#RESETMSG A shrill cry in a strange tongue cuts the air like a knife.~
#FLAGS
28
#ECONOMY 0 4728000
#CLIMATE 2 2 2
#MOBILES
#1800
maddened knight~
a maddened knight~
A ragged figure clad in the remnants of Imperial armor leaps at you!
~
This pitiable wretch is the sole survivor of an Imperial expedition to
the island, who has been hiding here since his fellows were all slain.
The horrors he has witnessed have broken his mind; he is clearly beyond
any help you could offer.
~
35 552 200 C
18 0 0 19d2+200 7d2+14
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 16 0 2048 0 1 2
> all_greet_prog 100~
scream
if isimmort($n)
else
yell You'll never take me alive, fiends!
murder $n
endif
~
> rand_prog 2~
drool
~
|
#1801
zombie native~
a zombie~
A native stares at you, slackjawed, mumbling incoherently.
~
This poor fellow appears to have been drained of all life and will; he
is but an empty shell, wandering aimlessly, awaiting orders from his
dark controller, to whom he now belongs, body and soul.
~
65 0 0 C
16 0 0 9d9+100 3d3+6
0
0 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
71 3 0 0 4096 4096 0
0 0 0 784 3074 0 144 0
> rand_prog 2~
say Powers of darkness will conquer the light...
say Powers of darkness will conquer the light...
~
> rand_prog 2~
drool
~
> rand_prog 5~
moan
if isimmort($r)
else
if ispc($r)
mpe _red A gleam suddenly comes into the zombie's eyes!
say Master says you must die!
murder $r
else
endif
endif
~
|
#1802
captain vega wight~
Captain Vega~
The rotting corpse of the captain of the Esperanza rises to greet you!
~
Never a nice man in life, Vega has become thrice the devil he ever was
in the mortal realm in undeath. Brought to life by the dark workings of
the masters of this isle, he is bound to this rotting hulk, and now he
exists only to slay those foolish enough to embark.
~
35 4194984 -750 C
46 0 -50 250d110+2600 7d15+22
0
0 50 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
68 3 0 0 1 1 4
85 65 0 8704 3078 0 515 1572867
> all_greet_prog 100~
if ispc($n)
snicker
say So nice to have visitors... except when they are unwelcome!
yell STOWAWAYS! Let's have them walk the plank!
cackle
grin
say No, I shall slay you now! Prepare to die, scurvy dog!
endif
~
> fight_prog 20~
lick
feed
~
> fight_prog 20~
snarl
c 'energy drain'
~
> fight_prog 45~
cackle
c 'chill touch'
~
> fight_prog 50~
if rand(10)
mea $n &WCaptain Vega rears back, and with a mighty thrust, skewers you
mea $n with his blade like some pirate shish-kebab.
mpdamage $n 1150
else
mea $n &WThe Captain takes a slight sidestep and suddenly swipes fast
mea $n with an angled strike. It stings with deadly precision.
mpdamage $n 550
endif
~
|
#1803
first mate sanchez~
Sanchez~
The first mate stands here, a death grin on his pale lips.
~
Once a healthy, experienced sailor, Sanchez is now a member of the dark
powers of the island's growing legion of undead. He reacts violently to
any who disturb him at his post.
~
35 520 -400 C
20 0 0 100d1+350 5d2+10
0
0 5 0
112 112 1
18 13 13 18 13 13 13
0 0 0 0 0
71 3 0 0 1 1 0
0 0 16 260 3074 0 16 2
> greet_prog 100~
if ispc($n)
mpe $I's gleam with hatred as he turns to face you.
say Perish, intruders, perish...!
cackle
endif
~
> fight_prog 20~
cackle
say Die, die die!
mpe $I attacks with unparalleled ferocity!
gouge
~
|
#1804
zombie crewman~
a zombie crewman~
A slackjawed crewman shambles across the deck.
~
Once a burly sailor, this emaciated wretch is now a mindless slave of
Captain Vega, and in turn his masters, the dark masters of the isle,
to whom the souls of all who arrive here eventually succumb.
~
97 0 -200 C
18 0 0 10d3+300 2d4+8
0
0 2 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 16 128 3074 0 128 0
> rand_prog 2~
say Gaaaahhhh...
~
> rand_prog 5~
puke
~
> fight_prog 20~
puke
mea $n _gre The vomit is acidic... it burns your skin!
mpdamage $n 10
~
|
#1805
zombie crewman~
a zombie crewman~
A vacant-eyed crewman stumbles about belowdecks.
~
Once a burly sailor, this emaciated wretch is now a mindless slave of
Captain Vega, and in turn his masters, the dark masters of the isle,
to whom the souls of all who arrive here eventually succumb.
~
97 -2147483648 -200 C
18 0 0 10d3+300 2d4+8
0
0 2 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 16 128 3074 0 128 0
> rand_prog 2~
groan
~
> fight_prog 20~
mpe _red Bits of rotting flesh fly from the zombie as it battles!
moan
~
> hitprcnt_prog 20~
mpe _red Large chunks of the zombie's flesh are sent flying by your blows!
if rand(50)
mpoload 1825 1
drop arm
else
mpoload 1826 1
drop leg
endif
~
|
#1806
enrique revenant~
Enrique~
A petty noble, slain by the crew, has returned intent on vengeance.
~
This young nobleman was slain and dumped in here before the shipwreck,
having been duped and robbed by the crew of the merchantman, and killed
for having the audacity to object. His thirst for vengeance combined
with the workings of the isle have caused him to be returned as a dire
revenant, intent on revenge!
~
7 8872 200 C
22 0 -100 40d3+400 2d8+12
0
0 0 0
112 112 0
18 18 13 18 18 3 3
0 0 0 0 0
67 3 0 0 1 1 2
0 0 262144 2097924 11298 0 4098 524291
> all_greet_prog 100~
snarl
if ispc($n)
mpe $I relaxes, and stares long and hard at you.
say No... you are not him. Bring me the one they call Vega.
mpe The revenant is not to be taken lightly, he is immune to many weapons.
endif
~
> fight_prog 15~
vom
~
> rand_prog 2~
say Soon... soon revenge shall be mine!
cackle
~
> fight_prog 45~
if ispc($n)
say I do not wish to do battle with you... you are not Vega!
mutter
endif
~
|
#1807
esmerelda captive woman~
Esmerelda~
A mutilated woman moans in anger and pain!
~
Captured and held for ransom by the unscrupulous Vega, this poor woman
suffered an ungodly fate, devoured alive by rats, and then what was left
was animated by the magic of the isle.
~
3 0 0 C
20 0 0 30d4+300 5d2+12
0
0 0 0
112 112 2
13 13 13 13 13 13 13
0 0 0 0 0
71 3 0 0 1 1 0
0 0 262144 0 3074 0 514 2
> rand_prog 2~
say Rats... stop the rats...
moan
~
> all_greet_prog 100~
mpe $I's eyes roll in what's left of her head.
~
> rand_prog 5~
if ispc($r)
mpe $I grabs you with surprising strength!
say Stop... the... pain!
endif
~
|
#1808
black rat~
a black rat~
A large black rat gnaws at the mutilated woman.
~
These foul rodents remained unaffected by the magic that claimed the
rest of the crew; the dark masters of the isle have little need for
rats, dead or alive.
~
229 512 0 C
8 0 0 1d1+80 1d3+3
0
0 0 0
112 112 0
13 13 13 18 13 13 13
0 0 0 0 0
54 3 0 0 128 128 0
0 0 65536 0 0 0 262145 2
> rand_prog 2~
mpe The rat tears a chunk of flesh from the woman!
~
|
#1809
giant sand crab~
a giant sand crab~
A giant sand crab rises up from the ground!
~
Driven inland by the wandering zombies, which it fears, the crab has
sought refuge near the pools of quicksand, where the natives will not
dare go near.
~
39 512 0 C
20 0 -100 8d5+300 2d4+9
0
0 0 0
112 112 0
18 13 13 13 13 13 13
0 0 0 0 0
82 3 0 0 1024 1024 0
0 0 32 0 32 17 128 2
> act_prog p pierce misses you.~
mea $n Your weapon glances off the crab's shell.
~
> act_prog p stab misses you.~
mea $n Your weapon glances off the crab's shell.
~
> death_prog 100~
mpe As the crab dies, a chunk of its broken shell is torn loose.
mpoload 1815
~
|
#1810
bo'sun botswain esteban ~
Esteban~
The Bo'sun stands here, clutching the remnants of the wheel.
~
The bo'sun seems oblivious to the destruction and decay all around him,
even though he too is now a zombie. He stares straight ahead, out to
sea, watching the horizon, singing softly.
~
3 512 -400 C
20 0 0 100d1+350 5d2+10
0
0 3 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
71 3 0 0 1 1 0
0 0 16 260 3074 0 16 2
> rand_prog 2~
mpe $I sings softly in a foreign tongue.
mpasound From nearby comes the sound of someone singing.
~
> rand_prog 5~
mpe $I moves the wheel slightly, as if adjusting the ship's course.
~
|
#1811
fierce native zombie~
a fierce native~
A fierce native, his face covered in scars and tattoos, stands near the bodies.
~
This zombie appears to have retained a fair portion of the wit he once
possessed in life, though judging from his expression and attitude only
all the unruly, aggressive elements. Blood drips from his sharpened
teeth, where he has gnawed his own lips in frustration.
~
35 4203040 -500 C
20 0 0 10d5+500 3d3+11
0
0 0 0
112 112 1
18 13 13 18 13 13 13
0 0 0 0 0
0 3 0 0 65536 65536 2
0 0 16 0 2048 0 512 524291
> greet_prog 100~
say The masters say none may approach! You will die for this!
cackle
lick
~
> rand_prog 2~
drool
lick
~
> rand_prog 2~
twitch
~
> fight_prog 33~
feed
lick
mmm
~
|
#1812
spirit volcano~
the spirit of the volcano~
A flickering, dancing flame surges into a roaring blaze!
~
~
39 38273704 -1000 C
30 0 -100 1d1+2999 3d6+20
100000
10 0 0
112 112 0
18 18 18 18 18 18 18
-5 -5 -5 -5 -5
84 0 0 0 65537 1 0
0 0 0 0 3149057 2 335552512 2
> fight_prog 25~
c 'faerie fire' $r
~
> fight_prog 25~
c blazebane $r
~
> fight_prog 25~
gouge
~
> fight_prog 25~
stun
~
> death_prog 100~
mpe _red As the spirit is defeated, it cries out, and explodes!
mpe _red Its remaining portions are hurled eastward!
mpgoto 1857
mpe _red Only a small token of its power remains...
if rand(30)
mpoload 1823
else
if rand(70)
mpoload 1824
else
mpoload 1822
endif
endif
~
|
#1813
octopus giant~
a giant octopus~
A giant octopus fills most of the cargo hold.
~
This undersea horror managed to pass through the cracks in the hull,
squeezing its rubbery body to a remarkably narrow shape, then it had
at the easy pickings, feeding on all that came near. The zombies now
avoid this section of the ship.
~
39 512 0 C
22 0 0 22d8+300 1d6+6
0
0 0 0
112 112 0
22 13 13 18 13 13 13
0 0 0 0 0
81 3 0 0 1024 1024 8
0 0 0 18 0 0 0 2
> fight_prog 20~
mpe The octopus flails at you with its many tentacles!
~
|
#1814
warrior fire cult~
a warrior of the fire cult~
A burly human clad in black armor strides down the lava tunnel.
~
These fanatical humans obey the dark masters of the fire cult with
undying loyalty; they exist in a state of half-life, not alive, but
not undead, and will (they are promised) attain immortality if they
serve well. With their tattooed faces and flaming red hair, spiked
and filled with bones and blood, they are truly terrifying to behold.
~
101 512 -400 C
24 0 0 10d10+400 3d3+11
0
0 0 0
112 112 1
16 13 13 16 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 1051648 1 2 128 524289
> greet_prog 100~
if ispc($n)
scream
mpe The warrior gurgles in fanatical bloodrage!
endif
~
|
#1815
priestess fire cult~
a fire cult priestess~
A naked priestess covered in flaming oil chants an unholy litany.
~
This young woman is totally devoid of clothing or even body hair, the
fire she is perpetually enshrouded in has scorched it all away. Although
the heat is intense, she remains unharmed, due to her devotion to this
ancient and primitive deity. Her eyes roll about in her head, as she
loses herself in the dark ritual she is performing.
~
35 33563176 -1000 C
26 0 0 20d5+600 5d5+12
0
1 20 0
112 112 2
13 13 13 18 13 18 13
0 0 0 0 0
0 1 0 0 1 1 0
0 0 2047 0 3073 0 268443649 2
> greet_prog 100~
if isimmort($n)
else
if ispc($n)
cackle
say Come, come relish in the touch of fire!
mpe _red The woman opens her mouth, and releases a gout of flame!
c 'fire breath' $n
else
endif
endif
~
> fight_prog 18~
c blazebane $r
~
> fight_prog 33~
c 'faerie fire' $r
~
> fight_prog 45~
c 'cure serious'
~
|
#1816
envoy flame~
the envoy of flame~
A fiery denizen of the elemental plane of fire stands here.
~
This minor efreet has been sent by his dark masters to observe the
worship of fire taking place here, as well as the subjugation of
the local population. While they do not approve of the connection
with the powers of necromancy, they are happy to see a cult dedicated
to worship of their native element flourishing on this plane.
~
3 33563304 -200 C
28 0 0 1d1+1999 0d0+0
0
5 0 0
112 112 0
22 13 13 22 13 13 13
0 0 0 0 0
84 0 0 0 1 1 0
0 0 262144 0 2049 2 268435968 524291
> all_greet_prog 100~
if isnpc($n)
else
bow $n
say Well met, mortal. I take it you are not of this cult...
frown
say You probably shouldn't be here, you know...
wink $n
endif
~
> fight_prog 45~
wield shamsheer
~
|
#1817
djinn genie imprisoned~
a chained djinn~
A blue-skinned, muscular man sits in the corner, a downcast expression on his face.
~
Mighty sorcerers from the elemental plane of air, Djinni are a benevolent
race, who mostly keep out of human affairs. Sometimes one may be bound
into the service of a mortal master, though the duration of this servitude
will normally be brief, especially if the master is not benign. This poor
fellow was trapped by the efreet, who are his race's mortal enemies, along
with the treacherous Dao and cruel Marid.
~
3 524968 600 C
28 0 0 1d1+2200 3d8+24
0
0 0 0
112 112 1
22 22 13 22 13 13 22
0 0 0 0 0
84 0 0 0 1 1 1
0 0 2047 3145728 3078 0 81936 1051843
> rand_prog 25~
if ispc($r)
if isgood($r)
smile $r
c fly $r
c heal $r
c 'restore mana' $r
else
t $r Leave me, dark one!
frown $r
endif
endif
~
> all_greet_prog 100~
if isimmort($n)
bow $n
else
if ispc($n)
if isgood($n)
if sex($n) == 2
mea $n The Djinn leaps to his feet and bows deeply.
say M'lady, you honor me with your presence.
hand $n
else
mea $n The Djinn slowly rises to his feet and regards you.
say Well met, stranger...
mpe The Djinn is cordial, but cautious.
endif
else
scream
say Dark one, you insult me with your presence!
say Although imprisoned here, I can still destroy your evil spirit!
c 'winter mist' $n
c 'frost breath' $n
cackle
endif
else
endif
endif
~
|
#1818
flame fiend~
a flame fiend~
A hideous reptile swathed in fire frolicks and cackles in glee!
~
This ugly lizardlike creature capers and frolicks playfully with its
fellows, but this jovial exterior conceals a dark heart. These fiends
are used to routinely rend prisoners to shreds, and whoever else is
unfortunate enough to fall foul of their claws and scorching breath.
~
39 33554944 -500 C
22 0 0 20d5+400 2d4+4
0
0 0 0
112 112 0
18 13 13 22 13 13 13
0 0 0 0 0
79 3 0 0 1024 1024 0
0 0 34932287 0 33 2 7 2
#1819
dwarf enslaved smith~
an enslaved dwarven smith~
A tired old dwarf hammers at a piece of damaged armor.
~
Despite his haggard appearance, this old dwarf is still a formidable
opponent; his will to escape has been sapped, but his animal instinct
of survival is still functioning, and he will battle to defend himself
ferociously!
~
3 520 450 C
25 0 -100 1d1+2000 5d5+20
0
0 0 0
112 112 1
25 13 13 13 13 13 13
0 0 0 0 0
2 22 0 0 5 1 3
0 0 47 0 3149568 0 992 524290
> fight_prog 75~
mpdamage $n 100
~
> all_greet_prog 100~
mea $n The dwarf looks up at you with only mild curiosity.
t $n You need somethin' repaired?
sigh
~
> rand_prog 5~
mprestore self 200
sigh
~
|
#1820
arbalaxus fire mage~
A'rbalax'us~
A cackling fire mage weaves a scorching series of spells!
~
This insane pyromaniac is a mercenary in the employ of the cult; fire
mages are rare indeed, for it is considered near-suicidal to try and
master the unpredictable element, and shape it to cohesive uses.
~
167 35652104 -860 C
26 0 0 20d5+500 4d4+12
0
1 0 0
112 112 0
13 18 13 18 13 13 13
0 0 0 0 0
0 0 0 0 1 1 0
0 0 2047 0 2049 0 268435456 10242
> fight_prog 25~
c blazebane $r
~
> fight_prog 25~
c 'faerie fire' $r
cackle
~
> fight_prog 40~
c fireball
c fireball
~
> rand_prog 2~
cackle
mpe _red A table suddenly explodes into flame!
gasp
mpe $I quickly douses the fire with a bucket of water.
shrug
snicker
~
|
#1821
brass golem~
a brass golem~
An eight foot tall statue of brass stands before the three doors.
~
This mindless automaton has been charged with protecting those who
live beyond these three doors from any harm. It cannot be bargained
or reasoned with; it is merely a barely sentient construct bound to
the will of its masters, the priestesses of flame.
~
39 552 0 C
26 0 0 20d20+800 2d5+12
0
0 0 0
112 112 0
20 13 13 13 13 13 13
0 0 0 0 0
40 3 0 0 8192 8192 0
0 0 0 3146336 7424 0 128 2
> all_greet_prog 100~
if isimmort($n)
or isnpc($n)
else
mpe _yel The mighty golem grinds into life!
c gas
endif
~
> fight_prog 33~
gouge
~
|
#1822
high priest~
the high priest of flame~
A skullfaced human, the flesh seared from his head, utters unholy phrases.
~
A master of powers of necromancy as well as fire, this diabolical fiend
is one of the masterminds of this unholy alliance between the masters
of fire and death, and in effect the ringleader of this dark cult. He
has overseen the collection of zombies, and the sacrifice to his fiery
deities, while placating the gods of death and disease.
~
7 34087592 -1000 C
28 0 0 22d22+2200 4d2+8
0
0 0 0
112 112 1
18 18 13 18 13 3 13
0 0 0 0 0
0 1 0 0 1 1 0
0 0 0 3146496 3073 0 268440064 524291
> fight_prog 18~
c feebleness $r
~
> fight_prog 25~
c 'faerie fire' $r
~
> fight_prog 15~
c 'sulfurous spray' $n
~
> hitprcnt_prog 25~
mpe Sensing his imminent defeat, the priest tries to use his dark staff!
hold doomstaff
brandish doomstaff
cackle
~
> all_greet_prog 100~
mea $n The priest cackles joyfully as he spies you.
say Ah, come, come heathens, come and witness the power I have
say unleashed, embrace it, join me in celebrating it!
mpe The priest is too engrossed in his arcane rituals to pay much attention.
drool
~
> rand_prog 2~
say Powers of fire and darkness, take my offering!
mpe The priest draws a serrated blade, and cuts his arm open!
scream
moan
mpe Blood seeps from the wound, sizzling when it strikes the altar.
mpe _red A low rumbling issues from the volcano, and the flame dances higher.
~
|
#1823
zombie savage~
a zombie savage~
A savage zombie snarls and scowls in pain and rage!
~
This zombie appears to have retained a fair portion of the wit he once
possessed in life, though judging from his expression and attitude only
all the unruly, aggressive elements. Blood drips from his sharpened
teeth, where he has gnawed his own lips in frustration.
~
97 4203040 -500 C
20 0 0 10d5+500 3d3+11
0
0 0 0
112 112 1
18 13 13 18 13 13 13
0 0 0 0 0
0 3 0 0 1 1 2
0 0 16 0 2048 0 512 524291
> rand_prog 5~
drool
~
|
#1824
g'nurra beast~
G'nurra~
A hideous, hairy, mutated beast leaps at your throat!
~
This fould mutant was once human; what is left of its mind understands
only violence and death. Huge gnashing fangs tear through flesh of its
hapless victims in seconds; pray you're not next.
~
39 98856 -750 C
25 0 0 1d1+800 2d3+17
0
0 0 0
112 112 0
22 13 13 22 13 13 13
0 0 0 0 0
0 3 0 0 512 512 0
0 0 34932415 576 2304 0 515 2
> all_greet_prog 100~
mpe With a roar, $I attacks!
shriek
~
> fight_prog 33~
shriek
~
|
#1825
ereig assassin dwarf~
Ereig~
A hairless, stocky female dwarf clad in black sits at the table.
~
This assassin was hired by the cult to seek out their enemies and
despatch them; she has done so with ruthless efficiency, engineering
the zombie attack on the knights on the beach, and the shipwreck of
the Esperanza, through co-operation with a native shaman. Now she
will be charged with dealing with you; by coming here you have saved
her the time.
~
3 98856 -600 C
25 0 0 10d10+700 4d4+14
0
2 50 0
112 112 2
20 13 13 22 13 13 20
0 0 0 0 0
2 2 0 0 4 4 0
0 0 2047 0 3328 0 1536 524291
> fight_prog 25~
wield fang
mpgoto $i
bs $r
circle $r
lick
~
> all_greet_prog 100~
if isnpc($n)
chuckle
else
chuckle
say Well, it's $n. Your arrival has been noted, and will be dealt with.
say But... not before I finish my ale...
mpe $I sips at her mug of ale, never taking her eyes off of you.
endif
~
|
#1826
x'ora death lich~
X'ora~
The death lich X'ora cackles at your pathetic show of strength.
~
This horrid, skeletal being is a foul agent of the dark powers of death
and damnation, and has forged an unholy alliance with the evil cult of
fire. Together they will attempt to bring Chaos to order, anarchy to
Law.
~
39 8872 -1000 C
28 0 0 20d20+1500 3d3+11
0
5 0 0
112 112 0
13 25 25 20 13 3 3
-5 -5 -5 -5 -5
67 0 0 0 4097 1 2
0 0 262168 2105736 3590 1 1107300864 1051651
> fight_prog 10~
vom
~
> fight_prog 25~
c 'chill touch' $r
c 'chill touch' $r
~
> fight_prog 25~
c 'energy drain' $r
c 'energy drain' $r
~
> all_greet_prog 100~
if isnpc($n)
say Interloper! Begone from my realm!
mpe _lbl A blast of cold smites $n, freezing $s flesh!
c 'frost breath' $n
c 'frost breath' $n
else
if isimmort($n)
say I will not attempt to defeat you, godling.
bow $n
else
chuckle
say Well, well, well. I have expected your arrival $n.
hmm
say I suppose congratulations are in order for surviving the tunnels.
shrug
say Die.
mea $n _lbl A blast of cold streaks from the necromancer's bony hands!
c 'frost breath' $n
endif
endif
~
> death_prog 30~
mpe _red As the foul being perishes, its hand is severed, at the wrist.
mpoload 1861
~
|
#1827
treeman savage~
a savage treeman~
A greenskinned human wearing clumps of vegetation stands near the rope.
~
These primitive humans have co-existed with their environment for so
long that they have adopted certain vegetative properties, the most
noticeable being a green hue to their skin, though the effect is in
fact exaggerated by their bark armor and grassy clothing. Despite the
rather savage appearance of these people, they are benign, though the
latest evil on their island has made them guarded and aggressive to all
foreigners.
~
35 8736 400 C
18 0 0 5d12+400 3d3+9
0
0 0 0
112 112 1
13 13 13 22 13 13 13
0 0 0 0 0
0 5 0 0 1 1 0
0 0 2047 0 0 1 576 2
> greet_prog 100~
if name($n) == treeman savage
else
if isnpc($n)
say M'ach'up a'weya H'chupa!
scream
else
if ispc($n)
say M'ach'up a'weya H'chupa!
mea $n The treeman pokes you with his long spear.
else
endif
endif
endif
~
> fight_prog 18~
say T'chey! U'grnapt t'chey wampa!
snarl
~
|
#1828
treeman savage~
a savage treeman~
A treeman leaps agilely through the boughs.
~
These primitive humans have co-existed with their environment for so
long that they have adopted certain vegetative properties, the most
noticeable being a green hue to their skin, though the effect is in
fact exaggerated by their bark armor and grassy clothing. Despite the
rather savage appearance of these people, they are benign, though the
latest evil on their island has made them guarded and aggressive to all
foreigners.
~
97 8736 400 C
18 0 0 5d12+400 3d3+9
0
0 0 0
112 112 1
13 13 13 22 13 13 13
0 0 0 0 0
0 5 0 0 1 1 0
0 0 2047 0 0 1 576 2
#1829
treeman shaman~
a treeman shaman~
An old, wiry treeman scowls and shrieks!
~
These primitive humans have co-existed with their environment for so
long that they have adopted certain vegetative properties, the most
noticeable being a green hue to their skin, though the effect is in
fact exaggerated by their bark armor and grassy clothing. Despite the
rather savage appearance of these people, they are benign, though the
latest evil on their island has made them guarded and aggressive to all
foreigners.
~
97 8864 400 C
20 0 0 5d12+400 3d3+9
0
0 0 0
112 112 1
13 13 13 22 13 13 13
0 0 0 0 0
0 5 0 0 1 1 0
0 0 2047 0 0 1 167772736 2
> greet_prog 100~
scowl
c heal
~
> fight_prog 10~
mpgoto $i
c unravel $r
~
> rand_prog 2~
c 'detect invis'
c heal
~
|
#0
#OBJECTS
#1800
chest~
a wooden chest~
A wooden chest sticks out from under the bunk.~
~
15 262144 0
500 13 1801 0
1 0 0 0 0
#1801
rusted key~
a rusted key~
A rusted metal key lies on the floor.~
~
18 0 1
0 0 0 0
1 0 0 0 0
#1802
journal dusty~
a dusty old journal~
An old book, covered in dust and mold, has been discarded here.~
~
35 0 1
0 0 0 0
1 0 0 0 0
E
journal~
This ancient book is so badly damaged that the pages crumble away as you
turn them...
~
> exa_prog 100~
mea $n _lbl A section of the text is legible, barely-
mer $n _lbl $n reads aloud what little $e can decipher of the journal.
mpe _whi "... we came across the dark priest, horrid he was, and cruel.
mpe _whi Gunnarson suggested we do battle, and we... but... too many;
mpe _whi the zombies... everywhere... top of the cliff, which we hadn't
mpe _whi discovered for quite a while due to... ship, thought lost some
mpe _whi time ago... do now, for we are outnumbered, and scared... keep
mpe _whi hiding here, in the hopes that the Empire will..."
mea $n _dch The book bears the Imperial Coat of Arms.
~
|
#1803
dead sailor corpse~
the sailor~
The corpse of a dead sailor has been washed up on the shore.~
~
12 0 0
0 0 0 0
1 0 0 0 0
E
corpse sailor~
The fellow apparently died from fright, judging by the terrified
expression frozen on his face.
~
> exa_prog 100~
mea $n As you poke the corpse, it shrieks and stares at you!
mer $n As $n pokes the corpse, it shrieks and stares at $m!
say The natives! They're all DEAD! DEAD!
mpe The sailor's eyes roll back in his head and he slumps back down.
~
|
#1804
platinum wristband~
a dull platinum wristband~
This wristband could do with a polish.~
~
9 -2146959360 4097
6 0 0 0
1 0 75 0 750
A
1 1
A
31 1
A
17 -5
A
18 2
A
19 2
#1805
rotting cloak~
a rotting cloak~
Only scraps remain of what was once a fine cloak.~
~
9 -2147221500 5
6 7 0 0
1 0 0 5 0
A
12 25
#1806
captain vega sabre~
Captain Vega's sabre~
A shining steel sabre lies next to its scabbard.~
~
5 -2146959296 8193
12 11 3 3
7 0 50 0 500
A
2 2
A
13 10
A
18 4
A
19 4
A
24 -2
#1807
stained cloth pantaloons~
stained cloth pantaloons~
A pair of badly stained sailor's pantaloons have been strewn here.~
~
9 0 33
5 0 0 0
2 0 0 50 5
A
2 1
A
13 15
A
14 35
#1808
rope belt~
a rope belt~
A piece of rope has been fashioned into a crude belt.~
~
9 0 2049
2 0 0 0
1 0 0 10 1
#1809
silver stud~
a silver stud~
A silver stud has fallen from someone's ear.~
~
9 524288 65537
3 0 0 0
1 0 5 0 50
A
31 1
A
18 2
A
19 1
#1810
silver locket~
a silver locket~
A silver locket hangs from a silver chain.~
~
9 8913920 5
5 0 0 0
1 0 7 50 75
E
silver locket~
It contains a picture of a rather frumpy looking middle aged woman,
below which an unintelligable name is engraved.
~
A
3 2
A
12 10
A
13 10
#1811
white lace gloves~
a pair of white lace gloves~
A woman of gentle birth has dropped her gloves.~
~
9 0 129
3 0 0 0
1 0 7 50 75
A
2 2
#1812
remnants wheel~
the remnants of the ship's wheel~
The top third of a ship's wheel has been discarded here.~
~
9 262144 513
3 7 0 0
5 0 0 75 7
A
17 -10
A
19 1
#1813
red bandana~
a red bandana~
A red bandana lies on the floor like a pool of blood.~
~
9 0 17
4 0 0 0
1 0 1 72 17
A
5 1
A
13 25
A
19 2
#1814
grass skirt~
a grass skirt~
A skirt made of woven grass and rope lies here.~
~
9 262144 33
3 0 0 0
5 0 2 15 21
A
17 -10
A
13 10
A
18 2
A
19 2
#1815
crab shell~
a giant crab shell~
This chunk of giant crab shell makes a servicable shield.~
~
9 0 513
9 0 0 0
12 0 7 60 76
A
17 -10
A
27 32
#1816
human bone earring~
a humanbone earring~
This earring is made from human bone.~
~
9 530 65537
5 0 0 0
1 0 6 50 65
A
19 2
#1817
belt skulls~
a belt of skulls~
A belt of snake skulls hangs from a branch.~
~
9 528 2049
6 0 0 0
10 0 0 50 5
A
13 15
A
12 25
A
18 2
A
19 1
#1818
nose bone~
a nose bone~
A long bone covered in mucous and blood lies here.~
~
9 528 17
4 0 0 0
1 0 0 25 2
A
1 2
A
19 2
> wear_prog 100~
if isgood($n)
else
mea $n With great difficulty, you shove the sharpened bone through your nose!
mer $n With great difficulty, $n shoves the sharpened bone through $s nose!
mpforce $n grunt
endif
~
> remove_prog 100~
if isgood($n)
else
mea $n You grab ahold of the bone and rip it out of your nose!
mer $n $n grabs ahold of the bone and rips it out of $s nose!
mea $n _red Blood showers from your mutilated nose!
mer $n _red Blood showers from $n's mutilated nose!
mpforce $n moan
endif
~
|
#1819
bone club~
a bone club~
A club fashioned from a human femur lies here.~
~
5 0 8193
0 0 0 7
5 0 0 50 5
#1820
bone knife~
a bone knife~
A knife carved from bone is thrust into a crack in the ground.~
~
5 0 8193
0 0 0 2
1 0 1 20 12
A
19 2
#1821
blade don de la vega~
the blade of Don de la Vega~
A shining silver rapier lies in its jewelled scabbard.~
~
5 8948801 8193
0 0 0 1
10 5 0 0 5000
E
blade ~
Forged in fire and ice, this blade is of the purest silver, strengthened
by magical enchantment. It is an heirloom of the de la Vegas, and they
would dearly love for it to be returned.
~
A
1 1
A
4 1
A
13 10
A
12 25
A
18 6
A
19 5
A
24 -1
> wear_prog 100~
if isgood($n)
mea $n _whi You feel a surge of confidence as you wield the blade.
mer $n _whi $n swells with pride as $e hefts the blade.
endif
~
> remove_prog 100~
if isgood($n)
mea $n _blu You sigh as you remove the blade.
mer $n _blu $n sighs with regret as $e returns the blade to its scabbard.
endif
~
|
#1822
gauntlets fire~
gauntlets of fire~
A pair of gauntlets blazes with eldritch flame.~
~
9 623107 129
7 0 0 0
8 5 0 0 5000
A
2 1
A
12 60
A
18 4
A
19 3
A
27 1
#1823
bracer flame~
a bracer of flame~
A bronze bracer dances with eldritch flame.~
~
9 98835 4097
6 0 0 0
3 5 0 0 5000
A
12 40
A
27 1
#1824
fiery torque~
a fiery torque~
A flaming circlet scorches the ground.~
~
9 98835 5
6 0 0 0
10 5 0 0 5000
A
13 10
A
12 50
A
27 1
#1825
rotting arm~
a rotting arm~
A rotting arm floats in a pool of water.~
~
19 262144 1
4 0 0 1
1 0 0 0 0
#1826
rotting leg~
a rotting leg~
A rotting leg floats in a pool of water.~
~
19 262144 1
4 0 0 1
1 0 0 0 0
#1827
casket metal~
a metal casket~
A gleaming metal casket rests on the ground.~
~
15 524288 0
666 13 1828 0
56 0 6 0 60
#1828
casket key~
the casket key~
A shining metal key lies abandoned.~
~
18 0 1
0 0 0 0
1 0 0 50 5
#1829
snakeskin boots~
snakeskin boots~
A pair of snakeskin boots with silver inlays await an owner.~
~
9 262144 65
6 0 0 0
5 0 12 0 120
A
2 1
A
1 1
A
19 2
#1830
rusty cutlass~
a rusty cutlass~
This cutlass is badly corroded.~
~
5 0 8193
0 0 0 1
3 0 0 75 7
A
18 -2
A
19 2
#1831
plate fire~
black fire plate~
This blackened steel armor bears an embossed flaming sun.~
~
9 524817 9
12 0 0 0
10 0 50 0 500
A
1 1
A
13 20
A
18 3
A
19 3
#1832
blackened greaves~
blackened greaves~
A pair of blackened metal greaves lie like a stain on the ground.~
~
9 524816 33
9 0 0 0
4 0 28 0 280
A
2 -1
A
17 -10
A
14 -100
A
18 2
A
19 2
#1833
visions rage~
visions of rage~
A hazy, indistinct, reddish aura fills the air.~
~
9 528 131073
5 0 0 0
1 0 40 0 400
A
1 2
A
18 4
A
26 16777224
#1834
flail bloodstained ~
a bloodstained flail~
A spiked flail covered in blood and ash lies here.~
~
5 524886 8193
0 0 0 8
18 0 50 0 500
A
19 4
#1835
efreeti shamsheer~
a great shamsheer~
A powerful efreeti weapon lies on the ground, flickering with flame.~
~
5 524867 8193
0 0 0 6
20 1 75 0 1750
A
18 5
A
19 5
#1836
flaming baton~
the flaming baton~
A narrow brass cylinder lies on the ground.~
~
9 524867 16385
12 0 0 0
5 1 50 0 1500
A
3 2
A
12 45
A
19 3
#1837
torn parchment~
a torn piece of parchment~
A torn piece of parchment lies curled up on the ground.~
~
2 20 1
40 -1 130 277
1 0 0 0 0
'blindness' 'feebleness' 'unravel defense'
#1838
armory key~
the armory key~
A small bronze key lies here.~
~
18 0 16385
0 0 0 0
2 0 0 50 5
#1839
bracer air~
bracer of air~
This shimmering blue band is empowered with the strength of the four winds.~
~
9 3393 4097
7 0 0 0
1 5 0 0 5000
A
2 2
A
31 1
A
12 20
A
19 2
> wear_prog 10~
if isgood($n)
c fly $n
endif
~
|
#1840
bindings fire~
bindings of fire~
A pair of flaming leg irons scorches the ground.~
~
9 528401 65
11 0 0 0
50 0 50 0 500
A
2 -3
A
12 -20
A
14 -200
A
18 -2
A
19 4
#1841
tapestry city brass~
a tapestry~
A tapestry on the south wall depicts the City of Brass, in a sea of fire.~
~
12 0 0
0 0 0 0
1 0 0 0 0
E
tapestry city brass~
The entire city is fashioned from the alloy that is its namesake; it
reflects the heat of the flames with an almost eerie beauty.
~
#1842
tapestry city brass~
a tapestry~
A tapestry on the north wall bars exit from this room.~
~
12 0 0
0 0 0 0
1 0 0 0 0
E
tapestry city brass~
The entire city is fashioned from the alloy that is its namesake; it
reflects the heat of the flames with an almost eerie beauty.
~
#1843
wand fire baton~
a wand of fire~
A metal baton has been dropped here.~
~
3 524353 16385
30 12 12 -1
1 2 50 0 2500
'fireball'
A
12 75
#1844
robe flame~
flame robe~
A fiery garment burns the very air around it.~
~
9 8487425 1025
11 0 0 0
8 7 50 0 7500
A
12 100
A
27 1
> wear_prog 5~
if isgood($n)
else
c fireshield $n
endif
~
|
#1845
bag holding~
a bag of holding~
A magical pouch stuffed with all manner of items lies here.~
~
15 64 1
150 5 -1 0
4 1 50 0 1500
#1846
elixir fire~
elixir of fire~
A smoldering brew bubbles ominously...~
~
10 67 1
40 -1 134 37
3 0 50 0 500
'fireball' 'fireshield' 'blazeward'
> use_prog 100~
mea $n _red You are engulfed in flame!
~
|
#1847
brass gauntlets~
brass gauntlets~
A pair of gauntlets made from a shiny yellowish alloy glint in the light.~
~
9 524288 129
7 0 0 0
5 1 50 0 1500
A
19 4
#1848
brass leggings~
brass leggings~
A pair of leggings made from a shiny yellowish alloy glint in the light.~
~
9 524288 33
7 0 0 0
5 1 50 0 1500
A
18 1
A
19 1
#1849
brass plate~
brass plate~
A sheet of brass plate lies on the ground.~
~
9 524288 9
7 0 0 0
20 2 43 0 2430
A
18 4
A
12 60
#1850
brass boots~
brass boots~
A pair of shiny brass boots sits here.~
~
9 524288 65
7 0 0 0
5 1 50 0 1500
A
14 75
A
21 -3
#1851
brass helmet~
brass helmet~
A visorless brass helmet rolls about on the ground.~
~
9 524288 17
7 0 0 0
5 1 50 0 1500
A
17 -10
A
4 2
A
12 33
#1852
brass sleeves~
brass sleeves~
A pair of shining brass sleeves hangs from their leather ties.~
~
9 524288 257
7 0 0 0
5 1 50 0 1500
A
2 2
A
31 1
#1853
ember malice~
ember of malice~
A glowing ember radiates an unnatural heat.~
~
1 593 1
0 0 120 0
1 0 5 0 50
A
23 -5
A
24 -5
#1854
robes fiery doom~
dark robes of fiery doom~
A set of dark robes embroidered with images of fire and grinning skulls lies here.~
~
9 16878100 1025 16
11 0 0 0
1 15 75 0 15750
A
1 1
A
2 1
A
13 25
A
12 45
A
19 2
A
23 -3
A
20 -3
#1855
doomstaff staff doom~
Doomstaff~
A blackened metal rod covered in dark runes hums with a dim malevolence.~
~
4 17402455 16385
40 10 10 -1
5 75 0 0 75000
'gasbreath'
A
13 50
A
12 50
#1856
serrated knife~
a serrated knife~
This short, but nasty blade is stained with blood.~
~
5 0 8193
0 0 0 1
1 0 5 0 50
#1857
fang dagger~
Fang~
A wicked dagger roughly eighteen inches long drips blood and venom.~
~
5 67635792 8193
0 0 0 11
3 5 64 0 5640
A
2 2
A
13 25
A
18 7
A
19 5
#1858
studded leather armor~
studded leather armor~
A suit of studded leather armor stained with blood lies here.~
~
9 0 9
7 0 0 0
10 0 5 0 50
#1859
boots stealth~
boots of stealth~
These black boots are of unknown origin.~
~
9 36 65
5 0 0 0
1 0 15 0 150
A
2 1
A
26 32768
#1860
mug ale~
a mug of ale~
This steel tankard would make a powerful bludgeoning weapon.~
~
5 524288 8193
0 0 0 8
4 0 0 50 5
A
19 5
#1861
death touch x'ora~
the death touch of X'ora~
A skeletal hand lies clawed on the ground.~
~
5 2646 8193
0 0 0 5
1 0 75 0 750
A
1 1
A
5 -1
A
13 40
A
12 40
A
18 7
A
19 7
A
24 -3
#1862
cowl x'ora black~
the cowl of X'ora~
A black pile of fabric covered with silvery runes lies here.~
~
9 16878160 17
9 0 0 0
1 1 50 33 1503
A
3 2
A
12 75
A
13 25
A
19 2
A
19 24
A
17 15
A
13 100
#1863
spear long~
a long spear~
This sharpened piece of wood is nearly eleven feet long.~
~
5 262144 8193
0 0 0 2
6 0 0 60 6
#1864
bark armor~
armor of bark~
A suit of bark armor crafted by treemen lies here.~
~
9 262144 9
40 50 0 0
10 0 0 60 6
A
17 -12
A
13 20
A
18 2
A
19 2
A
29 1
A
18 20
A
13 120
A
56 91
#1865
wood brooch~
wood brooch~
A strangely significant scrap of timber shimmers into view.~
~
9 8896608 5
9 0 0 0
1 0 0 0 0
A
4 2
A
12 35
A
27 1
#0
#ROOMS
#1800
A Narrow Inlet~
Finding a gap in the reef that surrounds the isle is difficult but not
impossible; presently you are able to negotiate through a small inlet,
and enter the shallow waters that lie between the sandy shores of the
jungle-covered island and the reef. A large smoking volcano soars up
from the center of the isle, spewing black smoke and ash. Most of it
does not land on the island, and is instead carried far out to sea. A
definite sense of foreboding is gripping you, as you near the isle, as
if something were horribly wrong.
~
0 2097152 7
D2
~
~
0 -1 40136
D3
~
~
0 -1 1801
S
#1801
Approaching the Shore~
You cruise along the coast, searching for an appropriate place to set
ashore. As you do, your mind wanders, and you recall the many rumors
spoken in hushed whispers in taverns from Freeport to Irilian, of the
dark and mysterious Island of the Dead, where strange magicks cast by
dark priests have transformed a peaceful isle of natives to a haven
of zombies, who aid the priests in gaining new victims for their dark
rituals. Previously you had dismissed such rumors as irrational and
superstitious, but as you approach this volcanic island, you begin to
harbor doubts.
~
0 2097152 7
D1
~
~
0 -1 1800
D3
~
~
0 -1 1802
S
#1802
Preparing to Set Ashore~
At last you find an even stretch of black volcanic sand, where you may
safely set ashore. You see natives wandering the beaches, strangely
enough they don't appear to have noticed your arrival. In fact, they
don't appear to be noticing much of anything. Plumes of smoke obscure
your vision upwards, rising from the volcano to the north. Something
is definitely amiss here; despite the crystal clear waters and all the
lush green vegetation, you feel as if you are approaching a graveyard.
~
0 2097152 7
D0
~
~
0 -1 1803
D1
~
~
0 -1 1801
S
#1803
The Lonely Shore~
The black sand is warm underfoot, even through your boots, and sweat
beads on your brow as you stride up onto the beach. A series of white
skulls, bleached by the sun, sit on wooden posts to either side, as
a grim warning of some sort. You had heard that the natives of these
waters were friendly; evidently this particular group doesn't appear
to fall under that classification. Shrieking birds of prey circle far
overhead, as if expecting an imminent feast. The shore stretches far
to the east and west, circling the small island.
~
0 2097152 2
D1
~
~
0 -1 1810
D2
~
~
0 -1 1802
D3
~
~
0 -1 1804
S
#1804
The Sandy Shore~
The soft sand crunches underfoot, laden as it is with tiny chunks of
pumice and crushed seashell, plus what you suspect is bone; fragments
left behind as if after the feast of some animal capable of rending
and crushing a soul's body to pulp. Natives can be seen to either side
though they for the most part ignore you. Despite the vacant stares of
the natives, they are not silent; strange mumblings and the sound of
jungle drums can be heard all around. The effect is disconcerting, to
say the least.
~
0 2097156 2
D1
~
~
0 -1 1803
D7
~
~
0 -1 1805
S
#1805
A Small Path Presents Itself...~
At this point a small path has been hacked into the undergrowth to
the north, the only one you have seen along this side of the beach
from the landing point. Footprints, some even booted, lead both to
and from this hut; perhaps there you will find some answers. Would
it have been that someone had visited this isle before you, they may
well have established a base of operations, for trade or exploration.
~
0 2097152 2
D0
~
~
0 -1 1806
D3
~
~
0 -1 1808
D8
~
~
0 -1 1804
> rand_prog 33~
mpe _gre Jungle drums beat a rhythmic tattoo.
~
|
S
#1806
Outside a Small Hut~
Plunging into the jungle, you have to constantly pause to swat at the
hordes of stinging, biting insects that swarm about you, disturbed
and subsequently excited by your unexpected arrival. Evidently those
native to this island provide little blood, for they seem incredibly
eager to feed on yours. Stumbling northward, you suddenly spot a hut
of wood to the east, its door closed, and overgrown with weeds, which
also cover the single window. The ground underfoot is soggy, and you
notice with a slight degree of alarm that you have sunk ankle deep in
the marshy ground.
~
0 2097152 3
D1
~
~
3 -1 1807
D2
~
~
0 -1 1805
R D 0 1806 1 1
S
#1807
A Bloody Scene~
An absolutely disgusting stench is unleashed as you force your way
into the hut. Piled around the smashed and broken furniture are a
number of corpses, clad in the tattered remains of the unmistakable
colors of the Emperor. An Imperial party here, on business of trade
or exploration, or perhaps something else? At any rate, most of the
bodies bear horrid bite marks, wounds inflicted by ravenous carnivore
in a fit of bloodlust. Someone dragged them here, then neglected to
bury them, hence the stench. Gagging, you attempt to see what else is
in this death pit, noticing only a single bed has escaped the damage.
~
0 2097161 0
D3
~
~
3 -1 1806
R M 0 1800 1 1807
R G 1 1801 1
R O 0 1800 1 1807
R P 0 1802 1 1800
R D 0 1807 3 1
S
#1808
The Shoreline~
The sand here, as in many other parts, is marked by footprints, human
tracks made by barefoot natives for the most part, though their gait
appears unusually dragging, as if they shuffled everywhere. Certainly
not a practical way to travel. More skulls on stakes decorate this
section of the shore, grinning out to sea. Flies and mosquitoes swarm
about them, seeking the flesh that has long since been stripped away.
Disappointed, they settle instead on you.
~
0 2097152 2
D1
~
~
0 -1 1805
D7
~
~
0 -1 1809
> entry_prog 100~
mea $n _red Swarms of biting insects fly all around you!
~
|
S
#1809
An Impassable Cliff~
The beach ends suddenly as it rounds the bend, ending at an impassable
wall of black stone, that stretches upwards as far as you can see,
disappearing into the perpetual cloud of black volcanic smoke that
covers the island. The cliff face is sheer and devoid of any sort of
hand or footholds whatsoever; scaling it is out of the question. At this
point, you would rather not risk flying upwards either, who knows what may
lurk up there.
~
0 2097152 2
D4
~
~
64 -1 1838
D8
~
~
0 -1 1808
R M 0 1801 7 1809
R E 1 1814 1 7
R M 0 1801 7 1809
R E 1 1814 1 7
S
#1810
The Sandy Shore~
Proceeding eastward, you skirt the beach, looking for any gaps in the
thick jungle to the north which may allow you to proceed inland. All
these natives must live somewhere, surely. You see no canoes, on the
shore or in the water, yet you had heard that fishing was the center
of the village economies of this region. Another curiosity revealed,
though the rather disturbing look in the eyes of the locals is proving
to be rather distracting.
~
0 2097152 2
D1
~
~
0 -1 1811
D3
~
~
0 -1 1803
R M 0 1801 7 1810
R E 1 1814 1 7
S
#1811
A Break in the Jungle~
At this point you notice a break in the trees, to the north, where you
could head inland should you wish to. No tracks approach this small gap;
it appears the locals deliberately steer well clear, even in their near
death states. The coastline bends to the northeast, you cannot see around
the bend and don't know what to expect.
~
0 2097152 2
D0
~
~
16777216 -1 1812
D3
~
~
0 -1 1810
D6
~
~
0 -1 1813
S
#1812
A Small Clearing~
The opening marks the start of a path, that proceeds for a short distance
to the north, where it ends in a small clearing. The sand here has been
disturbed recently, marked by the claws of some large beast, which has
evidently then burrowed into the sand nearby. The clearing itself shows
no other signs of recent intrusion; perhaps the giant pools of quicksand
that surround it are part of the reason it is avoided...
~
0 2097152 2
D0
It would mean certain death to continue.
~
~
0 -1 1820
D1
It would mean certain death to continue.
~
~
0 -1 1820
D2
~
~
0 -1 1811
D3
It would mean certain death to continue.
~
~
0 -1 1820
R M 0 1809 1 1812
S
#1813
The Sandy Shore~
The beach continues, boasting only the occasional zombie native, who
only barely seem to register your presence. Far to the northeast, a
short distance out to sea, you think you can see the broken hull of
a ship, wrecked on the reef you found so difficult to negotiate. This
vessel does not bear imperial markings, at least none visible from this
point; it is probably a merchantman, or a pirate ship, shipwrecked as
they attempted to reach (or escape) this volcanic isle.
~
0 2097152 2
D0
~
~
0 -1 1814
D9
~
~
0 -1 1811
R M 0 1801 7 1813
R E 1 1814 1 7
R M 0 1801 7 1813
R E 1 1814 1 7
S
#1814
The Sandy Shore~
As you proceed along the beach, the wreck on the reef to the northeast
becomes more visible. A gaping hole can be made out in the hull, which
is half-sunken in the salty water, as high as the tide reaches at this
point on the reef. It appears to be deserted, though for a second you
swore you could see someone moving about on deck, though this could be
just a trick of the light.
~
0 2097152 2
D0
~
~
0 -1 1815
D2
~
~
0 -1 1813
R O 0 1803 1 1814
S
#1815
Another Break in the Jungle~
The foilage to the west boasts another break at this stage, opening
onto a relatively broad and even path that runs due west towards the
base of the great volcano that forms the basis of this island. Blood
stains the ground here, and you see signs of numerous bodies having
been dragged westward, and recently too. The branches near the trail
entrance have all been broken back, as if by the passage of a beast
much larger than the locals. A thick, ropelike vine dangles from one
of the trees, disappearing into the leafy foliage.
~
0 2097152 2
D0
~
~
0 -1 1816
D2
~
~
0 -1 1814
D3
~
~
16777216 -1 1818
D4
~
~
2176 -1 1871
> rand_prog 50~
mpe Strange animal cries cut through the humid air.
~
|
S
#1816
A Sandbar~
At this point the beach boasts a new feature; a sandbar, visible just
beneath the surface of the water, heading east towards the reef, and
incidentally offering a safe way to approach the wreck that sits on
the reef like a giant wooden skeleton. To enter the water at any of
the other points invites the possibility of shark attack; here they
are unlikely to bother you, for they avoid shallow water.
~
0 2097152 2
D1
~
~
0 -1 1836
D2
~
~
0 -1 1815
D7
~
~
0 -1 1817
S
#1817
The Cliff Face~
The beach ends suddenly here, at an impassable sheer cliff face, which
boasts no gaps or spaces to facilitate climbing. It soars as high as
you can see, before disappearing into the black clouds that cover the
island near the peak of the volcano, and spread outwards, like a dark
influence shadowing the island. It would be foolhardy to risk flying up
without knowing what may lie in wait.
~
0 2097152 2
D4
~
~
64 -1 1838
D8
~
~
0 -1 1816
R M 0 1801 7 1817
R E 1 1814 1 7
R M 0 1801 7 1817
R E 1 1814 1 7
S
#1818
Heading Inland~
The path runs west, heading directly towards the center of this dark
and evil island. Grinning skulls dangle from vines looped around low
hanging tree branches, some of them still covered in a layer of blood
red skin, to which flies swarm. Rotting eyeballs glare at all who pass
by; the effect is quite disturbing. Low growls and strange cries echo
all around you, as you push forwards, made by unseen creatures. Their
motives cannot be benign, though none have as yet moved against you.
~
0 2097152 2
D1
~
~
0 -1 1815
D3
~
~
0 -1 1819
S
#1819
Approaching the Volcano~
The path opens onto a rocky trail here, devoid of vegetation; it has
recently been burned back, and replaced by a series of wooden stakes,
from which skinned humans dangle, suspended by their ankles, which
have had holes bored through them, so as to allow for leather thongs
to be passed through, to support the body while it was skinned. From
the pained expressions on what is left of their faces, it seems this
was all carried out while these men and women were still alive. Vile
odors mingle here, of sweat, blood and urine, as well as the distinct
stench of fear. You aren't sure that doesn't issue from you.
~
0 2097152 4
D0
Do not proceed if you are under level 20!
~
~
0 -1 1858
D1
~
~
0 -1 1818
D4
Do not proceed if you are under level 25!
~
~
128 -1 1821
R M 0 1811 1 1819
R E 1 1816 1 19
R E 1 1817 1 13
R E 1 1818 1 6
R E 1 1819 1 16
R E 1 1820 1 18
S
#1820
Quicksand!~
As you take your first few steps into the quicksand, you quickly realize
your mistake. Struggling, you attempt to reverse your course, only to
find yourself further mired, and sinking deeper. As the quicksand begins
to rise above your waist, you start to wonder if anyone will ever find
your body, as it sinks without a trace into this deadly trap.
~
0 1056775 2
S
#1821
Ascending the Volcano~
Clambering up the steep slope of the black mountain, you stumble more
than once, barking your shins painfully on the outcroppings of rock
that sprout randomly from the volcano. Deep grooves in the rock mark
where the lava has melted softer rock, after countless eruptions. Above,
the sky is filled with dark clouds of ash, which even here chokes you as
you inadvertently inhale some. The rock is warm underfoot, though as yet
not uncomfortably so.
~
0 3153920 5
D4
~
~
128 -1 1839
D5
~
~
128 -1 1819
S
#1822
On Board the Esperanza~
Water has poured in through the hole, partially flooding the cargo
hold of this merchantman, ruining what little cargo was stored here.
Sodden sacks of grain lie split open by rats, while splintered wood
floats on the surface, along with a slick of alcohol from shattered
tuns of rum and ale. The air stinks of mold and dampness, as well as
death. You can proceed north or south into the belowdecks section. A
large hole in the roof here opens onto the deck above; the rope ladder
that once allowed crew to pass up and down lies in the corner.
~
0 1056777 6
D0
~
~
0 -1 1823
D2
~
~
0 -1 1827
D3
~
~
16777216 -1 1837
D4
~
~
64 -1 1829
S
#1823
Approaching the Bow~
A corridor runs north here, rising slightly as it leaves the water and
waste behind. Light filters in dimly from the south, though it is quite
insufficient to see by. The ship creaks as you move forward, shifting
slightly on the reef, though from what you saw outside there is little
risk of it sliding off; it is well wedged on the source of its doom.
~
0 1056777 6
D0
~
~
0 -1 1824
D2
~
~
0 -1 1822
S
#1824
The Staterooms~
The corridor ends here, before two doors to the east and west, sealed
shut by moisture, as well as corroded locks, on the outside; it seems
that whoever was quartered within wasn't staying willingly. Perhaps
this ship was a vessel of piracy after all. The water here is only up
to your ankles, and provides little impediment to travel. It now seems
likely that this ship specialized in kidnapping for ransom, and thus its
fate seems less of a tragedy.
~
0 1056777 6
D1
~
~
39 -1 1826
D2
~
~
0 -1 1823
D3
~
~
39 -1 1825
R D 0 1824 1 2
R D 0 1824 3 2
S
#1825
An Ungodly Fate~
This squalid room quartered a naive young nobleman, duped and robbed
by the dark captain of this vessel; as you proceed into the ship you
become gladder and gladder that this vermin was destroyed... or was
he? Already it has become evident that the evil magicks of the isle
have worked their foulness on those on this doomed vessel.
~
0 1056777 0
D1
~
~
39 -1 1824
R M 0 1806 1 1825
R E 1 1809 1 19
R D 0 1825 1 2
S
#1826
A Stateroom~
The inhabitant of this room was a pretty young woman named Esmerelda,
who had booked passage with the villainous Vega, unaware of his scam,
which was to take on board wealthy passengers and then rob them or
hold them for ransom, and usually killing them in the most painful way
possible. Esmerelda never did get to her mother, but Vega shared her fate
here on the Esperanza.
~
0 1056777 0
D3
~
~
39 -1 1824
R M 0 1807 1 1826
R E 1 1810 1 3
R E 1 1811 1 9
R M 0 1808 3 1826
R M 0 1808 3 1826
R M 0 1808 3 1826
R D 0 1826 3 2
S
#1827
The Cargo Hold~
The ship slopes downwards here, due to the angle of the ship on the
reef, and you find yourself thigh deep in sea water, which has passed
into the merchantman through a series of breaches where the coral has
torn the wood like flimsy cloth. The ship creaks as the waves splash
against it. Various debris litters the water, flotsam and jetsam from
the merchantman, consisting mostly of splintered wood and sailcloth.
~
0 1056777 7
D0
~
~
0 -1 1822
D2
~
~
16777216 -1 1828
R M 0 1805 3 1827
R M 0 1805 3 1827
R M 0 1805 3 1827
> rand_prog 33~
mpe _lbl Water seeps in through cracks in the hull.
~
|
S
#1828
The Cargo Hold~
The stern of the ship is almost completely submerged; here it is not
possible to continue without immersing yourself in the water. The
gloom makes it hard to see very far in the hold, and you hope that
some marine predator has not managed to pass into the ship and make
a nest here, feeding on the senseless zombie crew.
~
0 1056777 8
D0
~
~
0 -1 1827
R M 0 1813 1 1828
R G 1 1828 1
R O 0 1827 1 1828
R P 0 1829 1 1827
> rand_prog 33~
mpe _lbl Water seeps in through cracks in the hull.
~
|
S
#1829
On the Deck of the Esperanza~
The deck of the Esperanza is in poor condition indeed; listing to one
side, most of the items stored here have slid to the port side, near
the gaping hole in the keel, and the decks, badly in need of swabbing,
are difficult to walk upon. The mainmast was brought down by a storm
during the wreck, and washed out to see. Only a splintered stump is
left of this integral nautical device. The ship creaks as waves drive
it further onto the unforgiving reef.
~
0 1056768 1
D0
~
~
0 -1 1830
D2
~
~
0 -1 1832
D5
~
~
16777280 -1 1822
R M 0 1804 3 1829
R M 0 1804 3 1829
R M 0 1804 3 1829
S
#1830
The Wheel~
A splintered strip of wood once held the wheel of the merchantman, it
too having been destroyed during the wreck. Piles of rope lie around
the foredeck, left uncoiled by the undead crew. A living captain would
be livid at the poor state of this ship, which while holed would still
be salvageable. The crew should have applied canvas and tar to the hole
and escaped; instead the island's dark sorcery enthralled them.
~
0 1056768 1
D0
~
~
0 -1 1831
D2
~
~
0 -1 1829
D5
~
~
16777280 -1 1837
R M 0 1810 1 1830
R E 1 1812 1 11
R E 1 1813 1 6
S
#1831
The Bow of the Esperanza~
The bowsprit was torn from the merchantman during the wreck, and now
a gaping hole in the rail lies to the west, through which you can see
the surf churn about the treacherous reef. The Esperanza certainly is
not the first ship to run afoul of a reef, which are common hazards to
shipping. But it is certainly one of the first to sport a crew composed
entirely of undead after the event.
~
0 1056768 1
D2
~
~
0 -1 1830
S
#1832
Amidships~
At this point a set of steps leads to the upper deck that fills the
stern, while directly to the south a door leads to, presumably, the
captain's quarters and ready room. Shattered bone and wood litter
the decks, which are thickly encrusted with salt. The air is fouled
despite the bracing sea breeze; a perpetual stench of decay haunts
this cursed ship like its undead crew.
~
0 1056768 1
D0
~
~
0 -1 1829
D2
~
~
16777219 -1 1833
D4
~
~
0 -1 1834
R D 0 1832 2 1
S
#1833
The Fate of Captain Vega~
A flickering lantern casts sporadic light on the messy interior of this
room. A table littered with food and maps rests near the port side,
where it slid to when the ship listed. An unmade bed covered in bloody
prints marks where recent 'guests' of the captain attempted to flee to
as he cut them down, for a porthole sits ajar above the bed. Not even a
halfling could hope to fit through that tiny gap, though. The floor is
covered with broken glass, which crunches underfoot as you proceed quite
cautiously into this realm of the ship's dark master.
~
0 1056776 0
D0
~
~
3 -1 1832
R M 0 1802 1 1833
R E 0 1805 1 3
R E 0 1804 1 14
R E 0 1806 1 16
R E 0 1805 1 4
R E 0 1804 1 15
R D 0 1833 0 1
S
#1834
The Poop Deck~
The stairs end a short distance upwards, at the poop deck, most of which
was demolished by the falling mizzenmast. The deck is strewn with torn
sailcloth and splintered wood, soaked with liberal amounts of blood and
gore. A mighty battle took place here, between those few crew who had
managed to resist the transformation, and those who had become zombies.
The outcome of this battle is obvious.
~
0 1056768 1
D2
~
~
0 -1 1835
D5
~
~
0 -1 1832
S
#1835
The Poop Deck~
The stern of the ship is here, where the poop deck ends; peering over
the edge you can see the waves washing around the wreck and over the
reef, which is barely visible in the churning brine. Splinters of wood
are torn from the ship at random intervals, and washed onto the shore
some distance away. You can see far across the island from here, and
note a path near the sandbar which heads inland to the base of the ash
spewing volcano.
~
0 1056768 1
D0
~
~
0 -1 1834
R M 0 1803 1 1835
R E 1 1807 1 7
R E 1 1808 1 13
R E 1 1830 1 16
S
#1836
The Sandbar~
Splashing through the surf, you head out to sea, walking along the
sandbar, which is narrower than you thought. Dark shapes move like
shadows through the water on either side; occasionally one will come
to the surface, and a great fin will break the water, creating a wake
as it carves the salty ocean like a knife. Small currents tug at you
as if the ocean itself sought to sweep you to your doom. To the east,
the hulk looms, like a black stain on the pristine beauty of the reef.
~
0 2097152 6
D1
~
~
0 -1 1837
D3
~
~
0 -1 1816
S
#1837
A Gaping Hole~
The sandbar ends here, at the reef, where the ship was swept sideways
by the cruel sea to its fate, holed and stranded here. A large chunk
of coral gouged a gaping hole, which affords the only plausible way
to enter the ship; the deck is too high to reach from here, by normal
means at any rate. Large black rats can be seen scurrying about inside
even from here. Peeled paint near the bowsprit reads- "Esperanza".
~
0 2097152 6
D1
~
~
0 -1 1822
D3
~
~
0 -1 1836
D4
~
~
64 -1 1830
S
#1838
Into the Darkness~
As you fly upwards, you disappear into the black clouds of ash that
pour from the gaping wound that is the volcano. Once within the dark
clouds, your visibility is reduced to almost nothing, as is your air;
you cannot possibly breathe this ash. Flailing about, you attempt to
clear the ash clouds, but are saved from a death from asphyxiation by
a taloned claw, that reaches out of the darkness and snares your form
and flings it into a waiting maw, where it is quickly devoured.
~
0 1056775 9
S
#1839
An Opening in the Volcano~
At this point in your ascent you spy a cave opening in the face of the
black volcanic mountain. This gap has been carved from the layers of
dried lava, and opens onto a natural lava tunnel, which disappears in
the distance, lit sporadically by burning torches. The air reeks of
sulfur and brimstone, and other substances, volcanic gases.
~
0 2097152 5
D3
~
~
0 -1 1840
D4
~
~
128 -1 1855
D5
~
~
128 -1 1821
S
#1840
A Lava Tunnel~
This natural formation in the porous volcano has been modified by
unknown engineers to suit the needs of the foul forces that now
reside in this peak. While the shape of the tunnel has been left
largely unmodified, several bronze doors have been added, visible
on both sides to the west, which presumably open onto chambers that
have been carved from the soft rock.
~
0 2097160 0
D1
~
~
16777216 -1 1839
D3
~
~
0 -1 1841
S
#1841
A Lava Tunnel~
Guttering torches cast looming shadows of you as you pass, the shadows
seeming to move of their own will in the flickering light. The air is
hot and still, and soon you are sweating profusely and begin to feel
dehydrated. How could living creatures stand to live in such a largely
inhospitable environment? At this point a bronze door is set north of
the tunnel.
~
0 2097160 0
D0
~
~
3 -1 1842
D1
~
~
0 -1 1840
D3
~
~
0 -1 1843
R M 0 1814 3 1841
R E 1 1831 1 5
R E 1 1832 1 7
R E 1 1833 1 20
R E 1 1834 1 16
R E 1 1838 1 17
R E 1 1853 1 0
R D 0 1841 0 1
S
#1842
A Storage Room~
Sacks of grain and barrels of water and wine fill this chamber, doubtless
stolen from shipwrecked merchants or pirates. These supplies are being
stockpiled as if to provide provisions for a large force on the march; it
would seem the dark masters of this domain have imminent plans to expand
their malevolent magical operations. Zombies would have little need of
food or drink; apparently they have many henchmen that still live.
~
0 2097160 0
D2
~
~
3 -1 1841
R O 0 1837 1 1842
R D 0 1842 2 1
S
#1843
A Lava Tunnel~
Onwards the tunnel continues, heading steadily deeper into the volcano's
fiery heart, though the tunnel does not ascend or descend noticeably. A
junction is visible west of here, and you can also see several armored men
moving about; this place is heavily guarded, almost as if those in command
were fully expecting intruders. A second bronze portal draws your eye; this
one is set in the south wall.
~
0 2097160 0
D1
~
~
0 -1 1841
D2
~
~
7 -1 1844
D3
~
~
0 -1 1845
R D 0 1843 2 2
S
#1844
The Armory~
This room is filled with wooden racks, from which several rather vicious
looking weapons and sturdy suits of metal armor hang. The guards that
you encountered must draw their attire from this place; the large gaps
in the racks show where such items have been removed recently. Most of
them have been newly forged; they must have the services of a skilled
smith.
~
0 2097160 0
D0
~
~
7 -1 1843
R O 0 1831 1 1844
R O 0 1832 1 1844
R O 0 1834 1 1844
R D 0 1844 0 2
S
#1845
A Junction~
Several tunnels converge here, the ones to the north and east running
past numerous doors as far as you can see, while the one to the west
ends a short distance at a bronze door covered in indistinguishable
runes, although they do appear to be a dire warning! The air is thick
with smoke, and the stench of sulfur is strong. Most of it appears to
issue forth from behind the door to the west...
~
0 2097160 0
D0
~
~
0 -1 1848
D1
~
~
0 -1 1843
D3
~
~
3 -1 1846
R M 0 1814 3 1845
R E 1 1831 1 5
R E 1 1832 1 7
R E 1 1833 1 20
R E 1 1834 1 16
R E 1 1838 1 17
R E 1 1853 1 0
R D 0 1845 3 1
S
#1846
Chambers of the Envoy~
This room has been decorated to resemble a fiery pit; in hell itself
perhaps, or more likely the elemental plane of fire, the home plane
of the primeval forces the dark priests of this island worship. Bronze
fittings shimmer in the heat from blazing fires in braziers, while the
walls are covered with long tapestries, many depicting the legendary
City of Brass, capital of the efreet.
~
0 2097160 0
D1
~
~
3 -1 1845
D2
~
tapestry~
1035 -1 1847
R M 0 1816 1 1846
R E 1 1835 1 16
R E 1 1836 1 17
R E 1 1853 1 0
R O 0 1841 1 1846
R D 0 1846 1 1
R D 0 1846 2 1
S
#1847
A Solitary Cell~
Behind the tapestry is secreted a tiny chamber, with barely enough room
for the inhabitant and his gaoler, the efreet. The walls are bare stone
and devoid of decorations, save for the tapestry to the north which is
the door to this room. The air is hot, and still, and must be unpleasant
to its unwilling inhabitant.
~
0 1056777 0
D0
~
tapestry~
1035 -1 1846
R M 0 1817 1 1847
R E 0 1839 1 14
R E 0 1839 1 15
R E 0 1840 1 8
R O 0 1842 1 1847
R D 0 1847 0 1
S
#1848
The Lava Tunnel~
This section of tunnel runs between two bends in the passages that run
through the top third of the volcano. Shadowy shapes can be made out
at the periphery of your vision, disappearing from sight when you spin
round to confront them. Only the aggressive guards, screaming curses
and drooling insanely, appear to be real. The walls are lined with a
large number of iron cressets, the light and heat from the torches at
times overpowering.
~
0 2097160 0
D0
~
~
0 -1 1849
D2
~
~
0 -1 1845
S
#1849
A Bend in the Tunnel~
The tunnel bends sharply to the west here, at a point where a large
bronze trapdoor is set in the floor. No markings can be seen, so it
is impossible to guess at what may lie below. It would be fair for
one to assume prudence would be the best choice, for if the hordes
of zombies and savages that inhabit this fell lair are any indication,
whatever lies below will most likely not be benign.
~
0 2097160 0
D2
~
~
0 -1 1848
D3
~
~
0 -1 1851
D5
~
trapdoor~
3 -1 1850
R M 0 1814 3 1849
R E 1 1831 1 5
R E 1 1832 1 7
R E 1 1833 1 20
R E 1 1834 1 16
R E 1 1838 1 17
R E 1 1853 1 0
R D 0 1849 5 1
S
#1850
A Fiery Pit~
A wave of heat greets you as you shove the trapdoor open. A set of
stone steps descends into a pit that is for the most part aflame;
the floor is covered with glowing embers, while jets of flame burst
from holes in the walls at sporadic intervals. But this deathly hot
pit is not a torture chamber; it is the home of creatures who find
this environment as pleasing as your own home is to you.
~
0 1056776 0
D4
~
trapdoor~
3 -1 1849
R M 0 1818 3 1850
R M 0 1818 3 1850
R M 0 1818 3 1850
R D 0 1850 4 1
> entry_prog 100~
mea $n _red Flames lick at you as you enter!
mpdamage $n 20
~
> rand_prog 100~
if ispc($r)
mea $r _red Flames lick at you!
mpdamage $r 20
endif
~
|
S
#1851
The End of the Tunnel~
The tunnel ends here, before three bronze doors, each bearing the rune
for fire, flanked by an unrecognizable series of runes unique to this
cult, which mark the function of those who reside beyond the portals.
At a guess, you would say the runes to the west seemed to be the most
dire, while those to the south resemble runes found on dwarven armor.
The runes to the north are totally unrecognizable.
~
0 2097160 0
D0
~
~
3 -1 1852
D1
~
~
0 -1 1849
D2
~
~
3 -1 1853
D3
~
~
3 -1 1854
R M 0 1821 1 1851
R E 1 1849 1 5
R E 1 1847 1 9
R E 1 1848 1 7
R E 1 1850 1 8
R E 1 1851 1 6
R E 1 1852 1 10
R D 0 1851 0 1
R D 0 1851 2 1
R D 0 1851 3 1
S
#1852
Haven of Flame~
This chamber is well furnished, remarkable for this grim lair, sporting
a table, several chairs and a sumptuous divan, flanked by low tables
laden with bowls of lapis-lazuli, which are filled with sweetmeats, and
crystal decanters of fine wines accompany the lavish spread. The roof
boasts an impressive chandelier, doubtless stolen from some shipwrecked
noble's vessel, and the walls are covered in expensive tapestries. The
occupant of this chamber certainly enjoys his creature comforts.
~
0 2097160 0
D2
~
~
3 -1 1851
R M 0 1820 1 1852
R E 1 1843 1 17
R E 1 1844 1 12
R G 1 1845 1
R P 0 1846 1 1845
R D 0 1852 2 1
S
#1853
The Smithy~
Normally the heat of a smithy would be unbearable compared to the
climate without, especially in the northern regions of the Empire
from whence you hail. But in this place the fiery forge seems to
be almost cool; in a volcano where the ambient temperature can
soar to several thousand degrees, a bed of coals is nothing. What
smith works here is skilled, but doesn't seem to take care of what
he does; weapons lie strewn across the floor, many of them similar
to those used by the cult guardians.
~
0 2097160 0
D0
~
~
3 -1 1851
R M 0 1819 1 1853
R D 0 1853 0 1
S
#1854
A Fiery Altar~
This chamber is bare, totally devoid of furnishings save for a small
stone altar, which is wreathed in a bluish flame that radiates not
heat but cold, a result of the merging between the cult of fire and
their dark allies in the death cult of X'ora. The entire room is as
cold as the grave, yet at the same time you do not shiver; it is as
if some internal heat warmed you from within, uncomfortably so. The
whole experience is quite unpleasant.
~
0 2097160 0
D1
~
~
3 -1 1851
R M 0 1815 1 1854
R D 0 1854 1 1
S
#1855
Ascending the Volcano~
Onwards you climb, sweating profusely as you pass the cave entrance
below, the last refuge before you reach the summit, which still seems
to be far, far away. Birds of prey circle far above you, awaiting the
opportunity to peck at your corpse should you fall from the mountain
and strike the rocks below, as so many before you have done. Cawing,
they are yet another unpleasant element in what is already a rather
dispiriting adventure.
~
0 2097152 5
D4
~
~
128 -1 1856
D5
~
~
128 -1 1839
S
#1856
Ascending the Volcano~
Clambering over the skeleton of a deceased adventurer whose bones were
picked clean by the carrion birds, you find yourself at the base of a
stair, of obsidian, cut from the side of the volcano. Burning torches
are set every few feet, perched atop grinning human and orcish skulls,
the protruding tusks of the latter appearing more gruesome in death
than they were in life. The air is still, and hot, and waves of fiery
heat are accompanied by a growing premonition of dread. Your head is
aching unbearably, and you suspect it has little to do with the heat.
~
0 2097152 5
D4
~
~
128 -1 1857
D5
~
~
128 -1 1855
S
#1857
The Peak of the Fiery Mountain~
The stairs end at the lip of the volcano. A large obsidian altar rests
here, on a broad ledge, from which sacrificial victims are hurled into
the fiery heart of the volcano, which lies to the west. Clouds of ash
and smoke billow from the cone, choking you as you struggle in fierce
winds that threaten to sweep you from this rocky aerie. The torches of
skulls that surround you somehow manage to stay lit, despite the smoke
and wind, and burn fiercely. Howls and shrieks echo around the mouth
of the volcano, and you think you can see some sort of flickering flame
dancing high above the volcano, cavorting in the waves of heat.
~
0 2097152 5
D3
~
~
0 -1 1899
D5
~
~
128 -1 1856
R M 0 1822 1 1857
R E 1 1854 1 12
R G 1 1855 1
R E 1 1853 1 0
R G 1 1846 1
R E 1 1856 1 16
S
#1858
Circling the Volcano~
Shards of bone litter this path, which is composed for the most part of
pumice of varying sizes, which crunch underfoot as you progress. Staked
heads gape from the stakes they have been impaled upon at various parts
of the route. A vile stench fills the air, mingling with the unpleasant
ash and dust that already assails your nostrils. Despite the tropical
heat, you can feel a definite chill about you.
~
0 2171008 5
D2
~
~
0 -1 1819
D7
~
~
0 -1 1859
> entry_prog 50~
mea $n _lbl A chill passes through you, causing you to shudder.
~
|
S
#1859
Circling the Volcano~
The sense of unease grows as the mounds of human remains pile higher
to either side, obscene cairns to the slain, who perished at the hands
of the dark powers of the island when they failed to co-operate with
the sinister efforts to transform them into mindless undead. Doubtless
the source of the necromantic evils lies near here; this whole place
reeks of decay. It is not possible to further circle the volcano at
this point, as a huge mound of rock bars the way. However, the path
has diverted, heading due north into the jungle, which has been burnt
back either side.
~
0 2171008 5
D0
~
~
0 -1 1860
D8
~
~
0 -1 1858
S
#1860
A Gaping Hole~
The path ends here, a short distance into the burnt back jungle, before
a gaping hole, the sides of which are slick with blood and gore. The
silence is almost deafening in its absoluteness; you try to talk, to
shout, to scream, but not a word passes your lips. Powerful, malignant
magicks are at work here, the powers of the dark gods of all the vile
evils of this world hold sway on this isle.
~
0 2171008 2
D2
~
~
0 -1 1859
D5
~
~
128 -1 1861
> entry_prog 100~
mea $n _red A flaming skull materializes before you!
mea $n _red Opening its mouth wide, it begins a horrid chant...
mea $n _lbl The flaming skull yells 'DEATH AWAITS THEE!'
mea $n _red With a roaring flash, the skull explodes!
~
|
S
#1861
The Pit of Decay~
Gagging, you descend into the pit, the blood smearing your armor as
you pass. Skinned heads hang in bunches from stakes thrust into the
walls of the pit, while the surface below is knee deep in rotting
flesh and splintered bone. Yet still not a sound can be heard, but
this could be a blessing, for it spares you the horrified scream that
at times threatens to erupt from you. Even the darkest of souls could
not help but blanch at this total assault on all that is not dead.
~
0 3219592 0
D2
~
~
0 -1 1862
D4
~
~
16777344 -1 1860
S
#1862
A Dank Tunnel~
Creeping along the earthen tunnel, you have to consciously contort your
body to avoid the clusters of skinned body parts that sway before you
as if caught in some breeze, though the air is still. Sweat beads on
your brow as the intense humidity of this foul den begins to take its
toll, though you still feel as if icy hands were grasping your throat.
What vile manner of beast could possibly lurk in such a place, especially
of its own free will?
~
0 2171017 0
D0
~
~
0 -1 1861
D8
~
~
0 -1 1863
R M 0 1823 4 1862
R E 1 1819 1 16
R E 1 1818 1 6
R E 1 1816 1 19
R E 1 1817 1 13
S
#1863
A Bend in the Passage~
The passage bends sharply here, heading north, while to the south a
stout wooden door has been erected, barring passage in that direction.
Evidently whoever is the fell master of this domain is not entirely
certain of their position of power, or such security measures would be
unnecessary. The door bears no markings or visible locking mechanism.
~
0 2171017 0
D0
~
~
0 -1 1864
D2
~
~
39 -1 1870
D7
~
~
0 -1 1862
R M 0 1823 4 1863
R E 1 1819 1 16
R E 1 1818 1 6
R E 1 1817 1 13
R E 1 1816 1 19
R M 0 1823 4 1863
R E 1 1819 1 16
R E 1 1818 1 6
R E 1 1817 1 13
R E 1 1816 1 19
R D 0 1863 2 2
S
#1864
The Tunnel Continues~
The tunnel bends again here, and again a door is set in the nearby
wall. It would appear not all of the occupants are mindless in this
lair; perhaps not all of them are willing either, though it would be
premature to hope for allies in this literally godsforsaken place. A
shiver runs up and down your spine as you sense the approach of yet
another mindless minion.
~
0 2171017 0
D0
~
~
7 -1 1865
D1
~
~
0 -1 1866
D2
~
~
0 -1 1863
R D 0 1864 0 2
S
#1865
A Dark Chamber~
The sound of your own sharp inhalation as you enter the first room
devoid of body parts is the first indication that you have exited
the pervasive aura of silence that suffuses most of the tunnels in
this lair. The second indication is a gasp as you see a tripwire
running in front of the door, connected to a crossbow set directly
opposite the doorway.
~
0 3153929 0
D2
~
~
7 -1 1864
R M 0 1825 1 1865
R E 1 1857 1 16
R E 1 1858 1 5
R E 1 1859 1 8
R E 1 1860 1 18
R D 0 1865 2 2
> entry_prog 100~
if class($n) == thief
mea $n _lbl Your keenly honed senses and skills allow you to avoid the trap.
else
mea $n _lbl A crossbow shoots across the room, slamming into you!
mpdamage $n 25
endif
~
|
S
#1866
A Perilious Intersection~
Three tunnels converge at this point, marked by three naked human
females that have been crucified to the walls. Each is still barely
alive, their eyes rolling about in their heads, large chunks of skin
torn from their bodies where the zombies have feasted. A dull, deep
throbbing sound, much like a pulsing heart, is audible even in this
field of magical silence, and the victims spasm with each beat. All
three victims have been arranged so that they face the southeast.
Waves of heat and evil are both noticeable from this glowing passage.
~
0 2171017 0
D3
~
~
0 -1 1864
D6
~
~
0 -1 1868
D8
It would be inadvisable to progress there!
~
~
16777216 -1 1867
R M 0 1823 4 1866
R E 1 1818 1 6
R E 1 1819 1 16
R E 1 1817 1 13
R E 1 1816 1 19
> entry_prog 100~
mea $n _lbl Your instincts scream at you to stay clear of the southeast.
~
|
S
#1867
A Grim Fate~
Stepping into this tunnel is like stepping into a furnace. A blistering
heat issues from the redhot walls, searing the flesh from your bones,
though not before the booming pulse becomes loud enough to rupture your
fragile eardrums. Blood spurts from every orifice as an intense pressure
is brought to bear on your burning flesh, and as your head explodes your
limbs are crushed to jelly.
~
0 73871 0
S
#1868
Before the Portal of Bone~
The tunnel ends here, before a door fashioned from the bones of a dozen
victims, of various races. A grinning skull set in the center serves as
the handle, while ribs and femurs form the frame. Flayed hide has been
stretched over parts of the door, and it trembles as you approach, as if
it senses your presence. This would appear to be the core of this grim
lair of the undead.
~
0 2171017 0
D0
~
~
16777217 -1 1869
D9
~
~
0 -1 1866
R D 0 1868 0 0
> entry_prog 100~
if isimmort($n)
else
if level($n) > 30
mea $n _lbl A ghostly voice speaks inside your head.
mea $n _lbl "You have greater challenges to face than this, $n!"
mea $n _whi A blinding flash of light dazzles you, and you are hurled away!
mptrans $n 21001
mpat 0.$n mer 0.$n _whi $n appears suddenly, looking confused.
else
endif
endif
~
|
S
#1869
The Heart of Evil~
Stepping into this fell chamber is like stepping into a beating,
pulsing human heart. The walls shudder and spasm, dripping a dark
red ichor that resembles blood, but is something else, something
much fouler. The lairs of the great Lords of Chaos, from the Priest
King of Xchantharus, to the Necromancer and the legendary Choak
Niglim, all possess a singular trait- their strongholds are often
crafted from living flesh, and writhe disgustingly of their own
accord, bound against their will by the power of Chaos. The death
lich is a mere apprentice to their lofty heights of power, but he
nevertheless is a tough opponent.
~
0 1056841 0
D2
~
~
1 -1 1868
R M 0 1826 1 1869
R E 1 1862 1 6
R E 1 1820 1 16
R D 0 1869 2 0
S
#1870
Chamber of Mutation~
The first realization you have upon entering this room is relief that
the veil clouding both your magic and your vocal chords appears to
have lifted. Unfortunately, this revelation came about as you shrieked
and prepared your magical defenses upon spying the horrid, twisted
occupant of this dark chamber.
~
0 3153929 1
D0
~
~
39 -1 1863
R M 0 1824 1 1870
R D 0 1870 0 2
S
#1871
Climbing the Tree~
Clambering up the thick vine, you are instantly aware of several pairs
of eyes watching you, from the dense, impenetrable foliage. A high
pitched chattering begins nearby; a monkey, perhaps, or one of those
indigenous to this place communicating with his or her fellows? At any
rate, you are certain that this vine has been placed here by design
rather than accident, and that it leads to the lair of some of those
same indigenous peoples.
~
0 2097152 3
D4
~
~
128 -1 1872
D5
~
~
128 -1 1815
S
#1872
Assault from Above~
Nearing the top of the vine, you can make out a wooden platform, that
was not visible from even five feet away, so well-camoflagued it is.
A soft hooting noise, not unlike the owls of your homeland, starts up
now, and you are certain that your progress is being carefully watched,
even prepared for. Feeling increasingly vulnerable hanging from this
vine, you hasten your ascent.
~
0 2097152 3
D4
~
~
128 -1 1873
D5
~
~
128 -1 1871
> entry_prog 50~
mea $n _yel A sharp whistling noise marks the approach of a hurled projectile!
if dex($n) > 15
if rand(75)
mea $n You manage to swing to the left, and the wooden spear hurtles past.
else
mea $n Despite your swift reactions, the spear glances off your shoulder!
mpdamage $n 25
if str($n) > 16
mea $n Fortunately you do not lose your grip.
else
mea $n You cry out, and lose your grip! You plummet downwards...
mptrans $n 1815
mpat 0.$n mea 0.$n You smash into the ground, hard!
mpat 0.$n mer 0.$n $n comes hurtling in from above!
mpat 0.$n mpdamage 0.$n 50
endif
endif
else
if lck($n) > 15
if rand(75)
mea $n Luck shines on you, and the spear misses you by a long shot.
mpforce $n whew
else
mea $n Fortune abandons you; the spear sinks into your chest!
mpdamage $n 50
mea $n You cry out, and lose your grip! You plummet downwards...
mptrans $n 1815
mpat 0.$n mea 0.$n You smash into the ground, hard!
mpat 0.$n mer 0.$n $n comes hurtling in from above!
mpat 0.$n mpdamage 0.$n 50
endif
else
mea $n The spear slams into you, killing you instantly!
mpslay $n
endif
endif
~
|
S
#1873
A Wooden Platform~
The vine terminates at a wooden platform, upon which rest several beds
of moss. A small wooden table, crudely made, bears an earthenware
bowl loaded with berries, an obvious sign of sentient, albeit rather
primitive, habitation. The air is humid, and uncomfortably warm, as
you would expect in this jungle-covered isle.
The platform continues all around, a confusing maze of twisting rope
bridges and tangled vines. Creatures scurry about on all sides of you,
some venturing forth to make contact. The sole possessions you spy
are rude and barely functional; it doesn't appear that you will have
the opportunity to loot much here.
~
0 2097160 0
D0
~
~
0 -1 1877
D1
~
~
0 -1 1874
D5
~
~
16777344 -1 1872
R R 0 1873 3
R M 0 1827 1 1873
R E 1 1863 1 16
R E 1 1864 1 5
S
#1874
A Wooden Platform~
The platform continues all around, a confusing maze of twisting rope
bridges and tangled vines. Creatures scurry about on all sides of you,
some venturing forth to make contact. The sole possessions you spy
are rude and barely functional; it doesn't appear that you will have
the opportunity to loot much here.
~
0 2097160 0
D2
~
~
0 -1 1873
D3
~
~
0 -1 1875
R R 0 1874 3
S
#1875
A Wooden Platform~
The platform continues all around, a confusing maze of twisting rope
bridges and tangled vines. Creatures scurry about on all sides of you,
some venturing forth to make contact. The sole possessions you spy
are rude and barely functional; it doesn't appear that you will have
the opportunity to loot much here.
~
0 2097160 0
D0
~
~
0 -1 1876
D1
~
~
0 -1 1874
R R 0 1875 3
R M 0 1828 4 1875
R E 1 1863 1 16
R E 1 1864 1 5
R M 0 1828 4 1875
R E 1 1863 1 16
R E 1 1864 1 5
S
#1876
A Wooden Platform~
The platform continues all around, a confusing maze of twisting rope
bridges and tangled vines. Creatures scurry about on all sides of you,
some venturing forth to make contact. The sole possessions you spy
are rude and barely functional; it doesn't appear that you will have
the opportunity to loot much here.
~
0 2097160 0
D2
~
~
0 -1 1875
R R 0 1876 3
R M 0 1829 2 1876
R E 1 1864 1 5
R E 1 1865 1 3
S
#1877
A Wooden Platform~
The platform continues all around, a confusing maze of twisting rope
bridges and tangled vines. Creatures scurry about on all sides of you,
some venturing forth to make contact. The sole possessions you spy
are rude and barely functional; it doesn't appear that you will have
the opportunity to loot much here.
~
0 2097160 0
D2
~
~
0 -1 1878
D3
~
~
0 -1 1873
R R 0 1877 3
S
#1878
A Wooden Platform~
The platform continues all around, a confusing maze of twisting rope
bridges and tangled vines. Creatures scurry about on all sides of you,
some venturing forth to make contact. The sole possessions you spy
are rude and barely functional; it doesn't appear that you will have
the opportunity to loot much here.
~
0 2097160 0
D0
~
~
0 -1 1877
D1
~
~
0 -1 1879
R R 0 1878 3
R M 0 1828 4 1878
R E 1 1863 1 16
R E 1 1864 1 5
R M 0 1828 4 1878
R E 1 1863 1 16
R E 1 1864 1 5
S
#1879
A Wooden Platform~
The platform continues all around, a confusing maze of twisting rope
bridges and tangled vines. Creatures scurry about on all sides of you,
some venturing forth to make contact. The sole possessions you spy
are rude and barely functional; it doesn't appear that you will have
the opportunity to loot much here.
~
0 2097160 0
D3
~
~
0 -1 1878
R R 0 1879 3
R M 0 1829 2 1879
R E 1 1865 1 3
R E 1 1864 1 5
S
#1880
the island~
you are entering a big island surrounded by a reef, a big island..
you can hear some weird scary drums from here, perhaps you
shouldnt go there..
~
0 2097152 1
D0
~
~
0 -1 1800
D2
~
~
0 -1 40091
S
#1898
A Fiery Death~
The incredible heat rising from the molten core of the firemountain
sears the flesh from your bones long before your very dead body sinks
into the lava, melting along with every earthly possession you owned.
~
0 1056783 0
S
#1899
Hovering Above a Volcano~
You find yourself in a highly undesirable position. Hovering only a
hair-singeing short distance above the maw of the volcano, you can
even here feel the heat rapidly dehydrating you and scalding your
skin. Every metal object in your possession begins to glow as it is
heated, and blisters form on your skin. A howling, shrieking wind
gusts up out of the fiery mountain, assaulting you at sporadic and
untimely intervals. To fall here would mean a horrible death, beyond
redemption.
~
0 17833997 0
D1
~
~
0 -1 1857
D5
Death by fire!
~
~
0 -1 1898
R M 0 1812 1 1899
S
#0
#SHOPS
0
#REPAIRS
1819 9 5 0 200 1 0 23 ; an enslaved dwarven smith
0
#SPECIALS
M 1800 spec_fido
M 1804 spec_fido
M 1805 spec_fido
M 1808 spec_fido
M 1812 spec_breath_fire
M 1815 spec_cast_cleric
M 1816 spec_breath_fire
M 1817 spec_cast_mage
M 1818 spec_breath_fire
M 1820 spec_cast_mage
M 1821 spec_breath_gas
M 1822 spec_cast_cleric
M 1824 spec_fido
M 1826 spec_cast_undead
M 1827 spec_cast_cleric
M 1828 spec_cast_cleric
M 1829 spec_cast_cleric
S