
mea $n beholder, with Illithid help, has ensorcelled the villagers
mea $n of Hochenyana with some sort of ancient artifact, the power
mea $n of which is greatly enhanced by the mental abilities of the
mea $n Illithids. I am not sure who, or what, may be behind these
mea $n creatures; whether they are renegades or agents of a greater
mea $n power is as yet unclear. I would advise we notify the
mea $n Estroglian mage council immediately, and...
mea $n The letter suddenly stops here. Hmm...
else
mea $n You cannot make heads or tails of the elaborate elven script.
endif
~
|
#11209
sturdy oak club~
a sturdy oak club~
A wooden cudgel lies on the ground.~
~
5 262144 8193
0 0 0 7
7 0 1 0 10
A
19 2
#11210
battered iron helmet~
a battered iron helmet~
This helmet has seen better days.~
~
9 524288 17
8 0 0 0
10 0 0 0 0
#11211
ring mail coat~
a ring mail coat~
A suit of ring mail armor has been spread out on the floor.~
~
9 524288 9
10 0 0 0
18 0 5 0 50
A
5 1
A
31 1
A
13 20
A
19 1
A
22 -2
#11212
wooden shield~
a wooden shield~
A shield made of strips of wood lashed together has been left here.~
~
9 262144 513
5 0 0 0
4 0 1 20 12
A
17 -5
A
21 -3
A
23 3
#11213
robes mayor~
the mayor's robes~
A full set of the mayor's official robes lie here.~
~
9 8389952 1025
12 0 0 0
12 1 50 0 1500
A
3 1
A
4 1
A
12 25
A
13 25
A
19 3
#11214
broadsword~
a broadsword~
A fine broadsword lies on the ground.~
~
13 525376 8193
0 0 0 3
5 0 50 0 500
A
1 1
A
18 3
A
19 5
A
24 -2
#11215
fine chain mail~
fine chain mail~
This chain mail was a gift from the elves to their friend Mayor Hiln.~
~
9 8946752 9
8 0 0 0
1 2 50 0 2500
A
5 1
A
13 25
A
17 -20
A
12 30
A
18 3
A
19 3
#11216
study key~
the study key~
A key to the mayor's private office lies here.~
~
18 524288 1
0 0 0 0
1 0 0 50 5
#11217
shop counter~
the shop counter~
A wooden shop counter covered in deep gouge marks blocks one corner.~
~
37 0 0
0 0 0 0
1 0 0 0 0
E
counter~
You notice that the counter is not set flush with the floor, and with
a little effort could be pushed aside...
~
> pull_prog 100~
mpe As the shop counter is pulled back into place, it bars a trapdoor.
mpclosepassage 11229 5
mpclosepassage 11288 4
~
> push_prog 100~
mpe As the shop counter is pushed aside, a hidden trapdoor is revealed.
mpopenpassage 11229 11288 5
mpopenpassage 11288 11229 4
~
|
#11218
barrel~
a wine barrel~
A large wine barrel rests in one corner.~
~
12 0 0
0 0 0 0
1 0 0 0 0
E
barrel~
As you peer closely, you note that the lid is loose, and could be
easily pried off.
The barrel looks large enough to clamber into...
~
#11219
copper lantern~
a copper lantern~
A copper lantern hangs from a wooden beam.~
~
1 524289 1
0 0 120 0
1 0 5 0 50
A
12 22
A
21 -2
#11220
shelf~
a shelf laden with empty cans~
A shelf laden with empty cans lines the north wall.~
~
12 0 0
0 0 0 0
1 0 0 0 0
E
shelf~
The shelf is only a think piece of wood, mounted on a couple of nails.
Peering closer, you notice that the shelving actually blocks a door
set in the north wall, set so flush that the edges are but barely
visible in the poor light.
~
#11221
pinking shears~
pinking shears~
A pair of sharp tailor's shears rest on the dusty floor.~
~
5 524288 8193
0 0 0 2
4 0 1 50 15
A
2 1
A
18 3
A
19 4
#11222
embroidered belt~
an embroidered belt~
This belt bears the inscription- 'Seven in one blow'.~
~
9 64 2049 32
12 0 0 0
3 0 50 0 500
A
5 2
A
31 2
A
13 10
A
12 10
A
19 2
> wear_prog 100~
c elven $n
~
|
#11223
bloodstained cleaver~
a bloodstained cleaver~
A bloodstained butcher's cleaver is buried in the floor.~
~
5 524800 8193
0 0 0 1
10 0 5 0 50
A
1 1
A
18 3
A
19 5
A
13 35
> wear_prog 100~
mea $n Visions of blood and mutilation flood your mind.
mpforce $n evilgrin
mpforce $n cackle
~
|
#11224
butcher chain mail glove~
a butcher's glove~
A chain mail glove covered in blood lies on the ground.~
~
9 524304 129
5 0 0 0
3 0 15 0 150
A
1 1
A
17 -10
A
19 3
A
27 64
A
25 -3
#11225
butcher apron~
a butcher's apron~
A long leather apron spattered with blood hangs from a hook.~
~
9 0 9
8 0 0 0
7 0 1 20 12
A
1 1
A
5 1
A
13 20
A
17 -10
#11226
cupboard~
a cupboard~
A large cupboard rests against one wall.~
~
15 0 0
500 13 11227 0
1 0 0 0 0
#11227
key tiny brass~
a tiny brass key~
A tiny brass key lies on the floor.~
~
18 524288 16385
0 0 0 0
1 0 1 0 10
#11228
tea pot~
a tea pot~
An empty tea pot rests on the oak table.~
~
15 0 16385
11 1 -1 0
1 0 1 50 15
#11229
diamond earring~
a diamond earring~
A diamond earring with a gold clasp lies here.~
~
9 65 65537
5 0 0 0
1 15 0 0 15000
A
3 1
A
4 1
A
12 15
A
13 15
A
24 -3
#11230
wand~
a wand of silver~
A silver wand has been dropped here.~
~
3 524352 16385
20 1 1 -1
1 0 15 0 150
'know alignment'
#11231
wand~
a wand of gold~
A gold wand has been dropped here.~
~
3 524352 16385
20 1 1 -1
1 0 15 0 150
'detect evil'
#11232
fountain~
a fountain~
A small stone fountain bubbles with fresh water.~
~
25 0 0
50 50 0 0
500 0 30 0 300
E
fountain~
It is very nice. Made from fine white marble.
~
#11233
corpse smith~
the corpse of the smith~
A decaying corpse is slumped over the anvil.~
~
15 0 0
1000 1 -1 0
1 0 0 0 0
#11234
silver hammer~
a silver hammer~
A large silver hammer lies on the ground.~
~
5 8946752 8193
0 0 0 0
24 1 57 50 1575
A
1 2
A
12 30
A
18 4
A
19 4
#11235
signet ring merchant guild maritshome~
A Merchant's Guild Signet Ring~
A signet ring lies in the dust.~
~
9 524352 3
3 0 0 0
1 4 50 0 4500
A
2 1
A
3 1
A
12 25
A
19 1
#11236
pile rubbish~
a pile of rubbish~
A large pile of rubbish fills most of the street here.~
~
12 0 0
0 0 0 0
1 0 0 0 0
E
pile rubbish~
As you poke through the debris, you notice an iron grate half buried
in the muck, which leads down into a sewer. Evidently at some stage
someone must empty this rubbish into the sewers below. But who..?
~
#11237
shiny steel leggings~
shiny steel leggings~
A pair of shiny steel leggings lies half-buried in the muck.~
~
9 524352 33
11 0 0 0
10 0 5 0 50
A
1 1
A
2 1
A
5 1
A
17 -20
A
19 2
#11238
silver greaves~
silver greaves~
A pair of silver greaves lies in a puddle of water.~
~
9 524352 33
6 0 0 0
10 1 50 0 1500
A
2 2
A
12 20
A
18 1
A
19 2
A
24 -1
#11239
thieves dirk~
a thieves' dirk~
A sharp narrow blade has been dropped here.~
~
5 524288 8193
0 30 3 2
1 0 4 50 45
A
18 2
A
19 3
#11240
bladed boots~
bladed boots~
A pair of boots with daggers imbedded in the toes rests here.~
~
9 0 65
5 0 0 0
4 0 10 0 100
A
19 3
A
47 5
A
14 -45
#11241
camoflagued cape~
a camoflagued cape~
A camoflague cape has been dropped here. You can hardly see it.~
~
9 96 1025
4 0 0 0
4 1 54 0 1540
A
2 1
A
36 5
A
37 5
A
22 -2
> wear_prog 2~
c invis $n
~
|
#11242
weatherbeaten sign~
a weatherbeaten sign~
A weatherbeaten sign bearing a name and a symbol swings in the breeze.~
~
12 0 0
0 0 0 0
1 0 0 0 0
E
sign~
The sign reads, in an ornate script-
Badwick the Tailor, purveyor of fine clothing and repair of the same
Below that is a picture of a coiled belt embossed with the words-
FIVE IN ONE BLOW.
~
#11243
a foul nest~
a foul nest~
A foul nest fills most of this burnt out pub.~
~
15 0 0
1000 0 -1 0
1 0 0 0 0
#11244
leather wristband~
a leather wristband~
This simple wristband is covered in druidic runes.~
~
9 8684608 4097
4 0 0 0
1 0 15 3 150
A
1 1
A
4 1
A
12 10
A
24 -3
#11245
mace~
a mithril mace~
A sturdy mithril headed mace lies here.~
~
5 8946752 8193
0 0 0 8
14 2 50 0 2500
A
3 1
A
4 1
A
12 30
A
18 5
A
19 5
A
24 -2
#11246
leather jerkin~
a leather jerkin~
A stout leather jerkin lies here.~
~
9 262144 9
8 0 0 0
5 0 0 5 0
A
17 -10
A
13 20
#11247
goblin totem~
a goblin totem~
A miniature totem of skulls and feathers lies here.~
~
9 262226 16385
8 0 0 0
1 0 1 0 10
A
1 1
A
3 2
A
12 40
A
18 3
A
19 3
A
24 -3
> wear_prog 100~
c sagacity $n
~
|
#11248
evil eye~
the evil eye~
A bloody eye stares up at you from the ground.~
~
9 4692 131073
4 0 0 0
1 0 5 0 50
A
25 -3
A
3 1
A
4 1
A
12 20
A
18 2
A
19 2
A
26 24
A
31 -3
> wear_prog 100~
mea $n As you wear the eye, it sinks into your own eye, absorbing it!
~
|
#11249
head stag~
a stag's head~
A massive stag's head is mounted on the west wall.~
~
15 0 0
1000 5 -1 0
1 0 0 0 0
E
head~
You think you can see a small panel near the Stag's thick neck.
~
#11250
key mayor bedroom~
the key to the mayor's bedroom~
A small key has been dropped here.~
~
18 0 1
0 0 0 0
1 0 0 10 1
#11251
iron bound chest~
an iron bound chest~
A heavy iron bound chest rests near the bed.~
~
15 524354 0
275 13 11250 0
1 0 0 0 0
#11252
shield douglas~
the Shield of Douglas~
The shield of Geoffrey's grandfather rests here.~
~
9 3392 513
11 0 0 0
22 17 50 0 17500
A
17 -20
A
5 2
A
4 2
A
12 45
A
19 2
A
22 -2
A
23 -2
A
24 -2
#11253
bethesda almanac book~
A volume of Bethesda's Almanac~
A volume of Bethesda's Almanac has fallen from its shelf.~
~
2 64 16385
40 -1 36 152
5 0 4 0 40
'inner warmth' 'blazeward' 'grounding'
E
almanac~
Leafing through a few pages, you note that the volume details the
history and culture of a place known as "Daggerfall"; from what little
you peruse, you decide that it must be a very colorful and interesting
place! You make a vow to one day venture to this strange world.
~
#11254
spell book~
the mage's spell book~
A torn, stained tome lies on the floor.~
~
2 98371 16385
33 -1 262 210
20 1 50 0 1500
'shield' 'stone skin' 'pass door'
A
12 50
A
24 -5
A
3 2
A
4 2
> exa_prog 100~
if class($n) == mage
mea $n As you scan the runes enscribed within, you trigger them!
mpforce $n recite spell
chuckle
say Silly me...;)
else
mea $n You cannot make heads or tails of the cryptic runes.
endif
~
|
#11255
crate~
a long metal crate~
A long metal crate rests on one of the benches.~
~
15 524352 0
10000 5 -1 0
1000 0 0 0 0
#11256
wand good health~
a wand of good health~
A slender wooden wand lies here.~
~
3 64 16385
30 5 5 -1
1 0 57 50 575
'heal'
#11257
wand poor health~
a wand of poor health~
A slender wooden wand lies here.~
~
3 64 16385
30 5 5 -1
1 0 57 50 575
'poison'
#11258
wand perception~
a wand of perception~
A slender wooden wand lies here.~
~
3 64 16385
30 1 1 -1
1 0 57 50 575
'true sight'
#11259
sigil no'ol nool~
the Sigil of No'ol~
A glowing sigil hovers in mid-air.~
~
1 627 1
0 0 -1 0
1 15 75 0 15750
A
26 2097160
A
13 20
A
12 20
A
18 2
A
19 2
A
25 -3
A
31 -3
> damage_prog 50~
mpe The sigil reforms even as it is damaged!
mpoload 11259
drop nool
mpforce $n get nool
mpforce $n wear nool
~
|
#11260
razor whip~
razor whip~
A leather cat-o-nine tails set with razor blades lies here.~
~
5 17433088 8193
0 12 7 4
1 0 15 40 154
A
24 -8
A
22 -6
A
20 -5
A
13 75
A
12 100
A
18 7
A
19 21
#11261
cell key~
cell keys~
A ring of metal keys lies here.~
~
18 524288 16385
0 0 0 0
10 0 1 0 10
#11263
wraith light~
a wraith light~
A shimmering sphere of energy hovers here.~
~
1 609 1
0 0 -1 0
1 0 0 0 0
A
18 2
A
19 2
A
12 30
A
24 -3
A
31 -3
#11264
dark robes~
dark robes~
These magical robes seem to absorb all light.~
~
9 98880 1025
6 0 0 0
3 1 50 0 1500
A
3 1
A
12 60
A
13 10
A
24 -5
#11265
dark cowl~
a dark cowl~
This dark cowl appears to absorb all the light in the room.~
~
9 98880 17
5 0 0 0
1 1 55 0 1550
A
3 2
A
4 2
A
12 25
A
19 3
A
27 2048
#11266
iron shod staff~
an iron shod staff~
An iron shod staff lies on the floor.~
~
5 623104 8193
0 0 0 6
4 0 50 0 500
A
1 1
A
5 1
A
12 50
A
18 2
A
19 2
A
29 4
#11267
unholy tome~
an unholy tome~
A blackened book covered in glowing red runes lies here.~
~
9 100864 16385
11 0 0 0
12 1 75 0 1750
A
4 2
A
12 60
A
19 2
A
21 -3
#11268
ebony dagger~
an ebony dagger~
A short ebony blade with an adamantium handle lies here.~
~
5 16974358 8193
0 0 0 11
2 17 50 0 17500
A
2 1
A
13 25
A
12 25
A
18 4
A
19 4
> wear_prog 100~
c slink $n
~
|
#11269
desk~
a desk~
A desk piled high with books fills most of this room.~
~
12 0 0
0 0 0 0
1 0 0 0 0
E
desk~
There is at least six months of paperwork and cataloguing to be done
just on this desk alone. If everything ever does return to normal here,
someone is going to have one hell of a job before them in here!
~
#11270
torn page~
a page torn from a book~
A page torn from some old book lies on the floor.~
~
2 64 16385
30 -1 246 170
1 0 1 0 10
'fireshield' 'shockshield' 'iceshield'
#11271
hat stand~
a hat stand ~
A hat stand sits near the encumbered desk.~
~
37 0 0
0 0 0 0
1 0 0 0 0
E
stand~
This hat stand is curiously unencumbered by hats. It doesn't appear too
sturdy, a good shove would send it tumbling over, it seems...
~
> push_prog 100~
mea $n As you shove the hatstand around, a secret panel opens!
mpechoar $n A panel suddenly opens in the north wall!
mpopenpassage 11272 11282 0
~
> pull_prog 100~
mea $n A panel slides shut in the north wall.
mpclosepassage 11272 0
~
|
#11272
necronomicon~
the Necronomicon~
A black book filled with vile text stains the air around it.~
~
9 16878163 16385
12 0 0 0
22 13 75 0 13750
A
3 2
A
12 125
A
25 -5
A
24 -5
A
21 -5
A
20 -5
A
19 7
A
13 80
A
27 1048576
#11273
twisted claw ~
the twisted claw of Xeratzl~
A claw torn from a demon's arm lies here.~
~
5 2576 8193
0 0 0 5
1 0 0 0 0
E
claw~
Xeratzl regenerates missing limbs, and one day decided to hack her own
claw off and use it as a weapon.
~
A
1 1
A
2 1
A
13 88
A
18 8
A
19 8
#11274
gloves thievery~
gloves of thievery~
Some black silk gloves lie here.~
~
9 25378880 129
5 0 0 0
1 5 0 0 5000
A
2 2
A
18 6
A
19 2
A
35 5
A
33 5
A
32 5
#11275
book knowledge~
the Book of Knowledge~
A tome of inestimable knowledge lies here.~
~
9 33652800 16385
4 0 0 0
12 75 0 0 75000
A
3 2
A
4 2
A
12 100
A
24 -3
A
21 -3
A
27 1024
#11276
shadow ring~
a shadow ring~
An indistinct loop of black energy hums quietly.~
~
9 16974432 3
4 0 0 0
1 1 27 50 1275
A
3 1
A
2 1
A
5 1
#11277
portal shadow cache~
shadow cache~
A shimmering portal, three feet by three feet, hovers here.~
~
15 112 0
10000 1 -1 0
1 0 0 0 0
#11278
mound garbage~
a towering mound of garbage~
A towering mound of garbage, both organic and inorganic, fills the room.~
~
12 0 0
0 0 0 0
1 0 0 0 0
E
garbage~
Yuck. Piles and piles of splintered wood and mutilated corpses. The
stench is almost as bad as an orc latrine. Almost.
~
> exa_prog 100~
mea $n As you stick your head in to have a look around, a rather large
mea $n rat leaps out and bites you on the nose, then scurries away!
mpforce $n say OUCH! Damn rats!
mpdamage $n 10
mpechoar $n $n rubs $s nose ruefully.
~
|
#11279
necklace bones~
a necklace of bones~
This necklace has been designed to rend the flesh of its wearer.~
~
9 262160 5
6 0 0 0
4 0 1 0 10
A
12 25
A
13 25
A
19 2
A
29 32
A
27 1
#11280
black opal stud~
black opal stud~
A tiny black opal earring lies here.~
~
9 534 65537
3 0 0 0
1 2 50 0 2500
A
17 -13
A
12 33
A
13 -10
A
14 -25
A
19 2
A
29 1024
#11281
mace asteh~
the Mace of Asteh~
A white metal mace lies abandoned here.~
~
5 527616 8193
0 0 0 7
10 5 67 50 5675
A
4 2
A
12 30
A
18 5
A
19 5
#11282
plate air~
Plate of the Air~
A suit of shimmering white metal armor rests here.~
~
9 8963392 9
22 0 0 0
2 50 0 0 50000
A
17 -30
A
13 50
A
12 50
A
18 6
A
19 6
A
24 -5
> wear_prog 100~
if deity($n) == asteh
mea $n The power of your god fills you with strength!
c kin $n
c troll $n
else
endif
~
|
#11283
rosary beads~
rosary beads~
A priest's rosary beads have been dropped here.~
~
9 8422720 5
5 0 0 0
2 0 12 30 123
A
12 50
A
24 -6
#11284
boulder~
a boulder~
A large boulder blocks a hole in the south wall.~
~
12 0 0
0 0 0 0
1 0 0 0 0
#11285
potion black~
a black potion~
A vial of thick black liquid lies on the floor.~
~
10 68 1
30 -1 79 79
2 0 15 0 150
'stone skin' 'cure light' 'cure light'
#11286
staff ensorcellment~
the staff of ensorcellment~
A long metal staff is leaned up against a wall.~
~
4 590402 16385
50 20 13 -1
7 15 0 0 15000
'charm person'
A
25 5
#0
#ROOMS
#11201
The Village of Hochenyana~
As you cross the bridge and enter Hochenyana, you are immediately struck
by the lack of activity in the traditionally bustling village. Certainly
there are citizens about, walking slowly up and down the clean streets, but
there is a jerkiness about their movements, and a dazed expression in their
glazed eyes. Even the wildlife seems wistless and dull. Something is amiss
here, by Anagar, and you determine to find out what!
~
0 4 1
D0
~
~
0 -1 10661
D2
~
~
0 -1 11202
R M 0 11211 1 11201
R E 1 11209 1 16
R E 1 11210 1 6
R E 1 11211 1 5
R E 1 11212 1 11
S
#11202
Main Street~
You pass into Hochenyana, and arrive at Main Street, the quadrangle
of avenues off of which all of the principal businesses and residences
of the thriving community rest. Normally the street would be abuzz with
activity, but today you see only a few emaciated townsfolk, staggering in
a daze up and down the street. Turning to greet some of them, you are taken
aback when they utterly ignore you.
~
0 0 1
D0
~
~
0 -1 11201
D1
~
~
0 -1 11219
D3
~
~
0 -1 11203
R M 0 11209 11 11202
R M 0 11210 11 11202
R M 0 11233 5 11202
R E 1 11209 1 16
R E 1 11210 1 6
R E 1 11211 1 5
R E 1 11212 1 11
R M 0 11233 5 11202
R E 1 11209 1 16
R E 1 11210 1 6
R E 1 11211 1 5
R E 1 11212 1 11
S
#11203
Main Street ~
Main Street runs west here, past several shops and houses. The street
is clean, and free of any debris or even a cracked cobblestone. Everything
seems to be in order, except for the zombie like villagers of course. A
foul smell wafts in from the north, while to the south you can hear someone
singing.
~
0 0 1
D0
~
~
0 -1 11204
D1
~
~
0 -1 11202
D2
~
~
0 -1 11205
D3
~
~
0 -1 11206
S
#11204
The Butchery~
A nauseating smell, one of dead meat left to rot, assaults your nostrils
as you enter, almost (but not quite) distracting you from the horrid
spectacle of dozens of mutilated corpses littering the bloodstained floor
and shop counter. The walls drip with gore and blood; even the ceiling has
been splattered with the stuff. You feel fairly certain that this is not
a healthy place to be...
~
0 8 0
D2
~
~
0 -1 11203
R M 0 11217 1 11204
R E 1 11223 1 16
R E 1 11224 1 9
R E 1 11225 1 5
S
#11205
A General Store~
The shelves in this little shop are filled, but as you peer closer you
notice that the items that fill them are rubbish, odds and ends no one would
ever want to buy. Confused, you wonder who in hades would be able to prosper
with such a business? Odd business is afoot in Hochenyana, to be sure.
~
0 8 0
D0
~
~
0 -1 11203
R M 0 11218 1 11205
S
#11206
Main Street~
You have reached a corner of the rectangular street of Hochenyana, where
it heads east and south. Shops and houses line each direction, though there
is little evidence of activity in them. Several lie nearby, their doors open
or missing entirely...
A weatherbeaten sign hangs over a small business to the west, marking it as
an inn or tavern of some sort.
~
0 0 1
D0
~
~
0 -1 11207
D1
~
~
0 -1 11203
D2
~
~
0 -1 11209
D3
~
~
0 -1 11208
R M 0 11209 11 11206
R M 0 11210 11 11206
S
#11207
Animal Attack~
The furniture in this dwelling has been smashed to flinders, the blood
stained remains a testament to the strength and ferocity of whatever
slew the hapless townsfolk who once resided here. The smell of rotting
meat is strong here, as is the fecund odor of a wild animal. Little
of use seems to have survived the assault.
~
0 8 0
D2
~
~
0 -1 11206
R M 0 11219 1 11207
S
#11208
The Laughing Eagle~
The interior of this town pub has been recently swept clean, and the
tables are all neatly arranged and free from empty mugs, plates of
half eaten food or the like. The entire place is fresh and clear of any
mess; in other words it's damned unusual for a pub... The patrons just
sit at the tables, reacting to little. The proprieter stands behind the
bar, absently wiping the counter top repeatedly, heedless of what he is
doing.
~
0 8 0
D1
~
~
0 -1 11206
R M 0 11220 1 11208
R M 0 11221 1 11208
S
#11209
Main Street~
Main street runs south here, past several neatly manicured gardens and
more spacious, comfortable dwellings, while to the north it bends
eastward, heading towards the entrance to the town. You notice a dog,
sitting listlessly in the gutter, ignoring your attempts to provoke him
into playing with stick or ball. The air here is still, and the ambient
noise level is contributed to only by you or the noise of shuffling
villagers' feet.
~
0 0 1
D0
~
~
0 -1 11206
D1
~
~
0 -1 11211
D2
~
~
0 -1 11212
D3
~
~
0 -1 11210
R M 0 11208 6 11209
R M 0 11208 6 11209
S
#11210
Potrax's Potions~
This is a well appointed alchemist's shop; the shelves are overburdened
with all manner of elixirs, potions, flasks and philters. Essential oils
fill jars and containers near the counter, upon which a smoky oil lamp
casts a smoky luminescence. Heaven to mages, the aroma and surrounds tend
to make others feel rather claustrophobic and uncomfortable.
~
0 8 0
D1
~
~
0 -1 11209
R M 0 11222 1 11210
S
#11211
An Empty House~
This comfortable little dwelling boasts several plush easy chairs, a
small table covered in trinkets, a cupboard stacked with all manner of
cups and saucers, and a hearth, which has been packed for a cheery blaze.
There is no sign of any occupants, however, nor does anyone come running
when you yell out. Shrugging, you settle down in one of the chairs to
rest for a short while.
~
0 8 0
D3
~
~
0 -1 11209
R O 0 11226 1 11211
R P 0 11229 1 11226
R O 0 11228 1 11211
R P 0 11227 1 11228
S
#11212
Main Street~
Main Street bends here again, branching to the north and east, past
yet more houses and shops. The monotony of the lifeless townsfolk and
the empty houses is beginning to tell on you; it is with a heavy heart
that you continue into the depressing place. Nary a smile or a wave from
any of the cheerless folk; something terrible is indeed amiss...
~
0 0 1
D0
~
~
0 -1 11209
D1
~
~
0 -1 11215
D2
~
~
0 -1 11214
D3
~
~
0 -1 11213
R M 0 11209 11 11212
R M 0 11210 11 11212
R M 0 11209 11 11212
R O 0 11232 1 11212
S
#11213
An Abandoned Smithy~
Where once there was a fine smithy, a place of the purchasing and
repairing of items of war, now there is only a cold forge, some rusted
tools and a couple of suits of shoddy armor. Bloodstains carpet the
straw floor, and the walls bear deep gouges, as if a terrific battle
took place here.
~
0 8 0
D1
~
~
0 -1 11212
R O 0 11233 1 11213
R P 0 11234 1 11233
S
#11214
The Stables~
The poor beasts that were stabled here have not been fed in months, and
abandoned thusly they slowly died of starvation. A foul occurence, and
undoubtedly will result in the lingering of some malevolent manifestation
of misfortune and doom. The rancid air carries the stench of death, as
well as something more sinister.
~
0 8 0
D0
~
~
0 -1 11212
R M 0 11223 1 11214
S
#11215
Main Street~
Main Street runs east and west here, past more deserted dwellings and
shops fallen into states of disrepair and ruination. A lingering stench
of decaying foodstuffs wafts in from the north, while to the south you
can hear someone gibbering, in fear or madness, or both.
~
0 0 1
D0
~
~
0 -1 11216
D1
~
~
0 -1 11218
D2
~
~
0 -1 11217
D3
~
~
0 -1 11212
S
#11216
The Ruined Fruit Stand~
Piles of rotting fruit and vegetables are piled waist high in moldering
sacks and broken wooden crates, creating the sickly sweet aroma of
decay you detected earlier. No one is present here; perhaps the sight and
smell of such decay was too much even for the ensorcelled townsfolk.
~
0 8 0
D2
~
~
0 -1 11215
S
#11217
An Abandoned Tenement~
Smashed furniture covered in dust and cobwebs litters the floor of this
house, accompanied by bloodstains and scraps of cloth. It would appear that
not all of the residents of Hochenyana succumbed easily to the evil sorcery
worked upon this place, and paid for their willpower with their lives. The
senselessness of all of this angers you; when will it stop?
~
0 8 0
D0
~
~
0 -1 11215
R M 0 11224 1 11217
R E 1 11235 1 1
S
#11218
A Junction~
Here, Main Street is met by another street, Heroes' Walk, which runs
south towards some larger structures in the town. Named for the annual
march which used to traditionally take place here to celebrate the
defeat of the Chaos Hordes at this point by the townsfolk, it has not
seen such a parade in some time.
~
0 0 1
D1
~
~
0 -1 11231
D2
~
~
0 -1 11234
D3
~
~
0 -1 11215
R M 0 11209 11 11218
R M 0 11210 11 11218
R M 0 11209 11 11218
R M 0 11210 11 11218
R M 0 11233 5 11218
R E 1 11209 1 16
R E 1 11210 1 6
R E 1 11211 1 5
R E 1 11212 1 11
R M 0 11233 5 11218
R E 1 11209 1 16
R E 1 11210 1 6
R E 1 11211 1 5
R E 1 11212 1 11
S
#11219
Main Street~
You advance cautiously along this stretch of Main Street, wary of the
eerie silence of the town, and the shuffling zombie like citizens who
occasionally pass soundlessly by. Something is amiss here, be it malady
or curse. Shops to the north and south boast little signs of trade;
no one seems interested in anything here.
~
0 0 1
D0
~
~
0 -1 11220
D1
~
~
0 -1 11222
D2
~
~
0 -1 11221
D3
~
~
0 -1 11202
S
#11220
Edmund's Armory~
Someone or something large has recently given this shop the once-over,
taking anything of value and smashing the rest to flinders. Fist marks
the size of your torso scar the stone walls, while the floor is stained
with blood, some of it fresh. A pile of smoldering rags in one corner
marks the point where an oil lamp fell and shattered during the fracas,
igniting a pile of cleaning cloths.
~
0 8 0
D2
~
~
0 -1 11219
R M 0 11225 1 11220
S
#11221
The Footman's Pike~
This weaponsmith has been thoroughly looted and trashed, whatever force
that did it taking advantage of the poor mental state of the townsfolk and
the absence of any obvious security. Broken and smashed weapons of all
sorts litter the bloodsoaked floor, along with several corpses of giant
rats, goblins and even a large toad. What odd findings in a suburban
residental area!
~
0 8 0
D0
~
~
0 -1 11219
S
#11222
Main Street~
Main Street ends at a corner here, where it bends sharply to the west
and south, the two roads meeting at right angles forming one corner
of the quadrangle street that most of Hochenyana depends on. Piles of
debris are all about here, in stark contrast to the clean swept street
west of here. It is as if someone or something had swept all of the rubbish
into this one section of road.
~
0 0 1
D0
~
~
0 -1 11223
D1
~
~
0 -1 11224
D2
~
~
0 -1 11225
D3
~
~
0 -1 11219
D5
~
grate~
11 -1 11281
R M 0 11209 11 11222
R M 0 11210 11 11222
R M 0 11208 6 11222
R M 0 11208 6 11222
R O 0 11236 1 11222
R D 0 11222 5 1
S
#11223
The Flawed Diamond~
Once a propserous jewellery store, this empty building now only contains
smashed and broken cases, the valuable gemstones long since stolen by
many rampagers and monsters. With no one to defend them, they were easy
pickings. The jeweller himself remains oblivious to all of this, seeming
intent only on how awful the weather is...
~
0 8 0
D2
~
~
0 -1 11222
R M 0 11227 1 11223
S
#11224
An Empty Building~
This abandoned tenement shows signs of a recent battle, blood stains
and broken weapons littering the dirty floor. A couple of decaying
corpses add an unwholesome odor to this unpleasant scene, and a hint
that whoever died here did so battling fecund goblins and orcs. Strange
indeed, as you have noticed no other sign of the evil humanoids thus
far.
~
0 8 0
D3
~
~
0 -1 11222
S
#11225
Main Street~
The shops and houses along this section of Main Street appear for the
most part to be deserted and in serious need of repair. Unpleasant
odors waft in occasionally from several of these structures, hinting at
death and decay. None of the shambling villagers seem to notice this
unusual state of affairs.
~
0 0 1
D0
~
~
0 -1 11222
D1
~
~
0 -1 11227
D2
~
~
0 -1 11228
D3
~
~
0 -1 11226
S
#11226
A Ruined Dwelling~
The roof of this house has collapsed, allowing the elements to wreak
havoc on the interior. Waterlogged furniture sits in a knee deep pool
of dirty water covered in insect larvae, and you begin to feel
mosquitoes biting you through your clothes almost as soon as you enter.
Swatting at yourself, you are suddenly aware of something much larger
that lives in here as well...
~
0 8 0
D1
~
~
0 -1 11225
R M 0 11228 1 11226
R O 0 11238 1 11226
S
#11227
A Ruined Dwelling~
Little of value has survived unscathed whatever has ravaged this town.
Piles of moldering cloth crawling with large insects fill the corners,
while huge spiderwebs cover the cracked and peeling ceiling. Pools of
dried blood mark the floor, and a foul odor taints your nostrils, making
you want to leave.
~
0 8 0
D3
~
~
0 -1 11225
R M 0 11229 1 11227
R E 1 11239 1 16
R E 1 11240 1 8
R E 1 11241 1 12
S
#11228
Main Street~
You have reached a bend in Main Street, where it heads north and west.
None of the houses nearby show any signs of occupation, save one to
the east, the door to which is shut, unlike the rest of the dwellings
you have passed. A weatherbeaten wooden sign hangs above the door,
signifying the purpose of this structure.
~
0 0 1
D0
~
~
0 -1 11225
D1
~
~
7 -1 11229
D2
~
~
0 -1 11230
D3
~
~
0 -1 11231
R M 0 11209 11 11228
R M 0 11209 11 11228
R M 0 11210 11 11228
R M 0 11210 11 11228
R M 0 11208 6 11228
R O 0 11242 1 11228
R D 0 11228 1 2
S
#11229
The Old Tailor Shop~
The interior of this boarded up structure is filled with smashed
furniture and long strips of torn cloth, covered in blood stains.
The walls and floors are covered in deep gouges, as if someone had gone
spare with a knife, hacking and stabbing wildly. Once a tailor shop,
it used to be an inn before that, until the owner went broke and sold it
to its current occupant (who was at the time a little healthier).
~
0 13 0
D3
~
~
7 -1 11228
D5
~
~
4096 -1 11288
R M 0 11216 1 11229
R E 1 11221 1 16
R E 1 11222 1 13
R O 0 11217 1 11229
R D 0 11229 3 2
S
#11230
A Foul Nest~
Some wild animal has constructed a nest in the ruined remains of this
burnt out pub, furnishing its accomodations with the bones of its many
victims and various other objects. Blood and scraps of flesh litter the
floor, interspersed with the tattered remnants of the unfortunate victims'
possessions.
~
0 8 0
D0
~
~
0 -1 11228
R M 0 11230 1 11230
R O 0 11243 1 11230
R P 0 11244 1 11243
S
#11231
Main Street~
This section of Main Street appears to have been the scene of a mighty
battle, between humans and whatever huge creatures possessed the strength
to tear them limb from limb and deposit the remains haphazardly about the
bloodstained cobblestone street. Not one of the foes they fought appears to
have perished in the struggle, making you wonder what sort of creatures now
lurk in this accursed town.
~
0 0 1
D0
~
~
0 -1 11232
D1
~
~
0 -1 11228
D2
~
~
0 -1 11233
D3
~
~
0 -1 11218
S
#11232
The Source of the Carnage~
As you enter this corpse-strewn dwelling you realize that whatever it
was that lay waste to the villagers who resisted the ensorcellment of their
home now dwells here, occasionally dragging in bodies from outside to feast
upon. The walls are deeply scored, as by the claws of some mammoth beast,
doubtless the one that now lives here.
~
0 8 0
D2
~
~
0 -1 11231
R M 0 11201 1 11232
S
#11233
The Constable's Office~
Slaughter without, order within; what sort of constable could just sit
here while his fellow guards and the citizens were being senselessly
slaughtered outside? Strange indeed, considering that by all accounts
Holst Brecker is a fine upstanding man with a deep seated sense of honor
and justice. But he stands here, behind his desk, staring outside at
apparently nothing.
~
0 8 0
D0
~
~
0 -1 11231
R M 0 11231 1 11233
R E 1 11245 1 16
R E 1 11246 1 5
S
#11234
Heroes' Walk~
Normally this broad tree-lined thoroughfare would be abuzz with activity;
the townsfolk rushing to and fro on various errands. But now nary a soul
stirs, and those that do seem to be in a deep trance, from which even harsh
words and strong blows cannot awaken them. The buildings to either side
appear to be ones of importance, especially the residence of the Mayor to
the southwest of here. To the southeast, a large white tower rises from the
huddle of dwellings.
~
0 0 1
D0
~
~
0 -1 11218
D2
~
~
0 -1 11235
S
#11235
A Choice of Directions~
Small side roads branch off of Heroes' Walk here, heading east and
west towards the major structures in the town of Hochenyana- the mage's
tower and the mayor's house, respectively. Few townsfolk can be seen here,
and there is no sign of any sort of guard near either residence. To the
south Heroes' Walk continues towards the Temple of Asteh, deity of this
town.
~
0 0 1
D0
~
~
0 -1 11234
D1
~
~
0 -1 11243
D2
~
~
0 -1 11249
D3
~
~
0 -1 11236
R M 0 11209 11 11235
R M 0 11210 11 11235
R M 0 11233 5 11235
R E 1 11210 1 6
R E 1 11212 1 11
R E 1 11211 1 5
R E 1 11209 1 16
S
#11236
Outside the Mayoral Residence~
The side road ends before a sturdy oak door that marks the entrance to
an imposing two storey brick structure, with stained glass windows and
a tiled roof. Expensive in construction, its design signifies the importance
of its resident, as well as marks him as a man of power and respect. It
shows no sign of deterioration like many of the other structures in this
place, but you do still feel very uneasy, as if something were seriously
amiss.
~
0 4 1
D1
~
~
0 -1 11235
D2
~
~
3 -1 11237
R D 0 11236 2 1
S
#11237
A Hallway~
You pass through the doorway into a long narrow hallway, lined with
bookshelves, portraits and various other paraphenalia of the Mayors of
this fine town. A thick rug covers most of the floor, and a neat
doormat has been discreetly positioned near the entrance to allow visitors
to clean their boots and save the quality of the doubtlessly expensive
rug. The ceiling is supported by thick exposed beams of oak, from which
chandeliers depend, affixed to sturdy iron chains as thick as your forearm.
~
0 8 0
D0
~
~
3 -1 11236
D3
~
~
0 -1 11238
R D 0 11237 0 1
S
#11238
The Reception Area~
The hall ends in a spacious office, dominated by a massive cedar table,
which serves as a desk for the Mayor's busy secretary. It is covered with
piles of official documents, but from here it looks as if most of them are
either blank or covered in meaningless scribbles. A plush chair rests behind
the desk, for the convenience of the Mayor's secretary, as does a large
lantern, which burns continuously, the result of a minor but strong dweomer.
A stout wooden door to the west leads into the Mayor's office.
~
0 8 0
D1
~
~
0 -1 11237
D3
~
~
3 -1 11239
R M 0 11213 1 11238
R D 0 11238 3 1
S
#11239
The Office of the Mayor~
The Mayor's office is a well-appointed study, the walls of which are
panelled with expensive wood, which is mostly obscured by the many
shelves of heavy books and trophies, including some fine hunting trophies;
the head of a massive stag hangs above the polished wooden desk that is
the Mayor's. A narrow staircase heads up to the second level, and whatever
is contained there; most likely the private rooms of the Mayor.
~
0 8 0
D1
~
~
3 -1 11238
D4
~
~
0 -1 11240
R M 0 11212 1 11239
R E 1 11213 1 12
R E 1 11214 1 16
R E 1 11215 1 5
R G 1 11216 1
R O 0 11249 1 11239
R P 0 11250 1 11249
R D 0 11239 1 1
S
#11240
A Landing~
The stairs end at a landing from which two wooden doors, both locked,
lead. The door to the north appears to have been damaged somehow, and
a makeshift lock has been affixed to it. The door to the west shows signs
of an attempted forced entry, which obviously failed, as it still holds.
~
0 8 0
D0
~
~
7 11216 11242
D3
~
~
8388647 11250 11241
D5
~
~
0 -1 11239
R D 0 11240 0 2
R D 0 11240 3 2
S
#11241
The Mayor's Bedroom~
This room has yet to be tampered with by whatever has taken over the
town. For whatever reason, the door was securely locked with a pickproof
device that is both rare and expensive. Evidently not much more force
was brought to bear by the villains, for the interior remains undamaged,
including a fine iron chest which bears one word- Grandfather's.
~
0 8 0
D1
~
~
8388647 11250 11240
R O 0 11251 1 11241
R P 0 11252 1 11251
R D 0 11241 1 2
S
#11242
The Real Mayor of Hochenyana~
This room is the Mayor's private study, not an office to receive
visitors like the one downstairs. As such it is far less cluttered,
boasting only a few slim volumes of "Bethesda's Almanac", dating from
458-467, and a small reading chair, which has been damaged during a
melee.
~
0 9 0
D2
~
~
7 11216 11240
R M 0 11215 1 11242
R O 0 11253 1 11242
R D 0 11242 2 2
S
#11243
Carnage~
The path here is littered with the corpses of small animals, vermin and
the occasional humanoid, including humans, elves and goblins. Bloodstains
mar the cobblestones, as well as piles of flyblown decaying guts. A foul
odor assaults your nostrils, and you do not doubt that serious evil is
afoot here.
~
0 4 1
D2
~
~
0 -1 11244
D3
~
~
0 -1 11235
S
#11244
A Haphazard Encampment~
Rows of small lean-tos and shanties have been built here, by some filthy
tribe of humanoids that has taken over this area. The vile smell you were
hit with earlier is even more prevalent here, and you find yourself wishing
that you were in a cleaner place than this; even an abbatoir would be easier
on the eyes and nose.
~
0 0 1
D0
~
~
0 -1 11243
D1
~
~
0 -1 11245
R M 0 11235 6 11244
R M 0 11235 6 11244
R M 0 11235 6 11244
S
#11245
The Entrance to the Tower~
The shanties and hovels end before the doors to the white tower, above
which a crude grinning skull has been carved, scarring the fine marble of
this towering edifice. You utter an oath and vow to destroy the vermin
who have infested this region. The tower itself is nearly thirty feet tall,
and boasts no windows or other visible entrances; simply sheer walls of
white marble.
~
0 0 1
D1
~
~
3 -1 11246
D3
~
~
0 -1 11244
R M 0 11235 6 11245
R M 0 11235 6 11245
R M 0 11235 6 11245
R D 0 11245 1 1
S
#11246
Inside the Tower~
The first notion that strikes you as you enter the tower is that whoever
originally constructed it would not have intended it to be in the state it
is now. Smashed furniture and shredded books cover the grimy floor, and
piles of mangled tapestries have been built into large nests for a variety
of vermin. The stench is unbearable, and unmistakably goblin. Your hatred
for these savage brutes grows as you continue through the carnage. To the
east, a stone staircase continues to the next level, while to the south
a long corridor heads to other chambers.
~
0 12 0
D2
~
~
0 -1 11276
D3
~
~
3 -1 11245
D4
~
~
0 -1 11247
R D 0 11246 3 1
S
#11247
A Summoning Circle~
The stairs pass through a large circular chamber here, originally some
sort of summoning area, which has been converted to sleeping quarters for
more goblins, bodyguards no doubt for whatever has taken over the mage's
private chambers at the top of the tower, which lies at the end of the stair.
~
0 8 0
D4
~
~
0 -1 11248
D5
~
~
0 -1 11246
R M 0 11234 3 11247
R M 0 11234 3 11247
R M 0 11234 3 11247
S
#11248
The Mage's Study~
The stairs end in a small, cramped laboratory, the majority of which
remains in relatively good condition, as the shaman who has taken over
this place wishes to learn more magical secrets from the mage's work.
Two long tables crammed with a variety of alchemical equipment line
the walls, while a small cot has been sandwiched in between tall shelves
overburdened with books to the north. Some of these books have been scattered
on the floor in disgust by the shaman, who was not intelligent enough to
decipher their secrets.
~
0 3153928 0 0 0 4
D5
~
~
0 -1 11247
R M 0 11232 1 11248
R E 1 11247 1 17
R E 1 11248 1 20
R O 0 11254 1 11248
S
#11249
Heroes' Walk~
Each side of this broad street is lined with small hedges that have
grown wild during these recent times of neglect. Occasionally one will
rustle, and a frightened animal will come scampering out, its rest disturbed
by your approach. Blood stains can be seen occasionally on the stones, as
well as the occasional broken weapon.
~
0 0 1
D0
~
~
0 -1 11235
D2
~
~
0 -1 11250
S
#11250
The Town Gaol~
To the west rests a small but imposing stone structure with barred windows
and thick steel doors. The town prison, you surmise, and you instantly
wonder what state the prisoners must be in, considering the neglect the
enchantment has caused the townsfolk to exhibit. No noise comes from within,
though that in itself is far from a good sign.
~
0 0 1
D0
~
~
0 -1 11249
D2
~
~
0 -1 11255
D3
~
~
8388615 -1 11251
R D 0 11250 3 2
> act_prog p bashes against the door, but it holds strong.~
mea $n Are you crazy? That door is solid iron!
mpechoar $n Someone better stop $n before $e injures $mself...
~
|
S
#11251
The Gaol ~
The iron door opens onto a small guard room, filled with shelves bearing
manacles, leg irons, guard rosters and other paraphenalia. Three cell doors
lead off from this room, to the north, west and south, and a large desk
marks the place where the duty guard usually sits.
~
0 12 0
D0
~
~
8388615 11261 11253
D1
~
~
8388615 -1 11250
D2
~
~
8388615 11261 11254
D3
~
~
8388615 11261 11252
R O 0 11261 1 11251
R D 0 11251 0 2
R D 0 11251 1 2
R D 0 11251 2 2
R D 0 11251 3 2
S
#11252
A Cell~
This cell is small, simple and relatively clean. A huddled body in one corner
is all that remains of the unfortunate soul trapped in here and left to die
of starvation after the townsfolk fell under the sway of the evil spell. Now
their enraged spirits linger, however, thirsting for revenge!
~
0 77 0
D1
~
~
8388615 11261 11251
R M 0 11239 3 11252
R D 0 11252 1 2
S
#11253
A Cell~
This cell is small, simple and relatively clean. A huddled body in one corner
is all that remains of the unfortunate soul trapped in here and left to die
of starvation after the townsfolk fell under the sway of the evil spell. Now
their enraged spirits linger, however, thirsting for revenge!
~
0 76 0
D2
~
~
8388615 11261 11251
R M 0 11239 3 11253
R D 0 11253 2 2
S
#11254
A Cell~
This cell is small, simple and relatively clean. A huddled body in one corner
is all that remains of the unfortunate soul trapped in here and left to die
of starvation after the townsfolk fell under the sway of the evil spell. Now
their enraged spirits linger, however, thirsting for revenge!
~
0 77 0
D0
~
~
8388615 11261 11251
R M 0 11239 3 11254
R D 0 11254 0 2
S
#11255
Heroes' Walk~
The walk continues south towards the temple of Asteh, to the south,
past the great Library of Hochenyana, a famed mage's retreat in the
empire. You shudder to think what will have happened to this once great
center of learning in these times of neglect.
~
0 0 1
D0
~
~
0 -1 11250
D2
~
~
0 -1 11256
R M 0 11208 6 11255
R M 0 11209 11 11255
R M 0 11210 11 11255
R M 0 11210 11 11255
S
#11256
The Library of Hochenyana~
To the east looms the impressive marble building that houses the
repository of knowledge that is the Library of Hochenyana, renowned
the world over as a fine example of achievement in the Arts. Scholars
from across the Empire used to travel here to study at this place, but
these days none come, for word of the strange goings-on has begun to
spread among the academic community.
~
0 0 1
D0
~
~
0 -1 11255
D1
~
~
0 -1 11266
D2
~
~
0 -1 11257
S
#11257
Before the Temple of Asteh~
Rising to the south, like a great marble beast emerging from an ocean
of homes, is the impressive two tiered temple of Asteh, patron deity of
Hochenyana. Long wings of stone lead off of the main structure, which is
a large hemispherical marble building, supported by thick doric columns
spaced evenly about the perimeter. Elegant murals cover the walls within
these pillars, which protect the interior from the elements, though the
orginial architects protested, intending to have the central worship area
exposed, as a deity of the winds and air would wish. However, common sense
and the typically wet Estroglian weather prevailed.
~
0 0 1
D0
~
~
0 -1 11256
D2
~
~
0 -1 11258
S
#11258
The Antechamber~
Nary a whisper can be heard as you pass into the vaulted halls of
Asteh; it takes a while for you to realize that some sort of magical
enchantment is in place, cast here by the clerics of old to subdue
boisterous worshippers as they entered. You must admit one soon loses
the desire to be noisy when one cannot hear the result! The walls are
bare here, starkly white with faint traces of silvery runes, which mark
two barely visible doors to the east and west. To the south lies the
central worship area, while the open entrance of the temple lies to the
north.
~
0 98312 0
D0
~
~
0 -1 11257
D1
~
~
3 -1 11260
D2
~
~
0 -1 11261
D3
~
~
3 -1 11259
R D 0 11258 1 1
R D 0 11258 3 1
S
#11259
A Guard Room~
Even temples have need of security, in these times of trouble, and
the Temple of Asteh is not staffed by naive fools. Here they quarter a
stout guardian, whose purpose is to repel unwanted invaders. Unfortunately
he was easily overcome by the magical powers of the usurpers of Hochenyana,
and stuffed in here until they decide what to do with him.
~
0 8 0
D1
~
~
3 -1 11258
R M 0 11244 1 11259
R D 0 11259 1 1
S
#11260
An Empty Chamber~
The interior of this small room is dark, unnaturally so; even your
strong light cannot penetrate far into the gloom. You are able to make
out vague shapes of abandoned furniture and something small moving
furtively amongst them. The effect is eerie, and you unconsciously tighten
your grip on your weapon.
~
0 9 0
D3
~
~
3 -1 11258
R M 0 11245 1 11260
R O 0 11277 1 11260
R P 0 11276 1 11277
R D 0 11260 3 1
S
#11261
The Central Worship Area~
The passage opens onto the center of the hemispherical chamber, the
ceiling of which is elaborately decorated with murals depicting an open
sky, filled with birds and other creatures. A slight breeze blows continually
around the chamber, reminding you of a fresh spring morning. All of the pews
that normally rest on the blue stone floor here have been smashed to flinders,
however, and piled in the center of the room. Rats and maggots crawl about the
furniture, and the corpses of the clergy interred within.
~
0 8 0
D0
~
~
0 -1 11258
D1
~
~
0 -1 11265
D2
~
~
0 -1 11273
D3
~
~
0 -1 11262
R O 0 11278 1 11261
S
#11262
A Ravaged Corridor~
Once the site of beautiful paintings and elegantly carved sculptures,
this wing of the temple is now a scene of carnage and destruction. Dead
priests, some of whom appear to have been partially devoured, litter
the floor, as well as the corpses of rats, goblins and other fecund
creatures. A vile smell, the unmistakable stench of death, fills the
air.
To the west lies the offices of the clergy.
~
0 8 0
D1
~
~
0 -1 11261
D3
~
~
3 -1 11263
R M 0 11246 5 11262
R E 1 11279 1 3
R E 1 11280 1 19
R D 0 11262 3 1
S
#11263
Offices of the Clergy~
The desks and chairs in this area remain untouched by the ravages that
beset the rest of the temple; the reason for this is readily apparent
in the form of a shimmering force field, which imprisons a magical being
in the room where it was summoned, as a last ditch effort to defeat the
evil forces that beset this place.
~
0 8 0
D1
~
~
3 -1 11262
R M 0 11247 1 11263
R E 1 11282 1 5
R E 1 11281 1 16
R D 0 11263 1 1
S
#11264
The Ruined Confessionary~
A horrid fate befell the kindly bishop of Asteh in this place, evidenced
by the mutilated body slumped over a badly damaged oak chair. Several arrows
and daggers protrude from the corpse, further indication of the poor soul's
violent and messy fate.
~
0 8 0
D3
~
~
3 -1 11265
R M 0 11248 1 11264
R E 1 11283 1 3
R D 0 11264 3 1
S
#11265
A Ravaged Corridor~
Once the site of beautiful paintings and elegantly carved sculptures,
this wing of the temple is now a scene of carnage and destruction. Dead
priests, some of whom appear to have been partially devoured, litter
the floor, as well as the corpses of rats, goblins and other fecund
creatures. A vile smell, the unmistakable stench of death, fills the
air.
What used to be the confessionary lies to the east.
~
0 8 0
D1
~
~
3 -1 11264
D3
~
~
0 -1 11261
R M 0 11246 5 11265
R E 1 11279 1 3
R E 1 11280 1 19
R D 0 11265 1 1
S
#11266
The Steps of the Library~
A flight of broad marble steps leads up to the towering oak portals that
mark the entrance to the library. Flanked by massive Corinthian columns
which support a splendid marble plinth, the doors are nearly twenty feet
tall and almost as wide. The frieze above the plinth depicts scholars and
artisans entering a hall similar to this one, flanked by symbols of learning
and knowledge, such as the ruler, the compass, a thick book, quills and jars
of ink.
~
0 4 1
D0
~
~
3 -1 11267
D3
~
~
0 -1 11256
R D 0 11266 0 1
S
#11267
The Entrance Hall~
A long corridor flanked by statues and shelves full of dusty tomes
runs north here, towards the many shelves of books that stretch up to
the domed ceiling, which is decorated with beautifully rendered murals.
To the south beckon the doors that lead out of the library, though with
such knowledge before you to peruse you find yourself reluctant to leave
quickly.
A small door to the east is marked "Staff Only".
~
0 8 0
D0
~
~
0 -1 11268
D1
~
~
3 -1 11272
D2
~
~
3 -1 11266
R M 0 11242 1 11267
R E 1 11268 1 16
R E 1 11274 1 9
R D 0 11267 1 1
R D 0 11267 2 1
S
#11268
The Central Storage Area~
Dozens of high shelves crammed with texts in every language conceivable
fill this long hall, reaching up to the high domed ceiling on all sides,
making you feel as if you were within a fortress of books. The air is thick
and musty, and smells strongly of old leather and crumbling parchment. Dog
eared manuscripts lie scattered all across the floor, tossed aside by someone
engaged in a frenetic search for a particular tome. The wealth of knowledge
concentrated here is beyond quanitifiable measure; you have no doubt that, if
you searched long and hard enough, you would find information on just about
any subject under the sun.
~
0 8 0
D0
~
~
0 -1 11270
D1
~
~
0 -1 11269
D2
~
~
0 -1 11267
D3
~
~
0 -1 11271
R M 0 11240 1 11268
R E 1 11264 1 12
R E 1 11265 1 6
R O 0 11275 1 11268
S
#11269
Browsing the Shelves~
Shelves filled with dusty tomes dealing with every imaginable subject, from
Algebra to Zoology, line the walls, restricting your vision to the point where
it is hard to truly appreciate the size of the library. You can hear other
people moving about within the shelves, and realize that you are definitely
not alone here...
~
0 8 0
D3
~
~
0 -1 11268
R M 0 11241 3 11269
R E 1 11266 1 16
R E 1 11267 1 17
S
#11270
Browsing the Shelves~
Shelves filled with dusty tomes dealing with every imaginable subject, from
Algebra to Zoology, line the walls, restricting your vision to the point where
it is hard to truly appreciate the size of the library. You can hear other
people moving about within the shelves, and realize that you are definitely
not alone here...
~
0 8 0
D2
~
~
0 -1 11268
R M 0 11241 3 11270
R E 1 11266 1 16
R E 1 11267 1 17
S
#11271
Browsing the Shelves~
Shelves filled with dusty tomes dealing with every imaginable subject, from
Algebra to Zoology, line the walls, restricting your vision to the point where
it is hard to truly appreciate the size of the library. You can hear other
people moving about within the shelves, and realize that you are definitely
not alone here...
~
0 8 0
D1
~
~
0 -1 11268
R M 0 11241 3 11271
R E 1 11266 1 16
R E 1 11267 1 17
S
#11272
The Librarian's Office~
This small office is cluttered with shelves full of books awaiting
cataloguing and/or reshelving, and since the strange events that started
recently in the town these tasks have remained unfinished. There is no
sign of the head librarian, or any librarians for that matter, which is
indeed strange.
~
0 8 0
D0
~
~
4096 -1 11282
D3
~
~
3 -1 11267
R O 0 11269 1 11272
R O 0 11270 1 11272
R O 0 11271 1 11272
R D 0 11272 3 1
S
#11273
Before the Altar~
A shimmering field of black energy suffuses this section of the temple,
its source the new towering black monolith that serves an altar to the
vile demon No'ol and also suffices in a role as a sacrifical table. You
feel ill at ease here, and realize that the magical forces here will make
escape difficult from whatever may lie ahead, behind the massive bloodsoaked
altar. You dodge around mangled corpses dangling from barbed hooks attached
to long rusted metal chains depending from the arched ceiling, which has been
blackened by fire.
~
0 3153928 0
D0
~
~
0 -1 11261
D2
~
~
0 -1 11274
R M 0 11246 5 11273
R E 1 11279 1 3
R E 1 11280 1 19
R M 0 11246 5 11273
R E 1 11280 1 19
R E 1 11279 1 3
R M 0 11246 5 11273
R E 1 11280 1 19
R E 1 11279 1 3
S
#11274
The Gaping Pit~
Here, an evil block of black stone rises from a gaping hole in the
earth, which leads into some netherworld from which the vile beast that
conducts operations here was spawned. To enter it would mean no return,
and you are certain that not even you could survive long when exposed to
the pure chaos that surely lurks at the bottom of this void. A shrill shrieking
emanates from all sides; its source hundreds of faces that press against the
walls, as if they belonged to people imprisoned within the shifting surface of
the stone. You had heard that all structures of Chaos were formed from the
unwilling souls of sacrifical victims, bound to eternal excruciating pain as
building blocks for Chaos.
~
0 3153993 0
D0
~
~
0 -1 11273
D5
~
~
0 -1 11275
R M 0 11238 1 11274
R E 0 11259 1 0
R E 0 11260 1 16
> act_prog p from the north.~
mea $n You feel a slight tugging, as if something was seeking to drag
mea $n You down into the gaping pit at your feet.
~
|
S
#11275
A Gruesome Death~
As you descend into the sacrificial pit that has been gouged into the
temple, thousands of pairs of scabby, claws arms reach out and grab at
you, dragging you down into the inky blackness of the bottomless pit,
and subjecting you to thousands of interesting new sensations of pain
as they slowly slay and devour you...
~
0 3153935 0
S
#11276
A Shadowy Corridor~
This corridor extends southwards towards two doors set at the end.
There is little evidence of goblin occupation in this place; indeed
it doesn't appear that they have ventured very far at all down this
passageway, as goblins have a habit of making it rather obvious with
their debris where they have been.
~
0 3153928 0
D0
~
~
0 -1 11246
D2
~
~
0 -1 11277
S
#11277
A Shadowy Corridor~
Presently you find the reason for the conspicuous absence of the goblins;
a massive pedestal rests here, upon which stands a guardian, placed here
by the mage some time ago to guard his most treasured possessions. It
has unfortunately been away from the guidance of its creator for too long,
however, and now berserkly attacks anything that enters here, which thus
far has only been many goblins, the corpses of which litter the floor.
~
0 3153928 0
D0
~
~
0 -1 11276
D2
~
~
0 -1 11279
R M 0 11236 1 11277
S
#11278
The Arsenel~
The mage constructed this chamber to bear an impressive array of
magical devices he one day hoped to acquire; unfortunately for any
avaricious visitors his collection thus far is rather small. Two plain
benches support long metal crates, which the mage planned to fill with
his items. Perhaps, however, there are one or two lying around...
~
0 3153928 0
D1
~
~
3 -1 11279
R O 0 11255 1 11278
R P 0 11256 1 11255
R P 1 11257 1 11256
R P 2 11258 1 11257
R D 0 11278 1 1
S
#11279
Two Doors~
The corridor ends here, before two plain metal doors, bearing no
obvious locks or bars; evidently the mage had sufficient confidence in
his golem as to consider such precautions superfluous and unnecessary,
not to mention a hindrance should he need to frequent these chambers.
Runes are carved into each door, denoting its purpose and contents.
~
0 3153928 0
D0
~
~
0 -1 11277
D2
The runes read "The Dungeon"
~
~
3 -1 11280
D3
The runes read- "Arsenel"
~
~
3 -1 11278
R D 0 11279 2 1
R D 0 11279 3 1
S
#11280
The Dungeon~
The mage used this chamber to house a rather irascible elemental he
inadvertently summoned one day while experimenting on a faster way to
brew coffee. It is unhappy, tremendously so, at its enforced imprisonment,
and this leaves it in a state of mind you can no doubt expect to be at the
least rather poor...
~
0 3153928 1
D0
~
~
3 -1 11279
R M 0 11237 1 11280
R D 0 11280 0 1
S
#11281
A Stinking Sewer~
The grate opens onto a stinking sewer, the place where residents of the
town deposit their waste. Why in the seven hells would you want to venture
forth into here? You shake your head in amazement at your avarice, which
drives you to such insane places.
~
0 3153933 13
D0
~
~
0 -1 11283
D2
~
~
0 -1 11285
D4
~
grate~
3 -1 11222
R M 0 11226 1 11281
R G 1 11237 1
R D 0 11281 4 1
S
#11282
An Extradimensional Space~
The panel opens onto a hole in the space-time continuum, much like those
used by magical containers and the like to store the items placed within
them. You have never been INSIDE one of those items before; it is a curious
experience, being outside of all normal space and time. It seems rather...
empty.
~
0 3145741 1
D4
~
~
4096 -1 21055
R M 0 11243 1 11282
R E 1 11272 1 17
S
#11283
A Bend in the Tunnel~
Trudging through the disgusting sludge, you find yourself having to stop
several times to retch, the stench being literally unbearable. You don't
want to think about what you may be inhaling down here. Turning back seems
very attractive now, but you aren't entirely convinced that there is nothing
of value down here.
~
0 3153929 13
D2
~
~
0 -1 11281
D3
~
~
0 -1 11284
S
#11284
A Dead(?) End~
The tunnel ends abruptly here, at a large pool of thick black muck,
even thicker and more disgusting than the sludge elsewhere. You think you
can see something moving about in the mess...
~
0 3153929 13
D1
~
~
0 -1 11283
R M 0 11249 3 11284
R G 1 11285 1
R M 0 11249 3 11284
R G 1 11285 1
R M 0 11249 3 11284
R G 1 11285 1
S
#11285
A Narrow Tunnel~
You have been in more pleasant latrines than this cesspit of humanoid
waste. You wince at the various ...things... that brush against you in
the water, which is thick with excrement and other, even more disgusting,
objects. You see, to your abject horror, human hands and feet drift past,
as well as stinking entrails.
~
0 3153929 13
D0
~
~
0 -1 11281
D2
~
~
0 -1 11286
S
#11286
Deep Waters~
The sludge grows suddenly deeper here, wuickly rising to your chest, and
you find yourself incapable of continuing without a boat or magical means.
Something large, and slimy, is moving around in the fetid waters beneath
your feet, and you panic, not knowing what to expect.
~
0 3153929 7
D0
~
~
0 -1 11285
D2
~
~
0 -1 11287
R M 0 11250 1 11286
S
#11287
The End~
The sludge stops here, as the ground rises sharply, and the tunnel ends
at a large boulder, which is wedged into a hole in the south wall, which
leads into the basement of one of the many houses on Main Street. No sound
comes from the far side.
~
0 3153933 13
D0
~
~
0 -1 11286
D2
~
boulder~
2059 -1 11288
R O 0 11284 1 11287
R D 0 11287 2 1
S
#11288
A Dusty Storeroom~
Beneath the old inn lies a storeroom, used to store items such as
casks of wine, barrels of ale and mead, and dried meats. Judging by
the thick layer of dust and cobwebs, it has not been frequented
recently. Some of those cobwebs look pretty big; you wonder what sort
of spider spun webs with strands as thick as an ogre's wrist...
~
0 9 0
D0
~
~
2059 -1 11287
D4
~
~
4096 -1 11229
D5
~
barrel~
134155 -1 11294
R M 0 11214 1 11288
R O 0 11218 1 11288
R O 0 11219 1 11288
R D 0 11288 0 1
R D 0 11288 5 1
S
#11289
A Filthy Cell~
The stone walls of this dank and miserable cell are covered with
innumerable stains of various disgusting origins. The floor is of
packed earth, and is littered with bones and scraps of cloth. Whatever
is kept here is evidently not cared for very well. A foul odor not
surprisingly fills the room.
~
0 9 13
D3
~
~
7 11206 11292
R M 0 11206 1 11289
R D 0 11289 3 2
S
#11290
A Filthy Cell~
The stone walls of this dank and miserable cell are covered with
innumerable stains of various disgusting origins. The floor is of
packed earth, and is littered with bones and scraps of cloth. Whatever
is kept here is evidently not cared for very well. A foul odor not
surprisingly fills the room.
~
0 9 13
D0
~
~
7 11206 11292
R M 0 11207 3 11290
R M 0 11207 3 11290
R M 0 11207 3 11290
R D 0 11290 0 2
S
#11291
A Filthy Cell~
The stone walls of this dank and miserable cell are covered with
innumerable stains of various disgusting origins. The floor is of
packed earth, and is littered with bones and scraps of cloth. Whatever
is kept here is evidently not cared for very well. A foul odor not
surprisingly fills the room.
~
0 9 13
D2
~
~
7 11206 11292
R M 0 11205 1 11291
R D 0 11291 2 2
S
#11292
A Miserable Dungeon~
It is here that whatever powers hold Hochenyana in thrall keep those
who resisted their magic or otherwise proved intractable. Normally
they would be slain; but perhaps they are worth a sizeable ransom, or
hold valuable information? Barred doors lead to the north, east and
south, behind which can be heard people moaning and weeping.
~
0 8 0
D0
~
~
7 11206 11291
D1
~
~
7 11206 11289
D2
~
~
7 11206 11290
D3
~
~
0 -1 11293
R M 0 11204 1 11292
R E 1 11204 1 16
R E 1 11205 1 5
R G 1 11206 1
R D 0 11292 0 2
R D 0 11292 1 2
R D 0 11292 2 2
S
#11293
A Stone Corridor~
The door opens onto a long stone corridor, dimly lit by smoldering
brands supported on each wall by rusted iron sconces. The moans and
cries are much louder here, and appear to be coming from a large
chamber to the east.
~
0 8 0
D1
~
~
0 -1 11292
D3
~
~
3 -1 11294
R D 0 11293 3 1
S
#11294
A Secret Chamber~
The floor of this secret chamber is hard, packed earth, which is
stained with blood and other substances. A trapdoor is set in the
ceiling; presumably it opens onto the storeroom of one of the shops
of Hochenyana. A door lies in the wall to the east; from behind it
emerge moans and cries for help.
~
0 9 13
D0
The shelf appears to bar a door in the north wall.
~
shelf~
1035 -1 11295
D1
~
~
3 -1 11293
D4
~
trapdoor~
3 -1 11288
R O 0 11220 1 11294
R D 0 11294 0 1
R D 0 11294 1 1
R D 0 11294 4 1
S
#11295
A Secret Tunnel~
The secret door opens onto a rough tunnel, carved from the rock beneath
Hochenyana by something with powerful claws; the rock appears to have been
rended as if it were butter. The floor of the tunnel is composed of fresh
soil, either a product of the excavation or a deliberate covering, you know
not. It bears a number of tracks, some humanoid, some unrecognizable. It
runs at an angle away from the secret door, to the northeast.
~
0 3153929 13
D2
~
~
3 -1 11294
D6
~
~
0 -1 11296
R D 0 11295 2 1
S
#11296
A Bend in the Tunnel~
The tunnel twists sharply here, heading due north, towards what you know
not, but one thing is certain- somewhere down here lurks the cause of the
problems besetting the good citizens of Hochenyana, and stop it you must!
Besides, what manner of magical artifacts may a being capable of such
enchantments be in possession of? An avaricious gleam comes to your eyes
as you peer about the rough walled tunnels.
~
0 3153929 13
D0
~
~
0 -1 11298
D9
~
~
0 -1 11295
S
#11297
Research Center~
The tunnel ends in a large cave, which is filled end to end with long
wooden benches that strain under the weight of magical apparatus of all
sorts, ranging from bubbling beakers and hissing alembics of fluid to heavy
bronze bound tomes resting on iron bookstands. A vile smell fills the air, one
that is not unfamiliar to a seasoned adventurer who has trespassed into many
an alchemical laboratory.
~
0 3153929 13
D3
~
~
0 -1 11298
R M 0 11202 2 11297
R E 1 11202 1 5
R E 1 11203 1 17
R M 0 11202 2 11297
R E 1 11202 1 5
R E 1 11203 1 17
S
#11298
The Final Battle~
As you continue through the twisting caverns, you grow more and more
confident that the end of your quest is near. Reaching a junction, you
pause to decide where to proceed. A low chanting can be heard to the east,
while to the north you hear someone shouting orders, though you cannot for
the life of you understand what language they are using. However, this room
contains something that draws your attention back to your immediate
surrounds...
~
0 3153929 13
D0
~
~
0 -1 11299
D1
~
~
0 -1 11297
D2
~
~
0 -1 11296
R M 0 11203 1 11298
S
#11299
The Root of all Evil~
At last! A grim smile of triumph twists your battle weary face as you
stride boldly into the lair of the evil behind the madness that has taken
ahold of Hochenyana. For it is here, in this bare, unremarkable chamber,
that the foul tyrant plots his diabolical schemes, and came extremely
close to subjugating half the empire! Now you have arrived to thwart his
evil schemes! A surge of elation courses through your veins and you grip
your weapon firmly.
~
0 3153929 13
D2
~
~
0 -1 11298
R M 0 11251 1 11299
R G 1 11286 1
S
#0
#SHOPS
0
#REPAIRS
0
#SPECIALS
M 11202 spec_cast_mage
M 11205 spec_cast_mage
M 11214 spec_fido
M 11222 spec_cast_mage
M 11226 spec_breath_gas
M 11229 spec_thief
M 11232 spec_cast_mage
M 11236 spec_breath_gas
M 11237 spec_breath_fire
M 11238 spec_breath_frost
M 11239 spec_breath_frost
M 11240 spec_cast_mage
M 11242 spec_cast_mage
M 11243 spec_breath_gas
M 11245 spec_thief
M 11246 spec_cast_cleric
M 11247 spec_cast_cleric
M 11248 spec_breath_frost
M 11251 spec_cast_mage
S