#AREA   The Legacy of Xchantharus~



#VERSION 2
#AUTHOR Rolindar~

#RANGES
30 50 0 100
$

#RESETMSG The air suddenly ripples, as Chaos strains to rend apart reality.~

#FLAGS
28 30

#ECONOMY 0 764148354

#CLIMATE 2 2 2

#MOBILES
#12500
priest king lich txachamitxchual~
Txachamitxchual~
The mad priest king of the city of Chaos cackles with glee.
~
Evil beyond comprehension, the foul being once known as Txachamitxchual
is now in fact a horribly corrupted lich, substaining his immortality on
the souls of others, and gladly serving the powers of Chaos in thanks for
his "blessings". Almost as powerful as the legendary lord of Chaos Choak
Niglim himself, the priest king is a diabolical fiend, a twisted, bent
decaying corpse that hobbles almost painfully about, a deceptive visage
for one who contains sufficient power to level whole civilizations. Why
he has not yet chosen to once more assault the unprepared southern kingdoms
with his foul hordes is anyone's guess; another of the unpredictable whims
of those who truly adhere to the dogma of Chaos.
~
35 373818044 -1000 C
55 0 -300 1d1+30000 13d10+50
0
1000 0 0
112 112 0
20 25 25 25 13 3 1
-30 -30 -30 -30 -30
90 0 0 0 766079 1 3
0 0 264127 1048768 2104582 16 142610432 2111491
> greet_prog 100~
if isimmort($n)
bow $n
say Welcome to my dark abode, $n...
else
if ispc($n)
cackle
say Well well, what have we here? Stripling mortals of LAW?
snicker
say You DARE to violate this sanctum of Chaos and think to live?
say Tell me you're not that naive...
mpe _blu $I utters the words 'em dia soahc!'
c shadowform
c 'eldritch sphere'
c blazeward
say Witness the power of the King of CHAOS!
c 'dispel magic' $r
else
say Shoo! Shoo!
mpechoar $n $I points at $n and they crumple to the floor, dead!
mpslay $n
snicker
endif
endif
~
> fight_prog 90~
if rand(25)
mprestore self 200
mpgoto 12800
c 'chill touch' $r
mpdamage $r 400
endif
if rand(50)
disarm
disarm
get all
wield claw
mpat 12798 drop all
else
if rand(20)
mpechoaround $n $I shrieks and utters a word of Chaotic Power!.
mpechoat $n $I stares at you and utters a word that brings you to your knees!
mpforce $n yell BY THE GODS! THE PAIN!!!
yell DIE, YOU PATHETIC WORMS! $n, you are DOOMED!
mpdamage $n 900
else
if rand(30)
mpecho $I cackles hideously, and unleashes bolts of energy from his fingers!
mpdamage $r 400
mpdamage $r 150
else
if rand(40)
say Foolish mortals of Law, know that your hour of death grows near!
, lunges forward and unleashes a volley of spells!
c flame $r
c harm $r
else
cast 'dispel magic' $r
cast 'faerie fire' $r
c unravel $r
endif
endif
endif
endif
~
> fight_prog 100~
mpat 12797 rem claw
mpat 12797 repair claw
mpat 12797 wear claw
mpat 12797 rem eyes
mpat 12797 repa eyes
mpat 12797 wear eyes
mpat 12797 rem warp
mpat 12797 repair warp
mpat 12797 wear warp
mpat 12797 rem tooth
mpat 12797 repair tooth
mpat 12797 wear tooth
~
> act_prog flees~
mpe As $n flees, $I snickers and hurls a ball of flame after $m!
mpat 0.$n mpechoar $n A ball of flame is hurled at $n!
mpat 0.$n mpechoat $n A ball of flame is hurled at you by the priest king!
mpat 0.$n mpdamage 0.$n 400
~
> rand_prog 33~
mprestore self 300
~
> death_prog 100~
mpe As The great lord of Chaos perishes, several items slip from his grasp.
mpe His chosen accoutrements, items of impossibly great power and evil.
if rand(10)
mpe In addition, a small spark, escaping from his chest, flies into the air.
mpe Flaring briefly, it falls back down to the ground and coalesces into a
mpe blade of blinding white light. The one spark of good that is in every
mpe living being has manifested itself, in the form of the greatest blessing
mpe one can receive- the Benediction of the Gods.
mpoload 12504 50
endif
if rand(25)
mpe Black waves of energy surge around the priest king's dying form!
mpe Crackling and sparking as they connect with flesh and stone, they
mpe eventually settle, coalescing into the darkest weapon known to all
mpe creatures, living or dead- the Damnation of Chaos.
mpoload 12505 50
endif
~
|
#12501
steu zombie smith~
Steu~
A zombie bearing hammer and wearing a smith's apron stands here.
~
~
1 0 0 C
1 0 0 0d0+0 0d0+0
0
0 0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
71 3 0 0 78337 1 0
0 0 0 0 0 0 0 0
> act_prog p tells you 'purge us'~
mppurge $n
snicker
say Thus it is done.
~
> rand_prog 100~
mppurge
~
|
#12502
mummy priest guard~
a priest-guard~
An ancient warrior swathed in dirty linen bandages stands here.
~
This foul undead is an immortal warrior who in life pledged his soul to
his priest king, and now serves him in undeath as a guard, fearlessly
protecting the chaotic ruler of the city of Xchantharus.
~
35 6292136 0 C
48 0 -122 4d250+1800 3d10+20
0
0 0 0
112 112 0
22 13 13 13 13 13 13
-10 -10 -10 -10 -10
67 3 0 0 4096 4096 0
0 0 1791 16 3149062 1 262928 2
> fight_prog 33~
moan
mea $n The mummy's cadaverous touch brushes your exposed flesh!
mpdamage $n 100
mpforce $n scream
~
|
#12503
queen spiders~
the Queen of the Spiders~
An enormous spider, nearly thirty feet long, rears before you.
~
"Vile arachnid, dread servant of Chaos and usurper of Law, devourer
of the springs of Leath; were I to but have the power in my sinew to
cast this creature into the Abyss from which i was spawned I would..."
The tales of St. Anastrasis, Chaos Slayer, come back to you as you confront
the beast of Chaos that even he would not dare confront... Terror grips
your heart, as you gaze into the dread arachnid's many eyes.
~
1073741859 680 -1000 C
52 0 -200 1d1+14999 11d5+40
0
1000 0 0
112 112 2
22 13 13 13 13 13 13
-5 -5 -20 5 -20
63 0 0 0 257 1 2
0 0 1085 1048576 2104576 17 262409 98
> fight_prog 90~
if rand(40)
c weaken $r
c weaken $n
disarm
c feebleness $r
stun
endif
if rand(25)
mea $n $I ensnares you in a shroud of sticky webbing, then bites!
mpdamage $n 400
endif
if rand(25)
c chill $r
c weaken $r
mea $r Terror grips your heart, and you attempt to flee the room!
mpforce $r flee
c 'faerie fire' $r
endif
if rand(10)
mpmload 12504
endif
~
> death_prog 100~
mpe The creature's obscene bulk crashes to the ground, guts spilling everywhere
mpe A pair of silvery sheets of webbing drift down from its foul nest above.
mpoload 12518 50
drop sleeves
~
> greet_prog 100~
snicker
if isimmort($n)
growl
mpe $I seems unhappy, but dares not react to your intrusion.
else
if ispc($n)
say Aaahhhh! Pretty humanoids! Eat eat! Mmmmm Tasty n Nice!
wink
YELL MINIONS TO ME! EAT-EAT THE HUMAN-HUMANS!
vom $n
mpe Spiders scurry into the chamber to aid their queen!
mpmload 12504
else
pat $n
say Pretty.... Yessss.... Pretty....
mpslay $n
chuckle
endif
endif
~
> act_prog flees~
if rand(25)
mpecho $n is ensnared by a strand of webbing and dragged back!
mpat 0.$n mea $n $I shoots forth a strand of webbing, ensnaring you!
mpat 0.$n mea $n You are dragged screaming back into the chamber!
mpat 0.$n mpechoaround $n A strand of webbing ensnares $n, dragging him back!
mptransfer 0.$n
c poison 0.$n
else
mpe $I ignores $n, allowing $m to flee unmolested.
endif
~
|
#12504
giant spider~
a giant spider~
A spider the size of a pony drops down from the web covered ceiling.
~
~
97 98856 0 C
44 0 0 40d20+1000 3d8+16
0
12 50 0
112 112 2
13 13 13 13 13 13 13
0 0 0 0 0
63 0 0 0 256 256 2
0 0 1085 3145728 3328 17 1074003969 2
> rand_prog 25~
hide
sneak
~
> fight_prog 18~
feed
lick
~
> death_prog 100~
if rand(25)
mea $n _red A gout of blood and ichor showers over you as you slay $I!
mer $n _red $n is showered in blood and ichor as $e slays $I!
else
mpe _lbl The spider shrieks soundlessly as it perishes.
endif
~
|
#12509
ghost engineer~
the ghost of the engineer~
The ghost of the engineer who crafted these passages arises from hell!
~
The designer of this fell place was slain after its completion to ensure
the safety of its secrets, and his ashes were placed in the coffer. However,
his enraged spirit refuses to perish with the mortal form!
~
35 268968616 400 C
48 0 0 300d10+2990 12d5+40
0
0 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
67 3 0 0 1 1 0
0 0 0 0 2113422 0 1107316736 2
> fight_prog 25~
c 'frost breath' $r
c weaken $r
c unravel $r
c chill $r
c winter $r
~
|
#12510
nycadaemon~
the nycadaemon~
A black nycadaemon, skin aflame, unfolds its wings and cackles!
~
Spawned from the unfathomable evil of the planes of Chaos and Entropy, this
foul maleficiant is the antithesis of all that is Lawful and Good. Sneering
at the tenets of Law and their upholders, he delights in gleefully tearing
down their works wherever he can. Standing at a little over eight feet, the
Nycadaemon is rather scrawny, and boasts numerous weals and unsightly growths,
but is nevertheless a powerful foe.
~
35 34079400 -1000 C
48 0 -100 180d10+12000 7d7+60
0
0 0 0
112 112 1
18 13 13 18 18 13 13
0 0 0 0 0
67 3 0 0 69633 1 0
0 0 362175 32908 2100995 0 1308627459 3
> fight_prog 33~
wield axe
disarm
bash
cackle
if rand(33)
mea $n $I rakes its long talons across your face!
gouge
mpdamage $n 125
else
if rand(10)
c 'fire breath' $r
c 'faerie fire' $r
c 'dispel magic' $r
snicker
else
endif
endif
~
|
#12511
chimera spykros~
Spykros~
A chimera of titanic proportions roars with force sufficient to rock the walls!
~
Spykros is a "pet" of the priest king; the chaotic nature of chimerae
endears them greatly to adherers of the faith, and they can commonly
be found in foul lairs of Chaos everywhere.
~
35 34079400 -750 C
54 0 -222 100d6+8000 8d10+80
0
1000 0 0
112 112 1
25 13 13 13 25 13 13
0 0 0 0 0
85 3 0 0 1 1 2
0 0 8750637 1048928 2100737 0 8389127 2
> rand_prog 2~
, utters a ferocious roar!
mpasound An earth shattering roar echoes around the halls.
~
> fight_prog 75~
if rand(40)
mpe The chimera lowers its goatlike head and charges!
stun
if rand(25)
, roars in pain and anger!
c earthquake
endif
else
if rand(25)
c 'fire breath' $r
else
if rand(40)
mpe _gre The snakelike tail of the chimera strikes and bites!
mpdamage $r 300
snarl
else
endif
endif
endif
~
> act_prog flees~
mpe _red A searing blast of flame strikes $n as $e flees!
mpat 0.$n mea $n A searing blast of flame strikes you as you flee!
mpat 0.$n mpechoar $n A searing blast of flame strikes $n as $e flees!
mpat 0.$n mpdamage $n 400
mpat 0.$n mea $n Confused, you stumble back into $I's lair!
mptrans 0.$n
c 'gas breath'
~
> death_prog 100~
mpoload 12520 50
~
|
#12512
guardian knowledge~
the guardian of knowledge~
An ancient man with a penetrating gaze stands waiting for you.
~
You realize that you have seen this elderly man before; when you gazed
at the tome, you caught a glimpse of an old man sitting in a study, the
precise study you are in now, and this is the old man!
~
3 552 0 C
50 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 1 0 0 1 1 0
0 0 0 0 3072 0 0 0
> speech_prog p yes~
nod
say Well you are reading the right book for that.
wink
say Yes, believe it or not, you are actually reading, right now
say This is just the best way for your mind to assimilate the
say knowledge.
hmm
say I believe you are seeking the city of Xchantharus, eh?
say Well, there are a few things you must know, before you go.
say There are five items you need, to succeed.
mutter
say Amazingly enough, I am talking in rhyme, like those accursed
say riddlers of Sharediant.
shrug
say What of it. I shall give you a parchment you will need.
say Do not lose it!
mpe $I fishes a parchment from a pocket in his voluminous robes.
say Here we are!
mpoload 12522 1
give parchment $n
say Don't lose it! It is my only copy!
say Now go, and godspeed, $n.
mea $n $I points a finger at you, and you find yourself back in the jungle.
mptrans $n 12560
~
|
#12513
phoenix~
the phoenix~
A flaming bird scorches the air itself with its flames.
~
Guardian and totem of the Bwani, this magical being is the most powerful
avatar of Law in this realm, and though its days are numbered when
Xchantharus moves to rid the world of it, it is still a power to be
reckoned with.
~
3 38281896 1000 C
55 0 -300 1d1+9999 9d10+90
0
100 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 -20 -20
90 0 0 0 40960 32768 0
0 0 361529 224 3149069 2 335544327 134
> fight_prog 100~
if rand (30)
c blindness
c weaken
c fireball
c flamestrike
gouge
else
if rand (10)
c blind $r
mpe _red The phoenix screeches, and releases an explosion of flame!
mpdamage $n 800
mpdamage $r 400
mpdamage $r 200
else
if rand (10)
 c heal
 c heal
 c heal
else
if rand (15)
 c earthquake
 c 'fire breath' $r
 c fireball $r
 c flamestrike $r
endif
endif
endif
endif
~
> rand_prog 33~
mprestore self 1000
~
> act_prog flees~
mpe _red Angry at $n' retreat, the phoenix pursues!
mpat 0.$n mea $n The phoenix soars after you, and blasts you!
mpat 0.$n mpechoar $n A phoenix flies in and blasts $n!
mpat 0.$n c 'fire breath' $n
mpat 0.$n mpdamage $n 400
mpe Returning to the fray, the phoenix decides who to renew battle with.
mpgoto $i
c 'fire breath' $r
mpe It chooses $r!
~
> act_prog p is DEAD!~
mpe Elated by his victory over $n, the phoenix glows with new energy!
mprestore self 1000
mpat 3 c demonskin
mpat 3 c dragonskin
mpat 3 c 'eldritch sphere'
~
> death_prog 100~
mpe _red Uttering one last cry, the phoenix collapses to the ground.
mpe _red Within seconds, the flames reduce the corpse to ashes.
mpe _red And from these ashes, the Phoenix is magically reborn.
mpmload 12513
if rand(20)
mpe _red Within the remains of the phoenix, you see a blazing staff of fire.
mpoload 12543 50
else
endif
~
|
#12514
kzitmol black dragon~
Kzitmol~
A black dragon of immense size lairs here.
~
One of the many creatures that moved in when the city bureaucracy
collapsed, taking advantage of the lack of guards or wards, this mighty
Wyrm is one of the most feared and deadly of its kind. And when the forces
of Chaos firmly established control here under the Priest-King, they
encouraged it to stay, and serve Chaos in return for treasure and food.
Kzitmol readily agreed, and has adapted well to his new role.
~
39 552 -1000 C
54 0 -300 1d1+22400 20d8+40
0
500 0 0
112 112 1
22 22 13 22 22 13 13
-5 -5 -10 -10 -20
31 3 0 0 2049 1 0
0 0 42272317 1049103 2100640 0 1109659655 2
> greet_prog 100~
if isimmort($n)
else
if ispc($n)
chuckle
say Goodness, adventurers. I can't remember when I last had the
say pleasure!
snicker
lick
say Let's see, shall I try for a clean kill and salvage some
say booty? Or just go for the raw kill? Ah, to hell with it.
mpe $I opens his maw wide and lets out a high-pitched scream!
c 'acid breath' $n
else
say Go 'way, I'm not hungry now, $N.
sigh
mpe With one talon, $n scoops up $n and hurls $m outside!
mptrans $n 12668
mpat 0.$n mpe $n comes hurtling out the doorway!
endif
endif
~
> rand_prog 2~
, grooms himself, like some gross reptillian feline.
mmm
mpasound A great rumbling sound echoes through the palatial ruins.
~
> fight_prog 75~
if rand(25)
mprestore self 100
mpat 3 c 'cure blindness'
endif
if rand(30)
, releases a volley of magic missiles!
c 'magic missile' $r
c 'magic missile' $r
c 'magic missile' $r
c 'magic missile' $r
c 'magic missile' $r
else
if rand(45)
mea $n $I slashes you with his razor sharp talons!
mpdamage $n 200
gouge
else
if rand(60)
mpe $I swings his barbed tail in a wide lazy arc.
mpdamage $r 100
mpdamage $r 100
mpdamage $r 100
else
if rand(75)
mpe Streams of acid sear the flesh from bones, causing screams to fill the air!
c 'acid breath' $r
wink
else
c blindness $r
c blindness $r
c blindness $r
endif
endif
endif
endif
~
> rand_prog 2~
stretch
~
|
#12515
giant frogman~
a giant frogman~
A giant frogman, footsoldier of Chaos, squats here, ready for action.
~
These primitive but ferocious creatures are known footsoldiers of
armies of chaos; they quarter here, awaiting the time when they will
once more be unleashed upon the lands of Law.
~
39 -2147450368 -700 C
40 0 0 1d1+1200 5d5+30
0
0 50 0
112 112 0
17 13 13 20 13 13 13
0 0 0 0 0
80 3 0 0 1024 1024 0
0 0 1279 0 0 1 608 3
> rand_prog 2~
, croaks loudly, opening its massive toothed maw wide.
~
|
#12516
frogman shaman~
the frogman shaman~
A smaller, but better equipped, frogman grunts orders at his soldiers.
~
These primitive but ferocious creatures are known footsoldiers of
armies of chaos; they quarter here, awaiting the time when they will
once more be unleashed upon the lands of Law.
~
35 33280 -700 C
42 0 0 1d1+1500 5d5+30
0
0 50 0
112 112 0
17 13 13 20 13 13 13
0 0 0 0 0
80 3 0 0 65537 65536 0
0 0 1279 0 0 1 1243615489 3
> greet_prog 100~
if ispc($n)
grunt
say Kill intruder, bujujumumbubu!
cackle
drool
lick
else
endif
~
|
#12517
lizard man~
a lizard man~
A truly massive lizard man, over eight feet tall, stomps through the chamber.
~
More bestial than evil, these reptillian humanoids are thrice the
size of lizard men in your own time. They serve as shock troops for
armies of Chaos, though like the frogmen they require frequent access
to water to soak in. Doubtless this palace has some subterranean source
for their needs. They scorn the use of weapons, preferring to leap upon
their foes and rend with claw, tooth and tail.
~
35 -2147450368 -200 C
42 0 -100 1d1+1800 4d5+40
0
0 70 0
112 112 0
18 13 13 18 18 13 13
0 0 0 0 0
0 3 0 0 1024 1024 0
0 0 329407 96 258 1 519 2
#12518
lizardman hero~
the lizardman hero~
A stronger, smarter and armed lizardman keeps an eye on his followers.
~
More bestial than evil, these reptillian humanoids are thrice the
size of lizard men in your own time. They serve as shock troops for
armies of Chaos, though like the frogmen they require frequent access
to water to soak in. Doubtless this palace has some subterranean source
for their needs.
~
35 33280 -200 C
44 0 -100 1d1+4000 6d6+60
0
0 70 0
112 112 0
18 13 13 18 18 13 13
0 0 0 0 0
0 3 0 0 1024 1024 0
0 0 329407 96 258 1 519 2
> fight_prog 33~
wield nine
disarm
if rand(40)
mea $n $I rakes his claws across your face!
cackle
gouge
mpdamage $n 75
else
if rand(60)
stun
disarm
else
if rand(40)
feed
lick
else
endif
endif
endif
~
> greet_prog 100~
snarl
if isimmort($n)
else
if ispc($n)
say Humies! n' Elves n' all!
scream
say KILLLL! KILL THEM ALL!
, launches into the fray with relish!
murder $n
else
endif
endif
~
|
#12519
dracolisk~
the Dracolisk~
A horrid crossbreed of dragon and basilisk skulks in one corner.
~
An unusual offspring of Kzitmol, this unwanted child was left to fend
for itself, and has grown into a bitter, vicious and twisted creature
of vile temperament (in other words it turned out a perfectly normal and
well adjusted dragon). It is cowardly, and will not provoke a fight,
especially as it realizes that whoever made it thus far had the strength
to best her parent, and would easily overcome her.
~
3 524840 -1000 C
48 0 -300 11d11+5000 11d10+100
0
100 0 1
112 112 2
13 13 13 13 13 13 13
-5 -5 0 -5 -5
31 3 0 0 3072 2048 0
0 0 42305087 1049455 2100352 0 1310983 2
#12520
carniverous ape~
a carniverous ape~
A burly ape with long fangs and claws leaps down the walls.
~
These horrid scavengers feed on anything that stumbles near their lair.
The dragon allows them to stay, as they provide a regular food supply
and occasional amusement.
~
35 33312 -200 C
40 0 -44 90d10+1100 8d4+40
0
0 0 0
112 112 1
22 13 13 13 13 13 13
0 0 0 0 0
21 3 0 0 512 512 0
0 0 1791 0 0 1 579 2
> rand_prog 2~
, beats its chest and scratches its groin.
mpasound A gorilla beats its chest somewhere to the west.
~
|
#12521
medusa tall woman mage black robes~
a Medusa mage~
A tall woman, shrouded in black robes, walks amongst the ruins.
~
Beautiful beyond description, no one may enjoy the comeliness of
this woman, for to look into her eyes is to court death by petrification.
Even as you gaze upon her loveliness, you feel your skin grow tighter
and your bones stiffen as you gradually transform into stone!
~
35 33320 -860 C
45 0 -100 20d10+2100 6d3+28
0
75 0 0
112 112 2
13 22 13 22 13 13 13
0 0 0 0 0
85 0 0 0 75777 65536 0
0 0 2047 1048576 2100480 0 1311235 2
> act_prog p looks at you.~
mea $n That's right. Gaze into the eyes of a medusa.
mpslay $n
~
> fight_prog 33~
mea $r The medusa levels her gaze at you! You feel your skin begin to harden.
mpdamage $r 222
~
> greet_prog 100~
if ispc($n)
mea $n As you approach the woman shies away, as if afraid of you.
mea $n But despite her mein, you feel not is all right here...
else
mpe The woman gazes into $n's eyes, and $e transforms to stone!
mpslay $n
cackle
endif
~
|
#12522
mummy priest~
a mummified priest~
A lesser priest, swathed in his burial bandages, staggers forth.
~
Once lesser priests of the temple, these undead are not devoted servants
of the city of the dead and its ruler.
~
35 552 -600 C
44 0 -100 20d20+2500 3d10+20
0
16 0 0
112 112 0
18 13 13 13 13 13 13
0 0 0 0 0
67 1 0 0 65536 65536 0
0 0 1791 1048592 2100486 1 262672 2
> rand_prog 2~
moan
~
> fight_prog 20~
, moans loudly and flails about with its bandaged arms!
mpdamage $r 50
bash
~
|
#12523
grell~
a grell~
A hideous grell hovers above the door.
~
This hideous creature resembles a massive brain with a beak and several
tentacles, with which it grabs up prey as it hovers overhead.
~
35 2097704 -500 C
46 0 -124 33d33+4322 4d10+40
0
50 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
89 3 0 0 65536 65536 0
0 0 16786488 3162128 3840 32 262977 2
> fight_prog 10~
mea $r The grell scoops you up in its tentacles and bites repeatedly!
feed
feed
feed
mpdamage $n 100
lick
~
|
#12524
couatl~
A couatl~
A glowing winged serpent hovers in the middle of the cell.
~
This creature of Law was captured by one of the minions of the priest
king, and brought here, to be sacrificed at the leisure of the priest
king.
~
3 533160 1000 C
44 0 -200 22d100+8800 10d10+50
0
0 0 0
112 112 0
13 22 22 13 13 13 13
0 0 0 0 0
90 1 0 0 65536 65536 5
0 0 99369 175 1052416 0 178258437 4230
> rand_prog 10~
if ispc($r)
c heal $r
c 'restore mana' $r
c refresh $r
smile
mprestore self 500
else
mprestore self 500
endif
~
> act_prog flees~
mprestore self 500
~
> all_greet_prog 100~
if ispc($n)
say Stranger you have stumled upon an unfortunate soul indeed.
say I am surely doomed, but you yet have a chance to survive.
say Rest with me awhile, partake of my magic, and continue the
say struggle!
smile
else
endif
~
|
#12525
vetvarilus shadow mage~
Vetvarilus~
A hazy, indistinct shape hovers near the tomb.
~
Foul beyond description, Vetvarilus was a mage that served the priest
king in life, and was instrumental in bringing Chaos from the void to
this plane. He was "rewarded" by the mage with treachery and deceit;
slain and his body imprisoned here, so that even in this form he can
never leave. Until someone opens the lock, then this deadly shade can
leave.
~
3 340271784 -1000 C
54 0 -300 100d10+12000 19d5+20
0
250 0 0
112 112 0
13 13 13 13 13 13 13
-10 -10 -10 -10 -30
67 0 0 0 77825 1 2
0 0 0 112 3149199 0 1243615232 3
> fight_prog 75~
wield shadowblade
if rand(25)
disarm
sac sword
sac axe
sac spear
sac mace
sac dagger
sac club
endif
if rand(30)
, calls upon the power of Shadow, and unleashes mighty enervative magicks.
c shadowform
c feebleness $r
c necro $r
c 'energy drain' $r
else
if rand(40)
mpe _lbl A deathly chill pervades the room, called upon by Vetvarilus.
c 'frost breath'
c 'winter mist' $n
c 'winter mist' $r
else
if rand(55)
mpe Screaming in rage, $I redoubles his efforts to drain your lives!
gouge
stun
circle $n
lick
cackle
disarm
else
c weaken $r
c poison $r
c unravel $r
c blindness $r
endif
endif
endif
~
> hitprcnt_prog 25~
say Fools! how can you hope to slay something already dead?
cackle
mpe A manic gleam creeps into $I's eyes.
mpe But despite his bluster, you sense the Shade is sorely pressed.
~
> greet_prog 100~
if isimmort($n)
else
if ispc($n)
chuckle
say Well well, after all these years, I am freed not by Chaos,
say but by Law. The irony is almost choking me, $n!
snicker
say Do you not realize who you have freed from this chilly tomb?
mpe $I raises both his shadowy arms towards you, and cackles in glee!
yell I AM VETVARILUS, AND YOU ARE DEAD!
backstab $n
else
endif
endif
~
> rand_prog 40~
mprestore self 200
if isimmort($r)
else
if ispc($r)
c 'frost breath' $r
chuckle
say No loitering please!
wink $r
else
endif
endif
~
> act_prog flees~
if sex($n) == 2
chuckle
yell Come back,$n, you coward!
else
chuckle
yell Come back, $n, and take your beating like a man!
endif
~
|
#12526
daemon~
the daemon Mhergaerix~
A short, squat beast with demonic features squints up at you.
~
The rubbery hide of this daemon appears flabby and bespeaks a weak
creature; however this daemon is one of the mightiest and most deadly
of his type.
~
3 8744 -1000 C
50 0 -300 900d1+6100 10d10+20
0
0 0 0
112 112 0
22 17 13 22 13 13 13
0 0 0 0 0
67 3 0 0 1 1 2
0 0 263871 3146185 3606 32 515 258
> all_greet_prog 100~
if ispc($n)
, snorts in derision.
say If you have come to taunt me, spare your breath, I am...
say Waaaaaaiiiit, you aren't of Chaos!
snicker
say Ho, adventurers, braving the depths of Xchantharus! Well met!
bow
say I am Mhergaerix, a good and kind soul, wrongfully imprisoned
say by fell Chaos and its dread minions...
, stops, seeing the incredulous look on your face.
shrug
say Was worth a try. Yes, I'm a demon. What of it?
tap
else
roll $n
endif
~
> fight_prog 50~
if rand(25)
mpe $I's rubbery hide closes around the many wounds it bears.
mprestore self 200
mpat 3 c 'cure blindness'
mpat 3 c 'cure poison'
endif
if rand(40)
gouge
wink
mpe $I leaps high into the air, and comes down on $r!
mpdamage $r 75
cackle
else
if rand(60)
stun
mea $n $I pokes a face at you and punches you in the stomach!
mpdamage $n 50
snicker
else
if rand(40)
say Ooogah Boogah Ooogah Boogah Cha Cha Cha!
wink
say Nah I don't really know any spells. But I do know this!
bash
kick
punch
feed
lick
burp
else
endif
endif
endif
~
|
#12527
gelatinous cube~
a gelatinous cube~
A massive transparent cube of gelatinous matter oozes along.
~
The result of an experiment on creating boneless creatures, which were
meant to be impervious to many forms of damage, this cube is the forerunner
of a race of such magical beings that are quite common in your time.
~
99 512 0 C
45 0 -145 99d1+5000 1d10+50
0
0 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
52 3 0 0 8192 8192 0
0 0 0 1048588 2104722 1 1073746304 2
#12528
strengil torturer ~
Strengil~
A muscular, scarred humanoid works the rack with glee.
~
Not a single human, but the freakish result of the merging of several
creatures through painful surgery and magic, this creature is stupid
but incredibly strong and vicious, and does its tasks well.
~
39 552 -400 C
48 0 -200 100d10+4000 5d5+15
0
57 56 0
112 112 0
20 13 13 13 20 13 13
0 -10 0 -10 -10
0 3 0 0 65536 65536 3
0 0 0 1056800 2100224 0 640 3
> rand_prog 2~
snicker
drool
~
> greet_prog 100~
if isimmort($n)
else
if ispc($n)
chuckle
say How sweet... fresh meat!
mpkill $n
disarm
gouge
else
say How sweet... fresh meat!
mpe $I grabs $n, and before $e can flee, straps $m down and goes to work!
mpforce $n scream
mpslay $n
say Heh...oops!
wink
endif
endif
~
> rand_prog 50~
close e
wield whip
~
> greet_prog 100~
close e
~
> fight_prog 50~
if rand(15)
mea $n $I wraps his whip about you, and yanks you to the ground.
bash
mpdamage $n 100
endif
if rand(30)
gouge
disarm
wield whip
cackle
lick
else
if rand(45)
mpdamage $n 100
mpdamage $r 100
else
if rand(60)
wield whip
disarm
punch
mprestore self 100
else
endif
endif
endif
~
> act_prog flees~
grunt
mpat $n tell $n Not so fast, $n!
mpat $n $I curls his whip around you and drags you back!
mpat $n mpechoar $n A long whip wraps itself around $n and drags $m back!
mptrans $n
chuckle
say No escapin' 'ere, $n!
~
|
#12529
roper~
a roper~
A massive stump of flesh waves several tentacles at you.
~
One of the many guardians of the temple, this magical creature can
paralyse with a touch, and devour a small man whole with its gaping maw.
~
35 552 -200 C
45 0 0 22d22+3800 4d4+20
0
10 0 0
112 112 0
18 13 13 13 13 13 13
0 0 0 0 0
89 3 0 0 65536 65536 2
0 0 9256 3149136 0 0 577 0
> fight_prog 20~
mea $n The roper graps you in its tentacles and drags you to its maw!
feed
feed
feed
mpdamage $n 100
mmm
lick
~
|
#12530
fake priest king~
Txachamitxchual~
The mad priest king of the city of Chaos cackles with glee.
~
Evil beyond comprehension, the foul being once known as Txachamitxchual
is now in fact a horribly corrupted lich, substaining his immortality on
the souls of others, and gladly serving the powers of Chaos in thanks for
his "blessings". Almost as powerful as the legendary lord of Chaos Choak
Niglim himself, the priest king is a diabolical fiend, a twisted, bent
decaying corpse that hobbles almost painfully about, a deceptive visage
for one who contains sufficient power to level whole civilizations. Why
he has not yet chosen to once more assault the unprepared southern kingdoms
with his foul hordes is anyone's guess; another of the unpredictable whims
of those who truly adhere to the dogma of Chaos.
~
35 373818044 -1000 C
55 0 -300 1d1+30000 13d10+100
0
1000 0 0
112 112 0
20 25 25 13 13 3 1
0 0 0 0 0
90 0 0 0 1 1 3
0 0 264127 1573113 2113286 0 411193347 2635779
> act_prog p from the south.~
if ispc($n)
mpe As you enter, the figure at the altar raises his head.
mea $n Staring deep into your eyes, you hear his voice inside your head.
t $n You are audacious indeed, $n, to dare barge in here like this!
t $n What do you think you could possibly achieve with your puny weapons?
cackle
t $n Fool! You will perish in blood and fire, and I shall laugh!
t $n But I do not wish to do battle here, so you have a chance...
t $n If you truly wish to do battle, you must find me!
mpe _red $I disappears in a flash of fire and brimstone!
mpe Faint laughter echoes around the now empty chamber.
mpe Only the moans of the dying can be heard, all around you.
mpgoto 12797
tell steu purge us
else
endif
~
|
#12531
chaos bat~
a Chaos bat~
A bat formed of shifting energies swoops past.
~
Resembling a distant relation of the bat you are accustomed to, this
creature glows and shimmers with energy, causing it to appear almost
translucent.
~
101 67666472 200 C
44 0 -100 1d1+1000 3d3+27
0
0 0 0
112 112 0
13 13 13 22 13 13 13
0 0 0 0 0
23 3 0 0 8192 8192 0
0 0 296489 0 3076 0 1 2
> rand_prog 100~
mpjunk all
~
|
#12532
shock ghoul~
a shock ghoul~
An animated corpse surging with electricity stumbles into you.
~
Its body alive with electricity, this curious undead is a foul version
of the ghouls that you are more than familiar with. An adventurer who
met his or her fate at the hands of the shock bats, they were brought
back to life part rotting flesh part electricity, to torment future
trespassers.
~
165 67207850 0 C
46 0 -100 1d1+2000 4d4+40
0
0 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
67 3 0 0 65536 65536 0
0 0 32 3145792 3844 0 3 2
> rand_prog 100~
mpjunk all
~
|
#12533
hieracosphinx~
a hieracosphinx~
A twisted, evil sphinx hovers in the air, screeching in anger.
~
Vile carniverous predators, these hieracosphinxes are, despite all
appearances, quite stupid and easily defeated, if adequate precautions
are taken.
~
39 623144 -800 C
45 0 -100 11d11+5099 11d4+25
0
10 0 0
112 112 0
13 13 13 13 13 13 13
-5 -5 0 -5 0
89 3 0 0 8192 8192 0
0 0 361517 3147328 2048 0 515 2
#12534
hieracosphinx~
a hieracosphinx~
A cackling sphinx tears another chunk of flesh from the corpse.
~
Vile carniverous predators, these hieracosphinxes are, despite all
appearances, quite stupid and easily defeated, if adequate precautions
are taken.
~
39 623144 -800 C
45 0 -100 11d11+5099 11d4+25
0
10 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
89 3 0 0 8192 8192 0
0 0 361517 3147328 2048 0 515 2
#12535
lurker above~
lurker above~
The tapestry on the ceiling looks like it is moving...
~
These vile subterranean predators resemble floating sheets of leather or
hide, and can blend in with most surrounds, awaiting the moment to strike
at their unsuspecting victims.
~
35 98856 0 C
46 0 -300 11d11+7000 1d14+28
0
0 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
89 3 0 0 8192 8192 0
0 0 66601 1049295 2100496 0 775 0
> greet_prog 100~
mea $n The "tapestry" falls from the ceiling and engulfs you!
mpechoar $n $n is engulfed by the tapestry!
mpdamage $n 200
feed
c poison $n
~
> fight_prog 20~
stun
feed
lick
~
> death_prog 100~
mea $n You strike the fatal blow to the beast, and cheer in triumph!
mpechoar $n $n cheers loudly as $e smites the lurker!
mea $n Drawing a small knife from your belt, you hack the hide from the
mea $n Lurker, and hold it proudly aloft.
mpechoar $n $n hacks the hide from the body and holds it aloft.
mpoload 12613
drop cloak
~
|
#12536
mummy priest king xoatal~
Xoatal~
A mummified priest rises from the stone sarcophagus.
~
A former priest king of Xchantharus, this evil being was murdered by
the current priest king, and thirsts for revenge, a revenge it cannot
ever have while it is bound to this chamber.
~
35 272671400 -777 C
50 0 -300 10d10+7500 20d10+5
0
250 0 0
112 112 0
20 20 13 13 20 13 13
0 0 0 0 0
67 1 0 0 65536 65536 0
0 0 199 8328 3149078 1 609 3
> greet_prog 100~
close e
lock e
say NOW you are mine!
muhaha
~
|
#12537
annis~
an annis~
A horrid witch snickers with contempt.
~
These horrid witches are foul vampiric beasts that brew horrid concoctions
and plot evil schemes against their neighbors. They are vile and remorseless,
and totally without morals.
~
39 680 -750 C
49 0 0 1d1+4000 7d4+40
0
75 0 0
112 112 2
13 13 13 13 13 13 13
-10 -10 -10 -10 -10
89 4 0 0 1 1 0
0 0 264127 3145857 2816 0 6659 534598
> greet_prog 100~
if ispc($n)
sneer
say Foolish adventurers, you have tread too far from the path now!
lick
else
endif
~
|
#12538
annis~
an annis~
A foul woman clad in ragged clothing brews another potion.
~
These horrid witches are foul vampiric beasts that brew horrid concoctions
and plot evil schemes against their neighbors. They are vile and remorseless,
and totally without morals.
~
35 680 -750 C
49 0 0 1d1+4000 7d4+40
0
75 0 0
112 112 2
13 13 13 13 13 13 13
0 0 0 0 0
89 4 0 0 1711279873 1711279872 0
0 0 264127 3145857 2816 0 6659 10310
> greet_prog 100~
if ispc($n)
say We'll boil ye toes n' roast ye gizzards!
cackle
mmm
else
endif
~
|
#12539
annis~
an annis~
A dishevelled, insane woman cackles maniacally!
~
These horrid witches are foul vampiric beasts that brew horrid concoctions
and plot evil schemes against their neighbors. They are vile and remorseless,
and totally without morals.
~
35 680 -750 C
49 0 0 1d1+4000 7d4+40
0
75 0 0
112 112 2
13 13 13 13 13 13 13
0 0 0 0 0
89 4 0 0 1711279873 1711279872 0
0 0 264127 3145857 2816 0 6659 10310
> greet_prog 100~
if ispc($n)
say Ho! Fresh supplies for our new potions, sisters!
say Have at them!
laugh
else
endif
~
|
#12540
hydra~
the hydra~
A horrid multi-headed reptile roars in anger and defiance.
~
Immensely stupid and equally clumsy, the chaos hydras are nevertheless
feared and loathed foes, for they have sixteen heads to strike at their
enemies with, and spew forth gouts of fire and acid.
~
35 512 -500 C
53 0 -300 1111d1+8889 20d10+80
0
250 0 0
112 112 0
20 5 5 13 13 13 13
0 0 0 0 0
79 3 0 0 1024 1024 0
0 0 8717881 1048801 2100480 0 263 0
> fight_prog 25~
if rand(50)
c 'acid breath' $r
else
c 'fire breath' $r
endif
~
> death_prog 100~
mpe As the horrid reptile perishes, one head, severed in the titanic
mpe struggle, rolls across the floor and lands at $r's feet.
mpoload 12628 50
drop aspect
~
> greet_prog 100~
if ispc($n)
mea $n A head the size of a warhorse roars in your face!
c 'fire breath' $n
else
mpe The heads of the hydra come together and incinerate $n!
mpslay $n
endif
~
|
#12541
chained paladin~
the Chained Paladin~
A battered, bruised man is chained to the wall.
~
Given enough slack to reach a basin of water and a table laden with
simple foodstuffs, this prisoner is kept by some unknown malevolent
foe, awaiting interrogation and eventual execution. Despite his dire
predicament, the paladin maintains hope that he will yet escape and
prevail over his enemies.
~
3 8872 1000 C
50 0 -300 1d1+22500 11d4+44
0
0 0 0
112 112 1
13 13 25 25 13 13 13
-30 -30 -30 -30 -30
0 1 0 0 1 1 0
0 0 2047 0 1052416 0 142606352 6148
> greet_prog 100~
if ispc($n)
mea $n $I looks up as you enter.
t $n Greetings, stranger. I would be more expressive in my
t $n hospitality, but as you can see we meet under less than...
t $n ideal... circumstances.
mea $n $I gestures with resignation at his bindings.
t $n The vampyr lord Cessephenes keeps me thus... it amuses him.
mea $n $I snorts in derision.
t $n It would irritate him to no end were I to escape...
t $n You WILL help me escape, right?
mea $n $I gazes at you imploringly.
else
sigh
endif
~
> act_prog p tells you 'yes'~
smile
say That is good news, indeed!
mea $n With a swift blow, you sever the chains holding the paladin.
mpechoar $n With a swift blow, $n severs the paladin's binds.
mpe Rubbing his wrists to restore circulation, the paladin steps forward.
say You have done well, $n, and the Gods will smile upon your deed.
say But, loathe as I am to, I must needs request one more favor from you.
say I must return at once to Estroglia, but I must confess I am eager
say to have Cessephenes wail and gnash his teeth at my escape. A trifle
say arrogant, perhaps, but would you be so kind as to take him this?
rem chain
give chain $n
snicker
say He will be MOST displeased, I warn thee...
chuckle
mpe With a nod and a wave, $I is off!
mpgot 12797
tell steu purge us
~
|
#12542
dwarf dark durangar duergar~
Du'rangar~
A foul-smelling dark dwarf mutters to himself as he searches the ruins.
~
A scavenger from your time period, this foul creature came here in the
hopes of acquiring some magical weapons, but has found naught for his
troubles, much to his disgust; he hasn't even found a way home.
~
131 33320 -800 C
47 0 -100 20d20+1800 10d4+50
0
15 0 0
112 112 1
18 13 13 18 18 13 13
0 0 0 0 -10
2 4 0 0 4 4 0
0 0 2047 1048576 2100480 0 592 524291
> greet_prog 100~
if ispc($n)
peer
say What do you want, eh?
say If yer looking for trouble, then be off, I'm not in the mood!
, grumbles into his dirty beard and begins digging again.
else
say Shove off!
mpforce $n e
endif
~
> fight_prog 15~
say So it's like that then, eh?
, moves forward with lightning speed and stabs rapidly!
mpdamage $r 100
mpdamage $r 100
mpdamage $r 100
cackle
~
> fight_prog 33~
disarm
wield adamantium
wink
snicker
gouge
~
> fight_prog 10~
stun
~
> fight_prog 66~
wield adamantium
mprestore self 300
~
|
#12543
ghost butcher~
the ghost of the butcher~
A slavering, drooling spectre cackles with insane glee!
~
Always a violent and crazed man, the butcher's spirit lived on long after
the minions of Chaos claimed his life, and he now continues to hack
mindlessly at decayed slabs of meat, revelling in the slaughter.
~
35 268960424 -200 C
52 0 -200 1100d1+5900 40d4+100
0
75 60 43
112 112 1
13 13 13 13 13 13 13
-10 -10 -10 -10 -10
67 3 0 0 65536 65536 0
0 0 0 567 3149056 0 33821184 10243
> fight_prog 25~
wield knife
disarm
gouge
if rand(66)
mea $r The crazed ghost turns his attention to you!
mea $r Cackling maniacally, he plunges his knife into your guts and twists!
mpechoar $r The ghost suddenly cackles and plunges his knife into $r's guts.
mpforce $r scream
mpdamage $r 500
cackle
drool
else
if rand(80)
mea $n Grabbing a chunk of meat, the ghost hurls it at you, to distract you!
mea $n As you dodge the meat he leaps forward, slashing madly!
mpechoar $n The butcher hurls a chunk of meat at $n, and slashes at $m madly!
stun
mpdamage $n 800
else
disarm
endif
endif
~
> rand_prog 100~
wield knife
mpat 3 c heal
~
> rand_prog 5~
mpe Whistling some insane tune, the butcher carves up another corpse.
mpe Chunks of meat go flying as he chops rapidly into the decaying meat.
drool
mmm
lick
~
> rand_prog 2~
mmm
lick
~
> all_greet_prog 100~
if isimmort($n)
else
mmm
lick
mea $n The butcher slashes at you with his knife!
mpdamage $n 200
endif
~
> hitprcnt_prog 25~
mpe Sorely pressed, the realization that he is losing strikes the ghost.
snarl
say Never! No! Not again! Not like this!
mpe The ghost launches into a berserk fury!
stun
gouge
kick
bash
disarm
~
|
#12544
blind seer~
the blind seer~
The blind seer stands here, oblivious to all.
~
Once a trusted advisor of the nobility, this fellow had his eyes torn
from his head by harpies, and now sits here, in his ruined house, incapable
of prophesies, only of awaiting his death.
~
3 0 400 C
46 0 0 1d1+2000 3d3+5
0
10 0 0
112 112 1
13 22 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 0
0 0 47 1051648 0 0 1375735808 6
#12545
dracolich fell~
F'ell~
The dread dracolich F'ell, loyal servant of Cessephenes, awaits you.
~
Demented undead remains of a black dragon that served Cessephenes in
life, it has been resurrected by Chaos and bound to its will, though it
still remains fiercely loyal to its former master, much to the disgust of
the Priest King.
~
35 4817576 -666 C
48 0 -300 1d1+17500 2d30+30
0
100 0 0
112 112 0
25 25 13 25 25 3 3
0 0 0 0 0
67 0 0 0 2049 1 0
0 0 0 1049158 2100512 145 1107300359 5
> death_prog 100~
mpe With a final, beseeching cry to its master, F'ell perishes again.
mpat Cessephenes mpforce Cessephenes yell NNNNNNOOOOOOOO! NOT AGAIN!
~
|
#12546
dracolich kain~
K'ain~
K'ain, draconian brother of F'ell, curses his undeath.
~
Demented undead remains of a black dragon that served Cessephenes in
life, it has been resurrected by Chaos and bound to its will, though it
still remains fiercely loyal to its former master, much to the disgust of
the Priest King.
~
35 4817576 -666 C
48 0 -300 1d1+17500 2d30+30
0
100 0 0
112 112 0
25 25 13 25 25 3 3
0 0 0 0 0
67 0 0 0 1769236847 1769236846 0
0 0 0 1049158 2100512 145 1107300359 5
> death_prog 100~
mea $r As the death blow lands, K'ain explodes, showering you with bone!
mpechoar $r As the death blow lands, K'ain explodes, showering $r with bone!
mpdamage $r 666
mpgoto 12797
~
|
#12547
harpy~
a harpy~
A harpy rises from its nest of sticks and bone to attack!
~
Foul creatures of Chaos, the harpies delight in slaying, maiming and
feasting on hapless stragglers and adventurers such as yourself.
~
163 524808 -750 C
44 0 -50 120d10+1800 7d7+21
0
15 0 0
112 112 2
13 13 13 13 13 13 13
0 0 0 0 0
42 2 0 0 1 1 2
0 0 296505 1050624 0 1 579 2
> rand_prog 2~
scream
~
> fight_prog 18~
mpe The harpy shrieks... your ears begin to bleed!
mpforce $r moan
~
|
#12548
skeleton guard fred~
the first skeleton guard~
A skeleton clad in archaic armor stands before the gates.
~
Mindless undead guardians of the manor, these beings exist solely to
protect the home of their master from any perceived threat, which is
basically anyone who comes near, as attested by the growing pile of
corpses at their feet.
~
3 680 -200 C
48 0 -144 50d10+2500 5d5+25
0
5 0 0
112 112 0
22 13 13 13 13 13 13
0 0 0 0 0
60 3 0 0 65537 1 2
0 0 0 584 3362 17 512 524291
> all_greet_prog 100~
if ispc($n)
mpe As you approach, the guard lowers his spear and points it at you.
say Ho! Stop there, and proceed no further. The master is not
say accepting visitors at the moment. You'll have to come back.
tell alex go!
else
mpforce $n s
endif
~
> speech_prog yerself!~
sigh
say You'll have to excuse my friend; he's a little... decomposed.
cackle
say Now, shove off!
glare
~
> fight_prog 20~
yell Intruders at the gate! Alert the Master!
snarl
disarm
~
> act_prog p bashes against the gate, but it holds strong.~
say Hey! Cut that out!
mpforce alex say Gaaaaahhhhh.....
say Shut UP!
mutter
mpforce alex say Gaaaaahhhhh.....
roll
~
> fight_prog 100~
wield spear
~
> rand_prog 2~
say Seven
mpforce alex say Gaaahhh.....
say Wot?
mpforce alex say Gaaahhh.....
say Wot?
roll
mpforce alex say Gaaahhh.....
say I hate you....
~
> rand_prog 2~
mpe The first guard fetches out a pair of dice, glances at his idiot
mpe friend, and with a sigh puts them back.
~
|
#12549
vampyr lord cessephenes~
Cessephenes~
The vampyr lord stands here, mocking your presence.
~
Diabolic father of all Estroglian vampires, Cessephenes broods here in
his hall of evil, indignant at being ruled by the whims of the Chaotic
Priest King, but as yet incapable of resisting. A tall, handsome man
of middle years, Cessephenes is in fact quite lawful in mannerisms and
appearance; he has a cold, cruel, calculating heart, but craves law and
stability to his tyrannical regime.
~
3 340271784 -750 C
53 0 -300 1d1+18000 10d12+20
0
200 0 0
112 112 1
21 22 13 24 13 18 3
-10 -10 -10 -10 -10
67 4 0 0 1 1 0
49 0 263871 1048576 2108934 1 1107302914 10243
> fight_prog 90~
wield rapier
if rand(33)
disarm
else
if rand(55)
gouge
mpe Cessephenes demonstrates his superb fencing skills with a blur of strikes!
mpdamage $n 400
mpdamage $r 400
else
if rand(77)
mpgoto $i
mpe Cessephenes suddenly feints to one side and strikes at $r!
murder $r
say Ha! Have at thee!
mpdamage $r 400
else
mpdamage $r 125
gouge
mpdamage $n 125
endif
endif
endif
~
> rand_prog 2~
if ispc($r)
bow $r
say I trust you are enjoying your stay, $r?
else
endif
~
> act_prog flees~
cackle
yell Run, run, run, $n, but you cannot hide!
mpat $n mea $n Bolts of arcane energy smite you as you flee!
mpat $n mpechoar $n Bolts of arcane energy smite the cowardly $n!
mpat 0.$n mpdamage $n 400
mpe Bolts of arcane energy fly from Cessephenes' fingertips, smiting $n!
~
> rand_prog 100~
mprestore self 200
~
> act_prog p looks at you.~
slap $n
say Don't look at what you can't afford!
mutter
grin
~
> all_greet_prog 100~
smile
say Greetings and salutations. Welcome to my humble abode.
grin
bow
say Pray, what business brings you to my simple residence?
, cocks an eyebrow expectantly, and furls his cape with a flourish.
~
> give_prog iron wrist chains~
mpe $I's pleasant features distort into a mask of hatred and rage!
say NNNNNNOOOOOOO! How can this be!?!
snarl
say YOU freed him, didn't you $n? Why?
, howls with rage and bestial fury!
mpe With a savage growl, $I leaps forward at $n, sharp talons bared!
mpslay $n
mpe Within seconds it is over, $n reduced to a pile of slashed flesh.
scream
drool
mpjunk iron wrist chains
~
> give_prog iron leg chains~
mpe $I's pleasant features distort into a mask of hatred and rage!
say NNNNNNOOOOOOO! How can this be!?!
snarl
say YOU freed him, didn't you $n? Why?
, howls with rage and bestial fury!
mpe With a savage growl, $I leaps forward at $n, sharp talons bared!
mpslay $n
mpe Within seconds it is over, $n reduced to a pile of slashed flesh.
scream
drool
mpjunk iron leg chains
~
> speech_prog p priest king~
say The priest king?
, eyebrows raise in surprise.
say Indeed! i am always happy to entertain an enemy of Chaos.
hmm
say You seek to slay the priest king, I take it?
say In that case, you will need to know a few things-
say Firstly, only the bones of a saint may open the cursed temple
say he cowers within like the worm he is.
say Secondly, he will flee you at first, and head past the maze
say of raging energies to prepare to do battle.
say Thirdly, avoid the lair of his spiders; it is a decoy and
say holds little of value, nor does it do him any harm.
nod
say I wish you luck in your endeavours, $n.
~
> fight_prog 10~
say It is foolish to waste your energies battling me, $n!
say The true enemy is the priest king! In a way we are allies!
chuckle
say The irony amuses me, but we both serve Law...
~
|
#12550
credadgix forest fiend~
Credadgix~
A cackling forest fiend lashes at you with claw and fang!
~
This demonic creature is yet another denizen of the lower planes, drawn
here by the taint of Chaos, eager to corrupt and slay. He is not interested
in gathering souls; rather he enjoys gathering body parts, to devour at a
later stage.
~
35 101188264 0 C
52 0 0 1d1+6000 10d10+100
0
100 0 0
112 112 0
18 22 13 25 13 5 5
0 0 0 0 0
89 2 0 0 1 1 0
0 0 67470909 3146499 3072 64 262663 524291
> fight_prog 75~
wield mancatcher
disarm
cackle
if rand(30)
c curse $r
c blindness $r
c 'faerie fire' $r
c leth $r
c weaken $r
else
stun
endif
~
> fight_prog 50~
mpgoto $i
murder $r
~
> all_greet_prog 100~
if isimmort($n)
else
if ispc($n)
say Adventurers! Here! Interesting...
, scratches his head and rubs his chin thoughtfully.
say The Priest King will be most displeased, I'll wager!
chuckle
shrug
say Anyways, time to die!
scream
murder $r
else
mpforce $n s
endif
endif
~
> death_prog 33~
mea $n As the fiend perishes, your death blow severs its thrashing tail.
mea $n Shrieking in triumph, you grab the tail and hold it aloft!
mpechoar $n As the fiend perishes, $n severs its thrashing tail.
mpechoar $n Shrieking in triumph, $e grabs the tail and holds it aloft!
mpoload 12638
drop tail
~
|
#12551
gibbering ghoul~
a gibbering ghoul~
A snarling, gibbering creature cavorts through the trees.
~
The undead remains of an adventurer caught in this foul garden, this
hapless soul now wanders, existing only to feed on the flesh of the
living. Long tendrils of drool drip from his gaping, toothed maw,
which constantly slavers in anticipation of the next feast.
~
1 33288 -400 C
50 0 -100 1d1+3000 4d10+60
0
0 0 0
112 112 0
22 13 13 22 13 13 13
0 0 0 0 0
36 3 0 0 4096 4096 0
0 0 262192 3145728 3584 0 266755 2
> rand_prog 3~
drool
~
|
#12552
garden horror~
the garden horror~
A grotesque being, of immense size and bristling with spines, drags itself along.
~
This feared beast roams the gardens of Xchantharus, a bloated manifestation
of the Chaos that has assimilated the city and engulfed it in its evil
presence. Resembling a huge toad, the horror drags itself through the
mud with long, taloned claws, and assaults its enemies with its talons,
toothed maw and massive spines that drip with venom, protruding over its
entire body. Evil eyes gleam with a dim, but evil, intelligence, all eight
of them staring straight ahead. It is not hard to slip past this creature,
but if it discovers you, woe betide...
~
97 33280 -500 C
55 0 -300 1d1+11000 11d20+200
0
0 0 0
112 112 0
25 13 13 25 13 13 13
-22 -22 -22 -22 -22
0 3 0 0 8192 8192 0
30 30 0 1056848 2105231 0 262915 0
> rand_prog 2~
mpe The horror utters a horrid, deafening cry as it shambles forward.
mpasound The shifting gardens echo with a horrible roar.
~
> fight_prog 25~
mpe Roaring in rage, the horror rears back and smashes forward!
mpasound Cries of terror are heard from nearby.
stun
mpdamage $r 400
mpforce $r scream
drool
~
> fight_prog 66~
mprestore self 400
~
> rand_prog 50~
mprestore self 400
~
|
#12553
vampire vine~
a vampire vine~
A thick black vine covered in venom dripping thorns flails about.
~
This foul plant has a dim intelligence; a foul malign instinct really
that drives it to seek out living beings and drink of their blood.
~
35 544 -400 C
50 0 -200 2d100+800 3d8+28
0
0 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
85 4 0 0 8192 8192 0
0 0 0 22 2100992 1 264192 0
> greet_prog 100~
if isnpc($n)
else
mpe Disturbed by your entrance, the vine flails about!
mpkill $n
endif
~
> fight_prog 20~
mea $n The vine drinks deeply of your blood!
mpdamage $n 200
~
|
#12554
hunting dog~
a hunting dog~
A lean dog scampers past.
~
~
65 33280 0 C
30 0 0 10d10+400 4d4+10
0
0 0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
30 3 0 0 66048 512 0
0 0 168101436 0 0 0 3 2
> rand_prog 2~
bark
~
|
#12555
bwani male~
a Bwani villager~
A Bwani man carries an urn full of foodstuffs.
~
~
65 33312 400 C
32 0 0 1d1+1000 4d4+20
0
0 20 0
112 112 1
18 13 13 13 13 13 13
0 0 0 0 0
0 6 0 0 65536 65536 0
0 0 2047 0 0 0 608 3
#12556
bwani hunter~
a Bwani hunter~
A naked Bwani woman strolls past, weapons in hand.
~
Possessed of superior agility and endurance than the Bwani menfolk,
Bwani females are the hunters of the tribe, leaving men to tasks
requiring more physical strength, such as guard duty and construction.
Bwani society is matrilineal, and women rule the tribe, most of them
working as hunters and scouts before becoming leaders of war parties
and eventually village elders.
~
65 33312 400 C
36 0 0 1d1+2000 4d4+20
0
0 43 0
112 112 2
13 13 13 18 13 13 13
0 0 0 0 0
0 6 0 0 65536 65536 0
0 0 2047 0 0 0 608 3
#12557
bwani hunter woman~
a Bwani hunter~
A naked Bwani woman sits here, sharpening her weapons.
~
Possessed of superior agility and endurance than the Bwani menfolk,
Bwani females are the hunters of the tribe, leaving men to tasks
requiring more physical strength, such as guard duty and construction.
Bwani society is matrilineal, and women rule the tribe, most of them
working as hunters and scouts before becoming leaders of war parties
and eventually village elders.
~
65 33312 400 C
36 0 0 1d1+2000 4d4+20
0
0 43 0
112 112 2
13 13 13 18 13 13 13
0 0 0 0 0
0 6 0 0 65536 65536 0
0 0 2047 0 0 0 608 3
> fight_prog 20~
yell INTRUDERS IN THE BARRACKS!
disarm
snarl
~
|
#12558
bwani hunter txechopexi~
Txechopexi~
An older Bwani patiently awaits the return of his daughter.
~
The husband of the Bwani ruler, this fellow knows deep down something
awful has happened to his daughter, but is loathe to admit it to himself
without proof.
~
67 41640 400 C
44 0 0 1d1+2000 4d4+20
0
0 43 0
112 112 1
13 13 13 18 13 13 13
0 0 0 0 0
0 6 0 0 65536 65536 0
0 0 2047 0 0 0 608 3
> give_prog ritual bracelet~
sigh
say This is my daughters. I feared as much...
, bows his head in grief.
say I know you cannot understand me, but here is a gift...
, seems aware you can't understand him. He offers you a gift as thanks.
mpoload 12540 40
give gem $n
mpjunk ritual
~
|
#12559
shaman chieftain log'obi~
Log'obi~
An elderly, but strong woman stares at you with confidence and kindness.
~
Tall, handsome and proud, the noble Bwani are the opposite of their
ferocious Tech'opi rivals. Preferring peace to war, they hunt only for what
they need to survive, and take up arms only in defense. This is not to say
that they are incapable of fighting strongly and well; quite the opposite.
Indeed, the Tech'opi are more than a little terrified when the Bwani march
silently into battle, without making a sound, silently advancing on their
unnerved foe with weapons raised.
~
67 100704936 1000 C
50 0 -300 1d1+7500 5d10+75
0
100 0 0
112 112 2
13 22 22 22 13 13 13
0 0 -5 -10 -15
0 1 0 0 1 1 0
0 0 2047 719 3149056 0 245366832 135
> fight_prog 75~
wield spear
if rand(33)
mprestore self 300
endif
if rand(40)
mpe $I utters a series of enchantments, and releases a volley of spells!
c unravel $r
c 'faerie fire' $r
c blazebane $r
c winter $r
c feebleness $r
else
if rand(60)
mpe _red $I calls upon the power of the sun to scorch her enemies!
c 'fire breath' $n
c 'fire breath' $r
c fireball
else
if rand(40)
c blindness $r
c curse $r
c 'energy drain' $r
mpat 3 c 'cure blindness'
hmm
else
c weaken $r
endif
endif
endif
~
> greet_prog 100~
if ispc($n)
smile
bow
say Welcome stranger, I have been expecting your arrival.
, bids you to be seated. He can speak common?
mpforce $n boggle
chuckle
say Do not be alarmed. An enchantment allows me to speak your tongue.
say It is not a major spell, a simple cantrip really. Please, be seated.
nod
else
say Not now, $n.
mpforce $n n
endif
~
> rand_prog 2~
say Please, make yourselves comfortable. You are safe here.
peer
~
> act_prog p sits down.~
smile
say Good. Now, to the issue at hand. You seek Xchantharus, I know.
say I have forseen your coming, and your desire to reach the city.
say Regardless of your motives, I shall help you, for you will be
say certain to inflict considerable harm upon that city of dread
say even if you are merely a tomb robber or petty thief.
nod
say The city is located at the source of the River Xchan. This river
say runs due south into the lake where you arrived, so if you were
say to head back north from there, you would certainly find it.
say However, I do not know how to enter the city itself; to learn that
say I advise you seek out U'tella, who lives on the northern shore of
say the volcanic isle that rises somewhere along the Xchan. Seek her,
say and you will be given the knowledge you need.
~
> act_prog p rises up.~
shake $n
say Good luck, $n. May the sun bless you.
~
> rand_prog 33~
mprestore self 300
mpat 3 c 'cure blindness'
wield spear
if ispc($r)
c heal $r
endif
~
> speech_prog girdle wisdom~
say You say you need my girdle? That I cannot give. It is an artifact
say passed from priestess to priestess, and cannot be given to any other.
say I'm sure you understand, you must find some other way to fulfill
say your quest...
~
> speech_prog fuck~
say No thanks, I prefer my own people.
mpslay $n
~
> speech_prog shit~
say Not in here you don't!
mpslay $n
~
> speech_prog crap~
say Not in here you don't!
mpslay $n
~
|
#12560
techopi child~
a Tech'opi child~
A small but vicious Tech'opi child brandishes his fist menacingly.
~
Hardened warriors, the Tech'opi are a savage, bloodthirsty race of
cannibalistic tribesman, constantly at war with their neighboring
Bwani, and always on the prowl for fresh meat. They have filed their
teeth to sharp points, and smeared the blood of their victims on their
bodies.
~
97 33312 -400 C
22 0 0 1d1+1000 4d4+20
0
0 1 0
112 112 1
13 13 13 22 13 13 13
0 0 0 0 0
0 3 0 0 65536 65536 0
0 0 2047 0 0 0 513 3
#12561
techopi warrior~
a Tech'opi tribal warrior~
A Tech'opi warrior scowls as he moves about the village.
~
Hardened warriors, the Tech'opi are a savage, bloodthirsty race of
cannibalistic tribesman, constantly at war with their neighboring
Bwani, and always on the prowl for fresh meat. They have filed their
teeth to sharp points, and smeared the blood of their victims on their
bodies.
~
97 33312 -400 C
36 0 0 1d1+2200 4d4+20
0
0 43 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 65536 65536 0
0 0 2047 0 0 0 513 3
#12562
techopi woman~
a Tech'opi woman~
A Tech'opi woman carries meat and foods around the clearing.
~
Hardened warriors, the Tech'opi are a savage, bloodthirsty race of
cannibalistic tribesman, constantly at war with their neighboring
Bwani, and always on the prowl for fresh meat. They have filed their
teeth to sharp points, and smeared the blood of their victims on their
bodies.
~
97 33312 -400 C
36 0 0 1d1+2200 4d4+20
0
0 43 0
112 112 2
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 65536 65536 0
0 0 2047 0 0 0 513 3
#12563
techopi warrior~
a Tech'opi tribal warrior~
A Tech'opi warrior scowls fiercely.
~
Hardened warriors, the Tech'opi are a savage, bloodthirsty race of
cannibalistic tribesman, constantly at war with their neighboring
Bwani, and always on the prowl for fresh meat. They have filed their
teeth to sharp points, and smeared the blood of their victims on their
bodies.
~
97 33312 -400 C
36 0 0 1d1+2200 4d4+20
0
0 43 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 65536 65536 0
0 0 2047 0 0 0 513 3
> rand_prog 2~
grunt
~
> rand_prog 2~
snore
~
|
#12564
techopi chieftain tapax'ochoa ~
Tapax'ochoa~
A Tech'opi warrior nearly eight feet tall towers over you.
~
Hardened warriors, the Tech'opi are a savage, bloodthirsty race of
cannibalistic tribesman, constantly at war with their neighboring
Bwani, and always on the prowl for fresh meat. They have filed their
teeth to sharp points, and smeared the blood of their victims on their
bodies. Tapax'ochoa is similar in attire and mannerisms, save for the fact
that he is two or three feet taller than his fellows.
~
99 4235944 -1000 C
50 0 -200 100d10+6000 9d9+60
0
1 50 0
112 112 1
18 18 13 18 18 5 13
0 0 0 0 0
0 3 0 0 65537 65536 0
0 0 2047 1048640 2100224 0 3 3
> fight_prog 75~
wield spear
disarm
if rand(10)
feed
feed
lick
else
if rand(20)
drool
mea $n $I's sharpened nails rake your face!
mpdamage $n 100
gouge
else
if rand(30)
stun
scream
say Die, infidel, die!
snarl
else
if rand(40)
mpe Strange energies surge forth from $I's spear.
mpdamage $n 100
mpdamage $r 100
else
if rand(50)
kick
punch
lick
cackle
mea $n $I slams his foot into your groin!
mpdamage $n 125
else
endif
endif
endif
endif
endif
~
> rand_prog 5~
mprestore self 100
mpat 3 c 'cure blindness'
mpat 3 c 'cure poison'
~
> fight_prog 25~
mpgoto $i
mpkill $n
~
> greet_prog 100~
if ispc($n)
mpe $I's eyebrows raise in surprise at your audacity.
say You would dare violate the sanctum of Tapax'ochoa???
snarl
say Tapax'ochoa kill! And eat!
mmm
mea $n $I eyes you as you would eye a rack of lamb...
cackle
else
endif
~
|
#12565
golem p'chaua stone statue~
the Golem P'chaua~
A hulking stone statue towers over you.
~
Forged by some ancient race, the golem has stood here since time
immemorial, serving the purpose it was created for, to welcome travellers
to the kingdom of its makers, ignorant to the fate that has befallen them.
He seems rather a bit tougher than his future counterpart...
~
7 8872 -400 C
48 0 -300 100d20+7000 11d11+19
0
12 20 0
112 112 0
25 18 18 18 25 8 0
-10 -10 -10 -10 -10
40 3 0 0 77825 1 0
0 0 199 8288 3149093 16 32944 2621443
> greet_prog 100~
if ispc($n)
smile
say Welcome to the realm of Tinisbwana, and the seat of its power!
bow
say All are welcome in Xchantharus; well MOST are welcome..
snicker
mea $n What? This is P'chaua? But then who, or what, greeted you earlier?
mpforce $n boggle
mea $n Ah, this is P'chaua in the past, standing at the same portal you
mea $n Entered in the distant future, your present. Temporal mechanics...
mpforce $n boggle
mea $n At one stage, then, ALL of the Hellspires was jungle? Hmm...
mea $n You aren't sure which is worse, the jungle or the mountains.
else
say Tsk, not more vagabonds and mindless servants. Begone!
mpslay $n
endif
~
> rand_prog 2~
twiddle
~
> rand_prog 40~
mprestore self 1000
~
> act_prog flees~
mprestore self 1000
~
> hitprcnt_prog 25~
mpea Just as your blows begin to tell on $I, his wounds start to close!
mprestore self 1000
chuckle
~
> act_prog p stab misses you.~
chuckle
say You trying to stab stone, $n?
wink
~
> fight_prog 30~
say Fighting me is a mistake, $n!
wink
mea $n $I swipes, almost playfully, at your head with a massive fist.
mpechoar $n $n is sent flying by a playful slap from $I!
mpdamage $n 400
~
> fight_prog 15~
say Enough of this nonsense!
mea $n Reaching down, $I grabs ahold of your tunic and hoists you upward.
mea $n Spinning you rapidly around his head, he hurls you over the mountain.
mpechoar $n $I scoops up $n, swings $m about his head, and lets fly!
mpforce $n say AAAAAAAAAAAAAAAAAAAAAA!
mpechoar $n $n shrieks as $e plummets down the mountainside.
mpat 12619 mpe $n comes hurtling down the mountain.
mpat 12618 mpe $n comes hurtling down the mountain.
mptrans $n 12615
mpat 12615 mea $n You land heavily on the rocks near the river.
mpat 12615 mpechoar $n $n falls from above, crashing into the rocks.
mpat 12615 mpdamage $n 600
~
> act_prog p pierce misses you.~
chuckle
say You trying to stab stone, $n?
wink
~
> rand_prog 50~
wield maul
~
|
#12566
aboleth~
the Aboleth~
A massive, bloated creature flails at you with long white tentacles.
~
Horrid beyond description, the Aboleth is an ancient, highly aware
alien intelligence, that existed ten thousand years before this time,
and still exists in your time. Psionically endowed, they usually fill
their underwater lairs with slaves; this one, however, has had little
opportunity, and is thus delighted by your presence here.
~
35 272630312 -1000 C
46 0 -222 1d1+4000 4d4+40
0
150 0 0
112 112 0
22 22 13 13 22 13 13
0 0 0 -20 -20
89 0 0 0 8193 1 0
0 0 9273 256 3148956 1 1109397632 70
> fight_prog 33~
if rand(40)
mea $n The aboleth's tentacle brushes your skin, causing intense pain!
mpdamage $n 200
else
if rand(60)
c 'acid breath' $n
c 'acid breath' $r
else
if rand(40)
stun
bash
else
c blindness $r
endif
endif
endif
~
> death_prog 100~
mpe The aboleth is dead! Cackling in glee, $n leaps atop the blubbery
mpe Corpse, and hacks it open with a single blow. Guts and blood pour
mpe out in a torrent, filling the room. Peering through the murky
mpe waters, you fancy you can see the bones of a human in the stomach
mpe of the vile beast, which still twitches and spasms in its death thrones.
mpoload 12525
~
> greet_prog 100~
mea $n As you enter, you hear a voice speaking in your head!
mea $n Welcome, $n, to my humble abode. Pray, won't you stay for awhile?
cackle
mea $n Shall we say, forever?
mea $n You feel some force trying to take over your mind! Angry, you resist!
snarl
mpe _yel The aboleth releases a cloud of gas into the water!
c gas
~
> rand_prog 2~
c gas
~
> rand_prog 44~
mprestore self 200
~
> act_prog flees~
mprestore self 200
~
> act_prog p pound misses you.~
mea $n Your weapon bounces off the rubbery hide.
~
> act_prog p crush misses you.~
mea $n Your weapon bounces off the rubbery hide.
~
|
#12567
bwani hunter~
a Bwani hunter~
A naked Bwani woman runs silently through the jungle.
~
Possessed of superior agility and endurance than the Bwani menfolk,
Bwani females are the hunters of the tribe, leaving men to tasks
requiring more physical strength, such as guard duty and construction.
Bwani society is matrilineal, and women rule the tribe, most of them
working as hunters and scouts before becoming leaders of war parties
and eventually village elders.
~
65 33312 400 C
36 0 0 1d1+2000 4d4+20
0
0 43 0
112 112 2
13 13 13 18 13 13 13
0 0 0 0 0
0 6 0 0 1 1 0
0 0 2047 0 0 0 608 3
#12568
gorilla~
a gorilla~
A huge gorilla sits here beating its chest.
~
This powerfully muscular creature doesn't seem innately hostile, though
you have heard tales from dark skinned sailors in the bars of Westport
of mighty beasts like this that can rip a man's arms from their sockets
and beat him to death with them.
~
3 512 0 C
40 0 -66 2d2+2800 7d5+30
0
0 0 0
112 112 0
22 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 512 1 0
0 0 1791 3344 2097152 0 401 2
> rand_prog 2~
, scratches itself and tears a banana down from a nearby tree.
~
> greet_prog 100~
if name($n) == bwani hunter
, dives into the bushes, obviously scared of the hunters.
else
, stares at you in mild surprise, then ignores you.
say OO oo OO.
endif
~
|
#12569
pyros flame spirit~
Pyros~
A cackling, grinning fire spirit cavorts near the volcano.
~
A malicious, mischievious spirit, Pyros looks rather fearsome,
resembling a flaming winged, horned demon, but is actually quite weak
and cowardly for one of his ilk, and rather easy to overcome. He relies
on his appearance to frighten away the local tribesmen, who fear and
loathe him and his pyromaniacal pranks.
~
131 34086952 -400 C
42 0 -200 1d1+2500 11d6+40
0
22 75 0
112 112 0
12 18 8 22 12 4 22
5 5 5 -5 -5
84 3 0 0 65537 1 0
0 0 68452399 3157296 1 2 8199 2
> rand_prog 2~
say Burn burn burn!
cackle
if ispc($n)
c 'fire breath' $r
say Whoops! Did I do that?
giggle
else
endif
~
> fight_prog 20~
mea $n Pyros lobs a glob of molten lava at you!
mpdamage $n 50
gouge
cackle
say That's GOTTA hurt!
wink
~
> death_prog 100~
mpe As Pyros perishes, a glowing krater appears in his hands.
mpoload 12524 40
mpe _red A spark of Pyros' form flies into the krater, igniting its contents.
~
|
#12570
bwani sentry~
a Bwani sentry~
A tall man clad in bone armor stands silently before the gates.
~
Tall, handsome and proud, the noble Bwani are the opposite of their
ferocious Tech'opi rivals. Preferring peace to war, they hunt only for what
they need to survive, and take up arms only in defense. This is not to say
that they are incapable of fighting strongly and well; quite the opposite.
Indeed, the Tech'opi are more than a little terrified when the Bwani march
silently into battle, without making a sound, silently advancing on their
unnerved foe with weapons raised.
~
67 33312 600 C
40 0 0 1d1+2000 4d4+20
0
1 50 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 65536 65536 0
0 0 2047 1051712 0 0 48 3
#12571
bwani hermit utella~
U'tella~
A Bwani hermit, living in self imposed seclusion, squats near the fire.
~
This filthy, naked female is actually a revered holy woman of the Bwani,
and has come here for peace and calm to further her spiritual awareness,
at the obvious expense of her physical awareness. Despite her appearance,
her wisdom is sound, and not to be scoffed at. She could prove to be a
very useful ally.
~
3 8744 600 C
48 0 0 1d1+5000 4d8+40
0
0 0 0
112 112 2
13 22 22 13 13 13 13
0 0 0 0 0
0 1 0 0 65537 1 0
0 0 2047 0 1051648 0 0 0
> greet_prog 100~
if ispc($n)
mpe The hermit looks up from her medidations and squints suspiciously at you.
mpe _lbl Utella says 'Mgh'd kreth U'pankii???'
mpe Noting the confusion on your face, she mutters a few words and repeats.
say Can you understand me?
mpe The woman speaks common! Here? How can that be...?
mpe Noting your amazed reaction, she smiles, nods and continues.
say We Bwani shamans have a way of understand all spoken word.
say I know of you, stranger, I have prophesised your arrival.
say You need aid to reach Xchantharus, I would suspect...
say Did Log'obi send you here? It doesn't matter, you're here now.
nod
say Well, then, $n, do you seek my wisdom?
else
say My wisdom is not for the likes of you!
mpforce $n se
endif
~
> speech_prog p no~
shrug
say Suit self!
mpe $I returns to her meditation.
~
> speech_prog p yes~
nod
say You are wise, it is wisdom in and of itself to recognize the
say wisdom of others. Now, I can only tell you a little, for my
say own knowledge is limited.
sigh
say I realize that the priest king has managed to bridge time,
say to enable him to carry his evil to other times before the
say destruction of his city. Yes, he knows that the volcano will
say erupt and level his foul city, thus his efforts to bridge time.
say He must be stopped here, in the past, to save the future.
, mumbles and thinks to herself.
say You must seek the temple of the ancients, located on this isle.
say Within it you will find a book, detailing how to reach Xchantharus.
shiver
say Mention of its name causes me pain, $n. Be careful, and may the
say gods light your path.
c bless $n
c armor $n
c shield $n
~
> act_prog p grovels in the dirt before you.~
say Rise, rise, do not debase yourself thusly!
pat $n
~
|
#12572
ankylosaur~
an ankylosaur~
A squat, broad dinosaur with a club like tail drinks from the pool.
~
This is one of the smallest, yet most heavily armored, residents of this
volcanic island. Protected by thick sheets of hard scales, this herbivore
can feed in peace, free of threat from canivores for it is practically
impossible to get to its flesh.
~
3 512 0 C
42 0 -300 1d1+5000 10d10+50
0
0 0 0
112 112 0
13 13 13 25 13 13 13
0 0 0 0 0
79 3 0 0 1024 1024 0
0 0 8455341 1049187 2100496 0 964 2
#12573
triceratops~
a triceratops~
A powerfully built dinosaur with three horns rumbles past.
~
Despite its ferocious appearance, the mighty triceratops is actually
a herbivore, equipped for defense against predators, not offense, unless
sufficiently riled. Most other creatures give it a wide berth.
~
65 512 0 C
46 0 -200 1d1+10000 20d10+50
0
0 0 0
112 112 0
22 13 13 13 13 13 13
0 0 0 0 0
79 3 0 0 1024 1024 0
0 0 1115821 1048944 2100224 0 960 2
> rand_prog 2~
grunt
mpe $I munches at some tall grass.
~
|
#12574
velociraptor~
a velociraptor~
A cunning and agile carnivore leaps forward with lightning speed!
~
Not physically strong or large, the raptor more than makes up for what
it lacks in size and strength with speed, skill and a deadly bloodlust.
~
97 98856 0 C
48 0 -200 30d10+3000 5d7+50
0
0 0 0
112 112 0
13 13 13 22 13 13 13
0 0 0 0 0
79 3 0 0 1024 1024 0
0 0 33817645 3146352 3328 0 519 2
> fight_prog 20~
mea $n The raptor moves at you with incredible speed, striking hard!
mpdamage $n 75
~
|
#12575
stegosaurus~
a stegosaurus~
A powerfully built stegosaurus munches at some leaves.
~
This peaceful herbivore has been equipped by nature with a series of
ridges along its back, to deter carnivores from making it a tasty
snack. It ignores you as you enter, more intent on devouring some
delicious flowers.
~
131137 512 0 C
44 0 -200 1d1+8000 10d10+50
0
0 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
79 3 0 0 1024 1024 0
0 0 8455341 1048688 2100224 0 708 0
#12576
brontosaurus~
a brontosaurus~
A reptile of truly titanic proportions, the brontosaurus, feasts here.
~
Ripping whole trees out of the ground with a casual tug, it casually
munches at the leaves before spitting the unwanted portions away. It
is too large to even register your presence, though if agitated it would
doubtless be quite capable of crushing you!
~
3 512 0 C
45 0 -200 1d1+22000 20d4+80
0
0 0 0
112 112 0
25 13 13 13 25 13 13
0 0 0 0 0
79 3 0 0 1024 1024 0
0 0 66733 1048831 2100480 0 388 0
> fight_prog 50~
if rand(30)
mpe The brontosaurus swings its tail lazily, scattering rocks and people!
mpdamage $n 125
mpdamage $r 125
endif
if rand(40)
mea $n Angered at your actions, the mighty herbivore crushes you underfoot!
mpechoar $n $n screams as $e disappears beneath one of the mammoth feet!
mpdamage $n 600
else
if rand(60)
mpe Emitting a surprisingly high pitched wail of distress, $I charges!
mpforce $n say Uh oh...
scream
mpdamage $n 400
mpechoar $n $n is sent hurtling through the air!
mea $n You are sent hurtling through the air!
mptrans $n 12597
mpat $n mpat $n You land with a splash in a shallow pool of water.
mpechoar $n $n comes hurtling into the area, landing with a splash.
else
if rand(70)
mpgoto $i
mpe Confused and distressed, the brontosaurus picks a new target!
murder $n
stun
else
stun
bash
endif
endif
endif
~
> rand_prog 2~
, munches contentedly on a tree.
if ispc($r)
mea $r The brontosaurus steps back, inadventently crushing you!
mpechoar $r The dinosaur, oblivious to $r's presence, treads on $m!
mpdamage $r 500
mpforce $r scream
else
endif
~
|
#12577
pterodactyl~
a pterodactyl~
An ugly, reptillian avian swoops down towards its nest.
~
One of the smaller inhabitants of the island, this avian reptile is
still nevertheless a potential threat.
~
35 524832 0 C
40 0 0 1d1+1200 5d5+30
0
0 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
79 3 0 0 1024 1024 0
0 0 294953 1048576 2100224 0 515 2
#12578
crocodile~
a giant crocodile~
What seemed like a large log turns over and reveals its true nature.
~
Crocodiles of this age range from eight to twenty feet long, making the
specimens you have encountered in your own time seem like weak lambs in
comparison. Their mouths look wide enough to swallow an ogre whole, with
room to spare for a couple of halflings.
~
35 -2145353216 0 C
42 0 -100 100d10+2350 8d8+36
0
0 0 0
112 112 0
20 13 13 13 13 13 13
0 0 0 0 0
79 3 0 0 1024 1024 0
0 0 328765 32 0 0 197 2
> fight_prog 20~
mea $n The crocodile smashes into you and begins its death roll!
mpechoar $n $n is swept under water by the bulk of the crocodile!
mpdamage $n 100
mpechoar $n $n surfaces and frantically gasps for air!
~
|
#12579
anaconda~
an anaconda~
A snake as thick as a human's waist slips quietly into the water.
~
This horrid snake must be at least thirty feet long, and at least as
broad as the largest human you have ever seen. Its powerful coils can,
it is said, crush the life from an elephant.
~
35 98816 0 C
40 0 0 20d20+1200 2d8+20
0
0 0 0
112 112 0
21 13 13 13 13 13 13
0 0 0 0 0
62 3 0 0 1024 1024 0
0 0 66617 32 0 0 5 2
> fight_prog 20~
mea $n The anaconda loops a coil around you and squeezes!
mpechoar $n $n's eyes bulge as the anaconda constricts $m!
mpdamage $n 100
mpforce $n gasp
~
> death_prog 100~
if rand(50)
mea $n As the beast thrashes in its death throes, you hack away a piece of skin
mpechoar $n $n hacks a piece of skin from the dying ophidian.
mpoload 12557
else
mpe The killing blow splits the snake's skin clean in half, ruining it.
endif
~
|
#12580
wounded bwani warrior~
a wounded Bwani warrior~
A tribal warrior, clad in bone armor and an elaborate headdress, lies bleeding here.
~
A quick glance at this pained man tells you that he isn't Tech'opi;
his skin is unmarked by scars, tattoos or war paint, and he wears bone
armor, finely carved, instead of furs and loincloths. His teeth are
unfiled, and there is no psychotic glare in his eyes, which peer out
at the world through a haze of pain. His woulds are bad, probably fatal;
he won't last long.
~
67 33320 400 C
36 0 0 1d1+99 1d4+16
0
1 50 0
112 112 1
13 13 13 2 13 13 13
0 0 0 0 0
0 3 0 0 65536 65536 0
0 0 2047 0 0 0 513 3
> greet_prog 100~
if name($n) == techopi tribal warrior
mpe The wounded Bwani hides behind some thick foliage as the Tech'opi passes.
else
if ispc($n)
mea $n As you enter, the Bwani staggers forward, a pleading look in her eyes.
tell $n Stranger, I know you cannot understand me, but I beg of you,
tell $n Take this bracelet to my father, in the Bwani village.
mpoload 12558
give ritual $n
tell $n Please...
mea $n The Bwani seems to want you to do something with this bracelet.
mpe With a final choking gasp, the Bwani dies, her body falling into the bushes
mpgoto 12797
tell steu purge us
else
endif
endif
~
|
#12581
tyrannosaurus rex~
a Tyrannosaurus Rex~
A Tyrannosaurus Rex, mightiest carnivore of this age, roars in anger.
~
By the Gods. You had read of such creatures in Maritshome, seen pictures
in old books in the library, and had laughed at the concept of a creature
of such size ever wandering the world. But here it stands, real as life,
ready to smash and devour all in its path.
~
97 512 0 C
47 0 -200 10d10+12500 11d20+80
0
0 0 0
112 112 0
25 13 13 13 13 13 13
0 0 0 0 0
79 3 0 0 1024 1024 0
0 0 33883149 1049463 2100224 0 263 0
> fight_prog 20~
mpe The Tyrannosaurus lets out a thunderous roar, deafening you!
mpdamage all 100
if rand(66)
stun
else
if rand(50)
mpe The Tyrannosaurus sweeps with its massive tail.
mpdamage $n 200
mpdamage $r 200
else
if rand(75)
mea $n The Tyrannosaurus lifts one foot, and brings it down on your head!
mpechoar $n $n is crushed beneath one of the Tyrannosaurus' feet!
mpdamage $n 400
else
mea $n Reaching down, the Tyrannosaurus snaps its teeth around you!
mpechoar $n The Tyrannosaurus snaps up $n and chomps!
mpdamage $n 600
mpforce $n scream
endif
endif
endif
~
> greet_prog 100~
roar
if name($n) == velociraptor
mpe The T Rex leaps at the smaller carnivore, and roars as it flees!
else
if name($n) == triceratops
mpe The Tyrannosaurus Rex glares at $n, but is wary of its horns and spikes.
else
if name($n) == stegosaurus
mpe The Tyrannosaurus Rex glares at $n, but is wary of its sharp scales.
else
if ispc($n)
mpe The Tyrannosaurus roars in titanic fury at you!
mea $n You fall to the ground stunned and frightened senseless.
mpforce $n faint
else
endif
endif
endif
endif
~
> rand_prog 3~
, roars in fury!
mpasound An earth-shattering roar thunders nearby.
~
|
#12582
techopi sentry~
a Tech'opi blood sentry~
A fierce tribesman covered in scars stands before the gates.
~
Hardened warriors, the Tech'opi are a savage, bloodthirsty race of
cannibalistic tribesman, constantly at war with their neighboring
Bwani, and always on the prowl for fresh meat. They have filed their
teeth to sharp points, and smeared the blood of their victims on their
bodies. The blood sentries are among the elite, and are used to guard key
positions.
~
99 33312 -600 C
40 0 0 1d1+2200 4d4+20
0
1 50 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 65536 65536 0
0 0 2047 1051712 0 0 513 3
#12583
malicious spirit malice~
Malice~
You sense an odd feeling of being watched...
~
A manifestation of the Chaotic forces at work nearby, this foul spirit
seeks to drain the life of any who cross its fell path. Its deathly
life draining touch is the bane of living creatures everywhere.
~
35 67732138 -1000 C
42 0 -122 1000d1+2800 7d7+50
0
15 74 0
112 112 0
13 13 13 13 13 13 13
-5 -5 -5 -5 -5
84 0 0 0 65536 65536 0
0 0 0 1048598 2109192 33 1109397504 6
> fight_prog 20~
c feebleness
if rand(66)
mea $n The spirit lunges forward, striking you with its deathly touch.
c necro
else
mea $n The spirit attempts to drain your life, but you are too quick for it.
endif
~
> greet_prog 100~
mpe A billowing cloud of poisonous gas issues forth from the vines!
c gas
cackle
say Fools, all of you, and you will perish like the others!
say Let the priest king have his little city, we are happy here!
~
> death_prog 100~
mpe As the malignant beast dies, a shimmering bracer forms, a small
mpe manifestation of its remaining power.
mpoload 12562
mpe Peering more closely, you also see a glowing symbol of some deity.
mpoload 12523 1
~
|
#12584
techopi tribal warrior~
a Tech'opi tribal warrior~
A sinewy man covered in blood and paint stalks through the jungle.
~
Hardened warriors, the Tech'opi are a savage, bloodthirsty race of
cannibalistic tribesman, constantly at war with their neighboring
Bwani, and always on the prowl for fresh meat. They have filed their
teeth to sharp points, and smeared the blood of their victims on their
bodies.
~
97 33312 -400 C
36 0 0 1d1+2200 4d4+20
0
0 43 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 65536 65536 0
0 0 2047 0 0 0 513 3
> greet_prog 100~
if ispc($n)
say Trespassers in our sacred places! Death to the heretics!
scream
mpe The warrior leaps forward, teeth bared!
else
grunt
endif
~
> fight_prog 33~
wield tribal
grin
gouge
~
|
#12585
tiger~
a sabre toothed tiger~
A sabre toothed tiger leaps from the treetops.
~
Tigers are rare in your time, but back when Brythunia was young they
roamed far and wide through the humid jungles that covered most of the
great continent.
~
97 98816 0 C
40 0 0 1d1+1800 5d5+20
0
0 0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
74 3 0 0 512 512 0
0 0 33883709 0 0 0 3 2
#12586
order woman law~
Order~
A stern faced woman in her middle years bids you welcome.
~
The personification of Law, the forces of Chaos found it highly amusing
to give life to this ideal, and entomb it in this hall, giving it the
false impression that it is in Nirvana or one of the other planes of
Law.
~
3 4203176 0 C
50 0 0 1d1+10000 5d5+50
0
0 0 0
112 112 2
13 13 13 13 13 13 13
0 0 0 0 0
90 1 0 0 1 1 0
0 0 0 0 1051648 0 0 0
> rand_prog 33~
if ispc($r)
c 'restore mana' $r
c heal $r
endif
~
> greet_prog 100~
mea $n $I gazes at you coolly.
tell $n You may stay here, in my domain, for a while, $n.
tell $n But be warned, no chaotic behaviour will be tolerated!
nod
~
> speech_prog fuck shit cunt ass asshole crap wanker dick dickhead ~
say No talk like that will be tolerated, $n!
slap $n
mea $n $I hurls you out of the room!
mpechoar $n $n is hurled out of the room by $I!
mptrans $n 12551
mpat $n mpechoar $n $n comes flying out of Order's chamber!
~
|
#12587
Knight of the Ancients~
Knight of the Ancients~
A tall figure clad in blackened armor stands before the throne.
~
Sworn to defend their Queen unto death, the oath of allegiance of the
knights of this place was so strong that they kept their word long
after dead, remaining as semi-corporeal guardians of their monarch.
~
3 524968 0 C
46 0 -100 99d1+3901 4d8+30
0
2 50 0
112 112 1
18 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 1791 3146496 3072 0 608 524291
> fight_prog 75~
wield lance
disarm
if rand(20)
mpe Moving with speed and skill, the knight delivers a series of blows.
mpdamage $n 100
endif
if rand(30)
say Elder gods, suffuse me with strength!
mpe The knight's form glows with energy and his wounds heal.
mprestore self 100
else
if rand(60)
gouge
stun
cackle
else
if rand(45)
mpgoto $i
mpkill $r
else
c curse $r
endif
endif
endif
~
|
#12588
time ravager statue~
the Great Ravager~
A statue of a bald, grim faced man bearing a large hourglass stands here.
~
An anthropomorphic representation of Time, this statue has become
infused with Chaos, and has animated into a creature possessing the
least desirable traits of time and its effect.
~
3 4719272 0 C
50 0 -100 100d10+7600 7d10+66
0
150 0 0
112 112 0
17 13 13 13 13 13 13
-5 -5 -5 0 -5
90 0 0 0 1 1 0
0 0 2047 239 3153664 0 444600320 3
> greet_prog 100~
say $n, welcome to all of reality, and all possible realities!
say Compressed into this one tiny chamber, what better way to see
say the full effect of Time on all that exists on this plane!
cackle
say Come, watch with me, as the fabric of reality is unravelled before
say our eyes. Don't worry, it can't actually hurt you; you currently
say exist outside of time.
wink $n
say Sit and watch with me as the Cosmos is ravaged by Time!
~
> fight_prog 66~
wield scythe
disarm
if rand(60)
c blindness $r
c weaken $r
c chill $r
c poison $r
c galvanic $r
else
if rand(40)
say Fighting me is foolish and futile, $r. How can you battle Time?
boggle
mea $r $I points a taloned finger at you, and panic grips your heart.
mea $r $I is accelerating the rate of decay of your molecules!
mpechoar $r $r screams as $I causes $m to age decades in a matter of seconds!
mpdamage $n 400
else
if rand(75)
mpe $I gestures, and drains the energies from your body.
c 'energy drain' $n
c 'energy drain' $r
c 'energy drain' $r
c 'energy drain' $r
else
c feebleness $r
c unravel $r
endif
endif
endif
~
> death_prog 100~
mpe lbl The Great Ravager says 'No! It cannot end like this...'
mpe $I's eyes roll back in his head and he crumples to the ground.
~
> rand_prog 2~
smile
say Beautiful, is it not?
nod
~
|
#12589
ice elemental~
ice elemental~
A semi-frozen pool of water coalesces in front of you.
~
Ice elementals are rare beings, summoned from the para-elemental plane
of ice, to serve masters of frost and snow.
~
99 268443816 0 C
45 0 -55 1d1+3855 11d6+50
0
0 0 0
112 112 0
18 13 13 13 13 13 0
0 0 0 5 5
85 3 0 0 1 1 0
0 0 0 30 16128 0 306 2
> fight_prog 20~
mea $n The elemental releases a spray of shards of ice into your face!
mpdamage $n 100
c 'frost breath' $n
~
|
#12590
ice queen lich~
the ice queen~
An ancient lich, shrouded in ghostly white filaments, sits slumped in the throne.
~
A former monarch of the civilization that once flourished on the
plateau above, this woman remained alive here, after Chaos destroyed
her people, and gradually was twisted and corrupted into a vile lich,
that possesses no ambition that is usual to their type, but is still
bitter and malevolent, driven from her normally devout nature by
centuries of isolation and the influence of Xchantharus.
~
3 335545000 -1000 C
48 0 -100 1d1+12000 30d4+30
0
125 0 0
112 112 2
20 20 13 20 13 20 13
5 5 5 -5 -5
67 4 0 0 536577 1 0
0 0 264191 1048800 2105102 1 1109676546 2
> greet_prog 100~
if isimmort($n)
else
if class($n) == cleric
say Priests!?! Priests now? Where were you when I needed you!
scream
mea The ice queen gazes directly into your eyes. Your heart stops!
mpechoar $n $I stops $n's heart with a glance!
mpslay $n
else
if ispc($n)
say Leave me be, mortals! Leave me to my misery...
cry
mpe $I remains slumped in her throne, ignoring you.
else
endif
endif
endif
~
> fight_prog 75~
mprestore self 100
if rand(30)
mpe $I demonstrates her proficiency with cold magic.
c 'frost breath' $r
c chill $r
c weaken $r
endif
if rand(40)
gouge
disarm
wield frost
cackle
else
if rand(60)
c winter $r
else
if rand(40)
mpe A bluish aura suffuses the Ice Queen, sending out random blasts of energy!
mprestore self 100
mpdamage $n 100
mpdamage $r 100
else
c blindness $r
endif
endif
endif
~
> rand_prog 2~
mprestore self 100
sigh
say The gods are cruel, and unforgiving in their wrath.
~
|
#12591
elder god frost beast~
the frost beast~
A gargantuan beast of indescribable features shambles across the plateau.
~
Once an elder god, the frost beast's mind died with the civilization
that worshipped it, and now it wanders aimlessly, unleashing its tremendous
power on any and all foolish enough to cross its lethal path. A single
blow would fell an elephant, and the magical energies that surge from
it's form at random intervals could level cities.
~
65 272630440 0 C
55 0 -234 1d1+30000 9d9+79
0
0 0 0
112 112 0
25 3 3 13 13 25 3
-10 -10 -10 -10 -10
89 1 0 0 1 1 0
0 0 1409081 525004 3153170 1 1074020359 6
> rand_prog 2~
, roars in anger and desperation!
mpasound A horrendous wail echoes across the plateau!
~
> rand_prog 33~
mprestore self 1000
~
> fight_prog 100~
mprestore self 200
if rand(45)
mprestore self 100
mpechoat $r $I smashes you with its mighty limbs!
mpechoar $r $I smashes $r with its mighty limbs!
mpdamage $r 200
endif
if rand(35)
mprestore self 100
mpecho Wounds on the beast's body close before your eyes.
else
mpe A bolt of sizzling energy surges from the beast's eyes.
c 'chill touch' $r
mpdamage $r 400
endif
if rand(10)
mpechoat $n $I moans, a deafening sound, and steps on you.
mpechoar $n $I emits a deafening moan and steps on $n!
mpdamage $n 600
else
if rand(10)
gouge
mpe The beast flails madly with fist, foot and titanic tail!
mpkill $r
else
if rand(35)
mpe $I opens its maw and releases volumes of frost and energy.
c 'sonic resonance'
c 'chill touch'
mpechoat $n $I seems to truly notice you, and screams at you!
mpechoar $n $I seems to suddenly notice $n, and screams deafeningly.
mpdamage $n 300
else
if rand(50)
mpdamage $n 500
else
mpdamage $r 500
endif
endif
endif
endif
~
> death_prog 100~
mpe As $n strikes the blow that brings the god to its knees, the storm stops.
mpe Brilliant sunlight breaks through the clouds, striking the prone form.
mpe Before your very eyes, a spirit arises from the body of the frost beast
mpe and is borne upwards, to rejoin his fellow deities. A single tear trickles
mpe down one frost-covered cheek as it ascends. Seconds later the body is gone,
mpe and the sunlight gives way once more to the dark stormclouds.
if rand(66)
mpe Of the mighty Frost Beast, only a small token of its existence remains, a
mpe single plate of polished metal, covered in a thin sheen of frost.
mpoload 12588 50
else
endif
~
|
#12592
yeti~
a yeti~
A muscular, hirsute creature leaps across the plateau.
~
This hairy carnivore feeds on those creatures foolish enough to
wander the plateau, but is careful enough to avoid antagonizing the
frost beast.
~
97 98816 -320 C
38 0 0 1d1+180 4d4+20
0
0 0 0
112 112 1
22 13 13 13 13 13 13
0 0 0 0 0
89 3 0 0 512 512 0
0 0 263871 0 2 1 515 2
#12593
p'chaua pchaua stone golem statue~
the Golem P'chaua~
A hulking stone statue towers over you.
~
Forged by some ancient race, the golem has stood here since time
immemorial, serving the purpose it was created for, to welcome travellers
to the kingdom of its makers, ignorant to the fate that has befallen them.
It is curious how he talks about a jungle, in these arctic wastelands...
~
7 8872 0 C
50 0 -200 100d20+3500 10d10+100
0
12 20 0
112 112 0
18 13 13 18 13 13 0
-10 -10 -10 -10 -10
40 3 0 0 8192 8192 0
0 0 199 1048672 2108453 16 176 3
> all_greet_prog 100~
if class($n) == mage
bow $n
say Greetings, master. You have been away far too long!
mpe Clearly the creature is in awe of you, or mages at least.
smile
say Your city awaits, the dangers of the jungle will not bother
say one of your power!
wink
else
if ispc($n)
bow
say Welcome, $n, to the kingdom of Tinisbwana!
, folds his arms across his impossibly broad chest.
say You will be welcome in the city, but I advise caution
say whilst venturing through the jungle. The natives are hostile,
say and many of the plants are poisonous. Although you must already
say know that, having already trudged so far in this sweltering
say heat.
, wipes his brow, then shakes his head.
mpe What the Hell is this golem talking about? Heat? Brrr
else
wink $n
say Hello there, $n. Who drags you so far from your home?
endif
endif
~
> fight_prog 25~
say Fighting me is a mistake, $n!
wink
mea $n $I swipes, almost playfully, at your head with a massive fist.
mpechoar $n $n is sent flying by a playful slap from $I!
mpdamage $n 150
~
> fight_prog 5~
say Enough of this nonsense!
mea $n Reaching down, $I grabs ahold of your tunic and hoists you upward.
mea $n Spinning you rapidly around his head, he sends you flying northwards!
mpechoar $n $I scoops up $n, swings $m about his head, and lets fly!
mpforce $n say AAAAAAAAAAAAAAAAAAAAAA!
mptrans $n 12526
mpat 12526 mea $n You land on the icy plateau hard!
mpat 12526 mpechoar $n $n comes hurtling into the room!
mpat 12526 mpdamage $n 600
~
> hitprcnt_prog 25~
mpea Just as your blows begin to tell on $I, his wounds start to close!
mprestore self 1000
chuckle
~
> act_prog p pierce misses you.~
chuckle
say You trying to stab stone, $n?
wink
~
> act_prog p stab misses you.~
chuckle
say You trying to stab stone, $n?
wink
~
> rand_prog 100~
mprestore self 1000
~
> act_prog flees~
mprestore self 1000
c gas
~
> speech_prog p tinisbwana~
say Aye, through the gate, you can reach my homeland!
smile
say An ancient place, indeed, seperated from us by time and space.
say But though it existed milennia ago, it also exists now!
wink
say Confusing, is it not?
~
> speech_prog locked key gate chains lock~
say Locked, eh?
nod
say My masters were wise to do so, to protect their homeland.
say I once had the key, and was entrusted with its guardianship.
say But the wyrm of Dragg's Peak came and stole it!
mutter
say Foul dragon, what I wouldn't give to be able to fly...
say He lurks in the Hellspires, south of here, to the east of the
say old guard post.
~
> act_prog p You rise into the currents of air.~
say By the gods and goddesses! I can fly!
say Wait here, $n, and I shall fetch ye the key!
, dashes off, flying high to the southeast, towards Dragg's peak.
mpe He returns a minute later, a bloodied wyrm carcass in one hand.
mpe In the other he carries a key, made of ice.
mpoload 12589
give key $n
say A token of my appreciation for this blessing.
bow
~
|
#12594
ogre~
an ogre~
A burly humanoid clad in animal furs shambles about the lair.
~
This foul humanoid is a threat to travellers in many regions, though in
these dark ranges he is one of the less threatening foes you may face.
His ogrish blood is thick- squinting at you through thick folds of flesh
that obscure his ugly features, the creature can barely even talk.
~
35 512 -800 C
36 0 -100 2d100+1200 6d4+20
0
5 50 0
112 112 1
20 13 13 13 13 13 13
0 0 0 0 0
6 3 0 0 16 16 0
0 0 47 2099472 0 0 144 2
> fight_prog 33~
wield club
grunt
punch
disarm
~
> rand_prog 33~
wield club
~
> rand_prog 2~
grunt
~
> greet_prog 100~
snarl
if ispc($n)
mpe With great ferocity, the ogre slams his club into your midsection!
mpdamage $n 75
lick
else
endif
~
|
#12595
dwarf dragg~
Dragg~
A muscular, well-armored dwarf sits here whittling.
~
A legendary dwarven hero, Dragg set forth to find the legendary city
of Xchantharus, the source of the Chaos infesting Brythunia, nearly
three centuries ago. A long time, even by Dwarven standards. Yet he
sits here, apparently not a day older, without a care in the world.
What sorcery is at work here?
~
3 4203176 750 C
44 0 -200 1d1+5000 11d3+60
0
34 54 32
112 112 0
20 13 13 13 20 13 13
-20 -20 -20 -20 -20
2 3 0 0 4 4 0
0 0 2047 255 3149056 0 896 524291
> fight_prog 74~
wield dragg
~
> rand_prog 33~
wield dragg
mprestore self 300
~
> greet_prog 100~
smile
, stands up and brushes wood chips off his lap.
if ispc($n)
say Well met, fellow adventurer. What brings ye to the Hellspires?
mpe Seeing your look of puzzlement at his carefree greeting, $I frowns.
say Oh, you are probably wondering why I rest here, free of care?
nod
say Well, it's like this- I am dead. Yes, yes I know, its almost
say beyond belief that the mightiest dwarven hero ever would be dead.
say But there you have it. Best I can tell, some supernatural force
say is keeping me alive for their own purposes. But I refused to be
say the object of their humor, and have set up quite a home here.
smile
say Feel free to rest as long as you wish, friend.
else
endif
~
> rand_prog 2~
whistle
say Still here? Good, rest and relax.
smile
~
> speech_prog xchantharus~
say Xchantharus? You know of it?
nod
say I sought it too, once, long ago...
sigh
say It does exist you know, beyond the pillars. Ignore the icy
say plateau, it is a maze of traps and evil monsters. Head instead
say through the golem's gates, providing you have the key. I never
say managed to find it, unfortunately.
~
|
#12596
winter wolf~
a winter wolf~
A snow white wolf the size of a bull snarls menacingly.
~
The pelt of this great lupine beast glistens with frost, especially around
its muzzle, which houses razor sharp teeth, and the capacity to belch forth
frost upon its foes.
~
35 544 -400 C
35 0 0 90d10+900 3d5+22
0
0 0 0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
69 3 0 0 512 512 0
0 0 33883709 0 2 1 3 2
> death_prog 100~
if rand(33)
mpe With one last howl, the wolf perishes. To your delight, the pelt
mpe appears to have for the most part remained whole.
mpoload 12598
else
mpe The death blow rips through the center of the wolf's back, tearing
mpe open hide and bone as it finishes the pained creature.
endif
~
|
#12597
cave bear~
a cave bear~
A white furred cave bear, thrice the size of a brown bear, slumbers here.
~
This mammoth ursine beast is currently resting off a big meal of
wild men, and is not in the mood for another fight just yet. However,
it will be more than capable of defending itself if attacked.
~
3 512 0 C
38 0 0 20d20+1800 7d2+30
0
0 0 0
112 112 0
20 13 13 13 20 13 13
0 0 0 0 0
24 3 0 0 512 512 0
0 0 33816621 256 2097152 0 131 2
> death_prog 100~
if rand(33)
mpe The mighty grizzly is dead! Cackling in triumph, $n leaps atop
mpe the corpse and, with a single blow, lops off its head.
mpoload 12599
else
mpe The death blow cleaves the bear's head in twain.
endif
~
|
#12598
wild man~
a wild man~
A thick set, hairy humanoid bounds amongst the rocks.
~
The descendants of a lost civilization ravaged by Chaos, these dimwitted
mutations survive by roaming, either alone or in packs, among the
Hellspires, scavenging where they can.
~
229 33280 -200 C
32 0 0 10d20+500 3d5+10
0
0 0 0
112 112 1
18 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 239 0 0 0 16 3
#12599
white dragon~
a white dragon~
A small, but vicious, white dragon snarls in anger.
~
Like most of the inhabitants of the Hellspires, this creature is evil,
malicious and foul tempered. It would not hesitate to rend limb from
limb any foolish enough to disturb its rest.
~
35 273154560 -676 C
40 0 -100 10d20+4800 3d7+30
0
10 0 0
112 112 2
13 13 13 13 13 13 13
-10 -10 -10 -10 -10
31 3 0 0 2048 2048 0
0 0 362047 3149100 2 1 7 2
> greet_prog 100~
mpe _lbl Clouds of snow are stirred up by the dragon as it moves.
mpe _lbl A snort from its gaping nostrils sends forth a cloud of frost.
roar
if ispc($n)
say Foolish whelp! You are idiotic to disturb me in my lair!
grin
say You want the key, I'll wager... But you can't have it!
say Unless, of course, you are willing to pay for it...
wink
say with your LIFE!
C 'frost breath' $n
else
endif
~
> fight_prog 25~
mpe The wyrm opens its maw and roars mightily, shaking the cavern!
mpe Large chunks of ice are dislodged from the ceiling.
mpdamage $n 50
mpdamage $r 50
~
|
#12600
mad alchemist~
the mad alchemist~
A crazed alchemist babbles incoherently as he brews another potion.
~
A scientist in the employ of Cessephenes, this insane fellow has
probably caused more harm than good to his master's other servants
with his vile and unstable concoctions.
~
163 369099264 -200 C
49 0 -111 23d10+3800 3d3+21
0
17 50 0
112 112 1
13 20 13 20 13 13 13
0 0 0 0 0
0 0 0 0 1 1 0
0 0 2047 0 1050632 512 1107300928 2
> fight_prog 18~
mpe The Alchemist quaffs a potion, and breathes forth a gout of flame!
c 'fire breath' $r
~
> fight_prog 10~
mpe The Alchemist hurls a glass vial at the floor. As it shatters, thick
mpe black smoke fills the room!
c gas
~
> fight_prog 25~
mpe The alchemist mumbles an incantation, and unleashes a volley of spells!
c 'galvanic whip'
c 'spectral furor'
c 'black fist'
c 'magic missile'
c chill
~
> fight_prog 60~
c curse $r
c blindness $r
c weaken $r
c unravel $r
~
> greet_prog 100~
if isimmort($n)
mutter
else
snarl
say Not MORE intrusions!
mpe The alchemist grabs a handful of potions and hurls them at your feet.
mpe Several plumes of smoke arise, filling the chamber.
c gas
endif
~
|
#12601
demonkin fiend~
a flaming fiend~
Flaming demonkin fly about in the air above the city, looking for prey.
~
Since the insurgence of Chaos, influxes of such beasts from the Abyss
have become common, and they pose a threat to both strangers and locals
of this devastated city.
~
33 34079232 -400 C
43 0 -55 200d1+1200 3d10+33
0
5 76 0
112 112 0
13 13 13 22 13 13 13
0 0 0 0 0
67 2 0 0 8192 8192 0
0 0 67471039 1052416 1 2 262663 2
> rand_prog 2~
cackle
drool
~
|
#12602
zombie citizen~
a zombie citizen~
Former citizens of the city shamble blindly through the ravaged streets.
~
Once humans, these creatures are not animated dead, but humans who have
lost so much of their soul, spirit, mind and will to exist to Chaos that
only these hollow shells remain.
~
65 0 200 C
44 0 0 50d10+500 10d4+20
0
0 45 0
112 112 0
18 13 13 13 13 13 13
0 0 0 0 0
71 3 0 0 65536 65536 0
0 0 16 1056544 16 0 128 1
> rand_prog 2~
say The horror...
drool
~
|
#12603
harpy~
a harpy~
A scrawny harpy scours the streets for meat.
~
Foul creatures of Chaos, the harpies delight in slaying, maiming and
feasting on hapless stragglers and adventurers such as yourself.
~
165 524808 -750 C
44 0 -50 80d10+800 6d6+28
0
15 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
42 2 0 0 1 1 0
0 0 296505 1050624 0 1 579 2
#12604
skeleton guard alex~
the second skeleton guard~
A skeleton clad in archaic armor stands before the gates.
~
Mindless undead guardians of the manor, these beings exist solely to
protect the home of their master from any perceived threat, which is
basically anyone who comes near, as attested by the growing pile of
corpses at their feet.
~
3 680 -200 C
48 0 -144 20d20+3000 5d5+40
0
5 0 0
112 112 0
22 13 13 13 13 13 13
0 0 0 0 0
60 3 0 0 1 1 0
0 0 0 584 3362 17 512 524291
> act_prog p tells you 'go!'~
say Gaaaaaahhh
mpe The second guard's head lolls about and he struggles to stand.
t fred go yerself!
~
> fight_prog 20~
say Gaaaaaahhh
mpe The skeleton swings clumsily, but misses his target!
mpdamage fred 200
mpforce fred say Hoi! Watch it you oaf!
mpforce fred slap alex
~
|
#12605
skeleton steed~
a skeleton steed~
A skeletal warhorse snorts and whinneys at your approach.
~
Some of the steeds of the manor managed to survive, as undead mounts
for the undead guardians that protect the baron round the clock. They
remain as loyal (and stupid) as they were in life.
~
3 640 -200 C
48 0 -100 47d10+2000 3d8+32
0
0 0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
60 4 0 0 512 512 2
0 0 0 2097222 3872 17 160 2
> rand_prog 2~
snort
~
|
#12606
skeleton knight~
a skeleton knight~
A skeleton clad in shining black plate mail sits on a wooden stool
~
Once a loyal vassal of Cessephenes, master of this manor, this fellow
continues his vows of allegiance even in death.
~
3 8872 -200 C
50 0 -200 1d1+6666 11d11+19
0
75 0 0
112 112 0
22 13 13 18 18 13 13
0 0 0 0 0
60 1 0 0 1 1 0
0 0 0 1050688 2101030 17 134218256 536583
> all_greet_prog 100~
if ispc($n)
mpe The knight rises to his feet as you enter.
say Ahh, greetings travellers, and welcome to the manor of my
say master, Cessephenes the fair. Pray, sit awhile and rest with
say me, I could sorely use the company.
sigh
say Those fools at the gate know naught of art, chess or strategy.
else
endif
~
> fight_prog 20~
say Have at thee, traitorous backstabber!
snarl
disarm
mpe The knight strikes with a rapid succession of strokes.
mpdamage $n 100
mpdamage $n 100
mpdamage $n 100
gouge
stun
~
> fight_prog 75~
wield lance
~
> fight_prog 33~
say Cowardly knave $r, assaulting a man at his rest!
slap $r
mpdamage $r 200
~
> rand_prog 2~
mutter
sigh
~
> rand_prog 100~
wield lance
~
|
#12607
strogg s'trogg~
S'trogg~
A hulking troll sits on an impossibly small stool reading a thick tome.
~
Before you sits the eminent Troll philosopher S'trogg Wrenchdembones,
long thought slain by angry elven mages. But he appears to have sought
refuge here, where he can continue his work in private.
~
3 4194984 -200 C
55 0 -300 1000d1+29000 20d20+40
0
400 0 0
112 112 1
25 25 25 25 13 25 25
0 0 0 0 0
8 0 0 0 64 64 2
0 0 32 1049198 2100480 129 771 524291
> all_greet_prog 100~
mpe As you enter, S'trogg looks up and grunts.
say Go 'way. S'trogg busy.
mutter
mpe With a loud belch he returns to his book.
~
> rand_prog 2~
mpe S'trogg pauses in his reading to drive a stubby finger up one nostril.
mpe Digging about, he fetches out a particularly tasty morsel and devours it.
mmm
grunt
~
> rand_prog 2~
mpe S'trogg suddenly lifts one leg, and a horrendous noise emerges!
fart
say Ahhhhh....
say Dat's better!
mpe A foolish grin creases Strogg's features.
~
> rand_prog 2~
mpe $I reaches behind and absently scratches his arse as he reads.
nod
say This is a good bit!
~
> rand_prog 10~
if ispc($r)
snarl
say Wot! Why you still here, 'ey?
mea $r Strogg slams you upside the head with his book!
mpechoar $r S'trogg slams $r upside the head with his book!
mpdamage $r 400
say Go 'way!
else
endif
~
> fight_prog 66~
if rand(66)
stun
gouge
mpe S'trogg attacks with the savagery that only a troll can muster!
mpdamage $n 800
else
if rand(40)
disarm
mpdamage $n 200
mpdamage $r 200
mpdamage $n 200
mpdamage $r 200
else
punch
punch
punch
endif
endif
~
> death_prog 100~
if rand(20)
mpe As the great philosopher dies, his book tumbles from his hands.
mpoload 12660
drop tome
else
endif
~
|
#12608
brass golem~
a brass golem~
A statue of shiny brass stands before the stair.
~
Faithful bodyguard of the baron, this golem stands immobile, as it
has done for centuries, at the base of the stair that enters its master's
haven- the black tower you spied without. There are few beings capable of
besting this savage and unpredictable guardian.
~
39 37757608 -200 C
50 0 -200 50d50+5200 4d20+40
0
0 0 0
112 112 0
22 13 13 13 13 13 13
0 0 0 -30 -30
85 3 0 0 65536 65536 0
0 0 0 1048624 2099265 0 16 3
> fight_prog 75~
disarm
gouge
~
> all_greet_prog 100~
if isimmort($n)
else
say None shall pass!
mpe _yel With a metallic grating sound, the golem creaks into life!
flex
c gas
endif
~
> act_prog flees~
mpat $n t $n None Shall Pass!
mpat 0.$n mea $n The golem grabs you by the head and yanks you back!
mpe The golem grabs $n by the head and yanks $m back!
mptrans 0.$n
c 'fire breath' $n
cackle
~
> rand_prog 33~
mprestore self 100
~
> hitprcnt_prog == 20~
mpe Badly damaged, the golem pauses, then marshalls its energies and charges!
bash
stun
~
> rand_prog 2~
peer
mutter
~
|
#12753
spirit garden~
the Spirit of the Gardens~
A sad-faced old woman weeps at the devastation all around her.
~
An undead manifestation of what little good once existed in this city,
this spirit is devoted to Law, and is beyond the influence of Chaos.
However, she is compelled to remain in this garden, never to leave.
~
3 4727464 1000 C
55 0 -300 21d100+28000 0d0+0
0
0 0 0
112 112 2
13 13 13 13 13 13 13
-3 -3 -3 -3 -3
90 1 0 0 65536 65536 0
0 0 0 0 3149056 0 142606336 134
> fight_prog 25~
c 'frost breath' $r
mprestore self 300
~
> rand_prog 30~
if ispc($r)
c heal $r
c 'restore mana' $r
else
c heal
endif
~
> all_greet_prog 100~
, smiles sadly as you enter.
say Sit, stranger, here with me, you are safe here.
sigh
say For all the good it does me, I am too...
say I will do what I can to aid you in your battles, though such
say aid can only be delivered here in my sanctum.
~
> death_prog 100~
mpe _whi A brilliant light floods the room as the woman dies.
mpe _whi Her liberated soul arises from her remains, and ascends skywards.
mpe _whi Brilliant waves of energy course through the air, to mark her passing.
mpe _whi When the light subsides, no trace remains of the woman.
mpgoto 12797
~
|
#0


#OBJECTS
#12500
claw chaos~
the Claw of Chaos~
A shimmering black claw of pure evil glistens here.~
~
5 524822 8193
0 29 3 3
20 156 50 0 156500
A
17 -50
A
13 150
A
12 100
A
18 17
A
19 18
A
23 -15
A
24 -15
A
22 -15
A
20 -15
A
27 526
> wear_prog 100~
if isevil($n)
mea $n The claw fits comfortably into your grasp.
mpforce $n evilgrin
c fireshield $n
else
endif
~
> remove_prog 100~
if isevil($n)
mea $n The claw seems almost reluctant to slip from your grasp.
else
endif
~
|
#12501
warp cloak~
Warp Cloak~
This translucent scrap of cloth fades in and out of existence.~
~
9 594 1025 512
20 0 0 0
33 157 50 0 157500
A
17 -40
A
2 2
A
12 120
A
13 120
A
18 16
A
19 16
A
23 -25
A
22 -25
A
20 -25
A
24 -25
A
26 34603010
A
27 1048580
> wear_prog 100~
if isevil($n)
mea $n As you drape the cloak about yourself, you phase out of existence.
mpechoar $n As $n wear the cloak, $e shimmers into a semi-corporeal state.
else
endif
~
|
#12502
dracolich tooth earring~
Tooth of the Dracolich~
A tooth torn from the maw of Xanra, the first Dracolich, lies here.~
~
9 596 65537
20 0 0 0
12 0 4 0 40
A
13 60
A
12 60
A
18 5
A
19 5
A
27 1048576
#12503
blazing eyes txachamitxchual~
The Blazing Eyes of Txachamitxchual~
A pair of fiery eyes burn a hole into the floor.~
~
9 595 131073
33 0 0 0
2 1 56 50 1565
A
12 125
A
19 6
A
26 33554432
A
27 1
#12504
benediction~
&YB&Oe&Yn&Oe&Yd&Oi&Yc&Ot&Yi&Oo&Yn&w~
The blessings of the gods of Law coalesces into a blade of light.~
~
5 527627 8193
35 35 3 3
10 25000 7500 75000 92500
A
17 -50
A
25 7
A
12 150
A
13 200
A
18 30
A
19 30
A
20 -30
A
22 -25
A
27 11
> wear_prog 100~
if isgood($n)
mea $n _whi A warm feeling flows through you as you are blessed.
mer $n _whi $n basks in the warmth of Benediction.
c bless $n
c inner $n
else
endif
~
> sac_prog 66~
mea $n You carefully place Benediction down, and consign it back to the Gods.
mer $n $n places the Benediction down, and consigns it back to the Gods.
mea $n Impressed by your sacrifice, they bless you with the ultimate vision.
mer $n Impressed by $n's sacrifice, he is blessed with the ultimate vision.
mpoload 12602
drop vision
~
|
#12505
damnation~
&rD&za&rm&zn&ra&zt&ri&zo&rn&w~
A red steel blade glows with a hellish light.~
~
5 2587 8193
0 31 3 11
5 25000 7500 75000 66666666
A
17 -75
A
25 -5
A
13 200
A
18 25
A
19 25
A
20 -25
A
22 -25
A
23 -25
A
27 1049120
A
28 1
> wear_prog 100~
if isevil($n)
mea $n The blade crackles and pulses with unholy energy as you grip it!
c fireshield $n
c kin $n
c troll $n
else
endif
~
> sac_prog 66~
mpe Waves of dark energy shift and dance about the ruined blade.
mpe Eventually they coalesce into a dark, formless void, humming evilly.
mpoload 12601
drop visions
~
|
#12506
sarcophagus~
the sarcophagus of the priest king~
An ornate sarcophagus inlaid with precious gems rests here.~
~
15 83 0
100000 5 -1 0
10000 10000 0 0 10000000
> act_prog p opens the sarcophagus of the priest king.~
mea $n As you wrench open the lid, a fire trap explodes in your face!
mpechoar $n As $n opens the sarcophagus, $e is engulfed in flame!
mpdamage $n 125
mpe _red The fire coalesces into a flaming demon from the Abyss!
mpmload 12510
mpforce nyca mpoload 12515
mpforce nyca wield axe
mpforce nyca say You have disturbed the tomb of my master!
mpforce nyca say And now, you must die!
mpforce nyca cackle
mpforce nyca , unleashes a volley of spells!
mpforce nyca c 'acid breath' $r
mpforce nyca c 'frost breath' $r
mpforce nyca c 'fire breath' $r
~
|
#12507
ring fire resistance~
a ring of fire resistance~
A glowing red ring lies on the ground.~
~
9 524353 3
8 0 0 0
1 1 0 0 1000
A
27 1
A
18 2
A
19 2
A
23 -10
A
24 -10
#12508
wrappings mummy~
Wrappings of the Mummy~
A pile of dirty linen bandages lies here.~
~
9 0 1025 64
11 0 0 0
4 0 0 0 0
A
18 3
A
19 7
A
23 5
A
29 1
#12509
scroll priest king~
a scroll of the priest king~
A crumbling sheet of papyrus lies here.~
~
2 82 1
50 -1 170 246
1 1 0 0 1000
'fireshield' 'iceshield' 'shockshield'
#12510
scroll priest king~
a scroll of the priest king~
A crumbling sheet of papyrus lies here.~
~
2 82 1
50 -1 285 277
1 1 0 0 1000
'curse' 'weaken' 'unravel defense'
#12511
scroll priest king~
a scroll of the priest king~
A crumbling sheet of papyrus lies here.~
~
2 82 1
50 -1 238 262
1 1 0 0 1000
'protection' 'sanctuary' 'stone skin'
#12512
scroll priest king~
a scroll of the priest king~
A crumbling sheet of papyrus lies here.~
~
2 82 1
50 -1 155 116
1 1 0 0 1000
'necromantic touch' 'harm' 'energy drain'
#12513
scroll priest king~
a scroll of the priest king~
A crumbling sheet of papyrus lies here.~
~
2 82 1
50 -1 244 279
1 1 0 0 1000
'armor' 'shield' 'valiance'
#12514
scroll priest king~
a scroll of the priest king~
A crumbling sheet of papyrus lies here.~
~
2 82 1
50 -1 130 36
1 1 0 0 1000
'gate' 'feebleness' 'blazebane'
#12515
black steel axe~
a black steel axe~
An axe of blackened steel is imbedded in the ground.~
~
5 524818 8193
0 0 0 1
18 1 50 0 1500
A
18 7
A
19 7
#12516
small silver coffer~
a small silver coffer~
A small silver coffer has been welded to the floor.~
~
15 524370 0
100 5 -1 0
1 0 0 0 0
> act_prog p opens a small silver coffer.~
mea $n A strange mist wafts from the coffer as you open it...
mpechoar $n As $n opens the coffer, the room is engulfed in a strange mist...
c gas
mpe _whi The mist coalesces into an enraged ghost!
mpmload 12509
mpforce engineer moan
mpforce ghost yell REVENGE! I WILL HAVE MY REVENGE, TREACHEROUS BLACKHEARTS!
mpforce ghost scream
mpe You are gripped in terror as you behold this visage!
mpforce ghost murder $n
~
|
#12517
amulet soul ~
Soul Amulet~
A glowing white amulet lies in the dirt.~
~
9 8439104 5
22 0 0 0
8 100 0 0 100000
A
12 66
A
18 4
A
19 3
A
24 -7
#12518
sleeves spider~
Sleeves of the Spider~
A pair of silvery sleeves covered in webbing lies here.~
~
9 197202 257
17 0 0 0
3 15 75 0 15750
A
2 3
A
18 4
A
19 7
A
13 30
A
12 30
A
27 256
> wear_prog 100~
c slink $n
~
|
#12519
ensnared corpse~
an ensnared corpse~
A humanoid corpse is coccooned in webbing here.~
~
15 0 0
1000 1 -1 0
1 0 0 0 0
#12520
hide spykros~
the Hide of Spykros~
A strip of chimera hide lies on the ground.~
~
9 80 1025 1
34 0 0 0
33 17 56 0 17560
A
17 -66
A
13 100
A
18 6
A
19 8
A
23 -8
A
27 1
#12521
tome~
a glowing tome~
A magical tome rests upon the lectern. You feel compelled to read it.~
~
12 65 0
0 0 0 0
1 0 0 0 0
> exa_prog 100~
mea $n As you gaze upon the pages, the writing seems to come alive!
mea $n A magical force grabs ahold of your spirit, and pulls it free.
mea $n Terrified, you attempt to fight, but it is futile to resist.
mea $n However, as your spirit rushes into the tome, you feel at ease.
mea $n No harm was meant to you; it is simply easier for the tome to
mea $n communicate in this fashion.
mpechoar $n $n goes rigid, then suddenly relaxes and collapses to the floor.
mptrans $n 12600
mpat 12600 mpforce guardian mpe The old man stares sternly at you.
mpat 12600 mpforce guardian say Well, then. You seek knowledge then?
~
|
#12522
parchment~
a sheet of parchment~
This parchment is covered in runes and glyphs.~
~
35 64 1
0 0 0 0
1 0 0 0 0
E
parchment~
The parchment contains several lines of text, containing that which
you needed to know- How to reach Xchantharus!

In a spidery hand, it reads - "The road to Xchantharus is long and hard,
and fraught with peril. However, if you seek the five blessed items, you
can access this fell domain, passing through the unholy portal atop
mount Xchan. The five items are scattered across the jungles, hidden in
various places; the exact location is not known, but a clue exists for
each-
First, seek you the skull of Tapax'ochoa, mightiest of the Tech'opi.
Second, seek you the girdle of wisdom, relic of the Bwani
Third, the bones of the saint Crissagorman, lost in the river of the dead.
Fourth, the krater of Pyros, at the base of the mountain of fire.
Fifth, the sigil of Orde, deity of the lost people, taken by malice.

These will open the gates and allow you into the realm of the priest king.
Not all five are needed to enter the city, but to access the priest king,
you will need at least two. Were that it known which two, much time would
be saved. But the very nature of Chaos that deliberately leaves such weaknesses
about also obfuscates which ones are the most effective.
~
#12523
sigil orde~
the sigil of Orde~
A glowing symbol hangs in midair.~
~
1 1089 1
0 0 -1 0
10 10 0 0 10000
A
25 3
> damage_prog 100~
mpoload 12523
drop orde
mpforce $n get orde
mpforce $n wear orde
~
|
#12524
krater pyros~
Krater of Pyros~
A clay pot burning with a strange liquid rests here.~
~
1 579 1
0 0 -1 0
7 7 56 0 7560
A
12 50
A
27 1
> damage_prog 100~
mpoload 12524
drop krater
mpforce $n get krater
mpforce $n wear krater
~
|
#12525
bones saint crissagorman~
Bones of St. Crissagorman~
A pile of bones lies scattered across the floor.~
~
9 25283905 16385
10 0 0 0
33 250 0 0 250000
A
4 2
A
5 2
A
12 50
A
13 50
A
18 4
A
19 4
A
24 -5
> wear_prog 100~
if isgood($n)
mea $n You reverently hold the bones in your trembling hands.
mea $n Immediately, you feel cleansed of all impurities.
c 'remove curse' $n
c 'cure poison' $n
c 'cure blindness' $n
else
endif
~
> get_prog 100~
if isgood($n)
mea $n You reverently gather the bones of the martyred saint.
else
endif
~
> drop_prog 100~
if isgood($r)
mea $r You carefully place the bones on the ground.
else
endif
~
|
#12526
tiger skull tapax'ochoa ~
a sabre-tooth tiger skull~
This skull is twice the size of a human's head.~
~
9 16925266 17
30 0 0 0
1 4 0 0 4000
A
3 -1
A
4 -1
A
22 -2
A
13 30
A
18 5
A
19 5
A
27 512
> wear_prog 100~
if race($n) == halfling
mea $n The skull is far too large for you!
mpforce $n remove tapax'ochoa
else
if race($n) == pixie
mea $n The skull is far too large for you!
mpforce $n remove tapax'ochoa
else
endif
endif
~
|
#12527
girdle wisdom~
the Girdle of Wisdom~
A plain leather girdle lies, forsaken.~
~
9 8504384 2049
17 0 0 0
10 17 50 0 17500
A
4 3
A
12 60
A
24 -3
A
18 3
A
19 4
A
27 2048
A
26 16777216
#12528
scroll~
a bound scroll~
A scroll tied with a thin black ribbon rolls around.~
~
2 64 1
50 -1 133 137
1 3 50 0 3500
'firebreath' 'fireball' 'flamestrike'
#12529
scroll~
a bound scroll~
A scroll tied with a thin black ribbon rolls around.~
~
2 64 1
50 -1 81 225
1 3 50 0 3500
'heal' 'cure poison' 'refresh'
#12530
gauntlets dexterity~
Gauntlets of Dexterity~
A pair of lightweight gauntlets is here.~
~
9 262208 129 128
14 0 0 0
1 5 0 0 5000
A
2 3
A
17 -20
A
18 10
A
19 5
A
22 -5
#12531
silver ring~
Ring of Warding~
A brightly glowing magical silver ring can be barely seen.~
~
9 9012320 3
5 0 0 0
1 0 50 0 500
A
17 -25
A
13 30
A
12 30
A
23 -3
A
24 -3
A
27 16
#12532
statue~
a broken statue~
A broken and crumbling statue stands in the center of the market.~
~
12 0 0
0 0 0 0
1 0 0 0 0
E
statue~
A representation of Mercantilus, the ancients' god of trade and commerce,
this god's cult has not existed for centuries, as he was believed to have
been slain in the kinstrife wars between the gods many centuries ago. Even
in this time, his cult has fallen into disrepute as Mercantilus, while not
exactly a holy and law abiding deity, was certainly no minion of Chaos
either.

Someone has scrawled the words 'Nuc Ryss!' in blood across the torso.
Chaos Rises...
~
#12533
barbed spear~
a barbed spear~
This spear is designed to do great damage when yanked from the flesh.~
~
5 0 8193
0 0 0 2
4 0 10 0 100
A
2 1
A
18 4
A
19 4
#12534
necklace~
a jade necklace~
Several pieces of jade have been strung onto this leather thong.~
~
8 1 5
0 0 0 0
1 0 80 0 800
#12535
bone ring~
bone ring~
A ring covered in runes and symbols lies here.~
~
9 4304 3
11 0 0 0
1 0 0 0 0
A
1 -1
A
2 -1
A
5 -1
#12536
nine lives stealer~
Nine Lives Stealer~
A shiny metal broadsword lies neglected here.~
~
5 17318490 8193
0 0 0 1
1 6 50 0 6500
A
13 50
A
12 50
A
18 8
A
19 8
A
27 512
A
24 -2
#12537
javelin seeking~
Javelin of Seeking~
A silver javelin lies buried in the rubble.~
~
5 573504 8193
0 19 4 2
1 7 56 1 7560
A
17 -25
A
2 2
A
1 1
A
13 85
A
18 14
A
19 17
A
24 -15
A
20 -10
A
22 -10
#12538
black robes~
flowing black robes~
Flowing black robes hang of their own accord in midair.~
~
9 80 1025 2
11 0 0 0
1 3 34 44 3344
A
17 -10
A
3 2
A
12 50
A
13 50
A
18 4
A
19 4
A
24 -2
A
26 2097152
#12539
potion vial~
a vial of liquid~
A vial of clear liquid has been left here, stoppered and untasted.~
~
10 0 1
50 -1 214 214
1 0 0 0 0
'poison' 'poison' 'poison'
#12540
gem seeing~
gem of seeing~
A glowing red ruby lies here.~
~
9 64 131073
3 0 0 0
1 5 0 0 5000
A
12 30
A
26 8
A
26 8388608
A
26 32
A
26 16
#12541
clay urn~
a clay urn~
A clay urn lies on its side.~
~
15 0 16385
200 1 -1 0
15 0 0 50 5
#12542
totem~
a totem~
A tall totem, bearing several aspects of the sun, towers here.~
~
12 0 0
0 0 0 0
1 0 0 0 0
E
totem~
The Bwani worship the sun, as an abstract rather than an anthropomorphic
representation.
~
#12543
phoenix staff~
the Phoenix staff~
The legendary artifact known as the Phoenix staff blazes brightly.~
~
4 1089 16385
55 26 13 -1
1 0 0 0 0
'fireshield'
A
26 33554432
A
28 1
> wear_prog 100~
if isevil($n)
else
mea $n The staff tests your worthiness to use its power.
mpechoar $n $n is assaulted by forces of Law to test $s worthiness.
mpdamage $n 100
mpforce $n , smiles grimly.
endif
~
|
#12544
leggings bone~
Leggings of Bone~
These leggings have been crafted from the bones of an elephant.~
~
9 8750146 33
8 0 0 0
22 0 54 0 540
A
4 1
A
5 1
A
17 -20
A
12 35
A
18 3
A
19 3
A
27 1
#12545
aura perception~
Aura of Perception~
A hazy aura of bluish energy fills the chamber.~
~
9 100448 131073
7 0 0 0
1 8 56 0 8560
A
3 2
A
13 20
A
12 20
A
18 3
A
19 2
A
26 8388648
#12546
tiger tooth~
a tiger's tooth~
This tooth earring has been torn from someone's ear.~
~
9 262144 65537
8 0 0 0
1 3 0 0 3000
A
18 2
A
19 2
#12547
bubbling cauldron~
a bubbling cauldron~
A massive iron cauldron, large enough to hold a dozen humans, bubbles away.~
~
12 0 0
0 0 0 0
1 0 0 0 0
E
cauldron~
This thing is huge! You could easily clamber into it if you wished.
~
#12548
spear tapax'ochoa~
Tapax'ochoa's spear~
An ensorcelled spear is thrust into the ground.~
~
5 16925264 8193
0 0 0 6
1 15 75 40 15754
A
1 1
A
13 66
A
18 10
A
19 10
A
20 -2
A
21 -2
#12549
maul deadly~
the deadly maul~
A massive stone weapon lies on the ground.~
~
5 522 8193
0 0 0 8
55 1 57 40 1574
A
1 3
A
13 175
A
18 3
A
19 8
#12550
shimmering field magical energy~
a shimmering field of magical energy~
A shimmering field of magical energy hums and pulses with life.~
~
12 0 0
0 0 0 0
55 0 0 0 0
E
shimmering field magical energy~
Housed between two sturdy obelisks, this field is not dissimilar to
the one you entered in the Hellspires, though you are certain that this
one moves you through space rather than time, as none of the temporal
imagery is displayed within its surface, which is in a constant state
of flux.
~
> exa_prog 100~
mpe _blu A bolt of energy surges forth from the field!
mpdamage $r 50
~
|
#12551
broadsword~
Crissagorman's blade~
A shiny silver broadsword, untouched by corrosion, lies half buried under a rock.~
~
5 527424 8193
0 0 0 3
30 5 0 0 5000
A
1 2
A
4 2
A
13 50
A
12 50
A
18 8
A
19 8
A
22 -2
> get_prog 100~
if isgood($n)
mea $n As you scoop up the blade, a voice speaks inside your head.
mea $n The voice says 'Yes! Take up arms against evil!'
mea $n You feel suffused with strength and courage!
mpechoar $n A grimly confident smile crosses $n's face as $e hefts the blade.
c kin $n
c refresh $n
else
endif
~
> wear_prog 100~
if isgood($n)
mea $n The blade slides easily into your grip.
mpechoar $n $n flexes powerfully as $e swings the blade about.
else
endif
~
|
#12552
bwani spear~
a Bwani tribal spear~
A simple piece of wood, covered in runes, hums softly.~
~
5 262208 8193
0 0 0 2
4 0 12 0 120
A
1 1
A
31 1
A
18 10
A
19 6
A
24 -3
#12553
tigerskin shield~
a tigerskin shield~
A strip of tigerskin bound to a wooden frame serves as a fine shield.~
~
9 262144 513
11 0 0 0
6 0 87 0 870
A
17 -19
A
18 2
A
19 2
#12554
earring pendant~
a teardrop pendant~
A silver earring, tarnished and forgetten, lies in a pile of debris.~
~
9 525376 65537
9 0 0 0
1 15 0 0 15000
A
12 25
A
18 2
A
19 2
A
22 -4
> wear_prog 100~
if isevil($n)
else
c sagacity $n
endif
~
|
#12555
pool water~
a pool of water~
A small, shallow pool of water fills this area.~
~
25 0 0
0 0 0 0
1 0 0 0 0
#12556
canoe~
a canoe~
A brightly painted canoe has been drawn halfway up the beach.~
~
22 0 1
0 0 0 0
75 0 5 65 56
#12557
snakeskin belt~
snakeskin belt~
A belt fashioned from the skin of some deadly snake lies unwanted.~
~
9 262160 2049
7 0 0 0
4 0 50 0 500
A
5 2
A
13 25
A
19 2
#12558
ritual bracelet~
a ritual bracelet~
This bracelet is worn by the heir to the Bwani throne.~
~
9 262208 4097
9 0 0 0
1 1 57 50 1575
A
3 1
A
4 1
A
12 10
A
18 2
#12559
vial antivenom jagal juice~
Ja'gal Juice~
A vial of potent antivenom has been left here.~
~
10 262144 1
1 -1 -1 -1 -1 0
1 0 5 0 50
'cure poison' 'NONE' 'NONE'
#12560
elaborate headdress~
an elaborate headdress~
This magnificent headdress is brightly colored and intricately woven.~
~
9 262144 17
6 0 0 0
8 4 0 0 4000
A
4 2
A
12 75
A
24 -3
#12561
bone armor~
bone armor~
This armor has been fashioned from bone and leather.~
~
9 262144 9
11 0 0 0
4 0 2 10 21
A
1 1
A
17 -10
A
13 20
A
18 4
A
19 4
#12562
spirit bracer~
a spirit bracer~
A shimmering translucent band of energy hovers here.~
~
9 98928 4097
7 0 0 0
1 3 42 0 3420
A
2 1
A
12 25
A
18 3
A
19 2
A
24 -2
#12563
totem~
a totem~
A totem, covered in vines and other vegetation, protrudes from the undergrowth.~
~
12 0 0
0 0 0 0
1 0 0 0 0
E
totem~
This tribal image depicts three heads, atop one another, all with their
faces removed and painted to resemble grinning skulls. They are of an
eagle, complete with wings, a tiger, and a dog. It is quite a forbidding
image, and doubtless is some sort of warning to strangers.
~
#12564
nuts berries~
nuts and berries~
A scattering of nuts and berries covers the ground.~
~
19 0 1
4 0 0 0
1 0 0 0 0
#12565
battered wooden sign~
a battered wooden sign~
A battered wooden sign has been nailed to a tree.~
~
12 0 0
0 0 0 0
1 0 0 0 0
E
battered wooden sign~
The sign is written in a spidery script, barely legible due to water and
tree sap stains, but the gist of it is clear, and with a little effort you
manage to piece the message together to read-

Stranger,
       I know not who or what you are, or what master you serve, but if you
can read this then you are Estroglian, which is good. Perhaps you have been
sent by the king to search for me, perhaps you arrived here accidentally, or
perhaps you seek, like I, to lay to rest the Fount of Chaos that is buried
somewhere in this jungle. At any rate I will share with you what little I
know of this place.
       I have found that two tribes rule this region, the wild lands outside
Tanisbwana, the tribes of Tech'opi and Bwani, one violent and aggressive, the
other peaceful and friendly. It is within the Bwani that you must seek the
information for the items you need to enter the city of Xchantharus, for it is
magically sealed somehow. This is all I know, perhaps you will find me and we
can discover more together.
       Your friend,
                   Pandus

Bah. Being the typical academic, he spent more time on speculation than actual
facts. He didn't even mention which direction the Bwani village lies in!
~
#12566
techopi tigerskin cloak~
a tigerskin cloak~
The hide of a massive tiger has been fashioned into a cloak.~
~
9 262672 1025
12 0 0 0
3 0 56 70 567
E
tigerskin~
This cloak has been imbued with black magic to grant its wearer strength
and skill in battle.
~
A
1 2
A
18 5
A
19 5
A
22 -2
A
23 -2
#12567
bone necklace~
a necklace of bones~
This necklace bears the remains of Tech'opi enemies, who are numerous.~
~
9 262144 5
8 0 0 0
1 0 12 0 120
A
1 1
A
2 1
A
13 25
A
12 25
A
18 2
A
19 2
A
22 3
A
29 64
#12568
tribal spear~
a Tech'opi tribal spear~
A spear adorned with bones and feathers is thrust into the dirt.~
~
5 262208 8193
0 0 0 2
4 0 5 0 50
A
3 1
A
2 1
A
18 7
A
19 7
#12569
black lance~
black lance~
A shimmering black lance of energy hovers here.~
~
5 16957531 8193
0 0 0 6
12 3 56 0 3560
A
1 2
A
2 2
A
13 66
A
18 12
A
19 8
A
27 8192
#12570
blackened metal helm~
blackened metal helm~
A blackened metal helm has been dropped by a knight.~
~
9 524292 17
12 0 0 0
5 0 50 0 500
A
3 -1
A
25 -2
A
17 -10
A
13 35
A
19 3
#12571
blackened metal plate~
blackened metal plate~
A suit of blackened metal plate sits awaiting a new owner.~
~
9 524292 9
25 0 0 0
35 0 50 0 500
A
2 -1
A
13 75
A
17 -66
A
18 8
A
23 3
A
24 3
#12572
blackened metal vambraces~
blackened metal vambraces~
The sleeves from a suit of blackened metal armor lie here.~
~
9 524292 257
12 0 0 0
5 0 50 0 500
A
2 1
A
12 25
A
18 3
A
19 3
A
21 -3
A
22 -3
#12573
blackened metal gauntlets~
blackened metal gauntlets~
A pair of gauntlets scorched by flame lies here.~
~
9 524292 129
7 0 0 0
2 0 50 0 500
A
1 -1
A
31 -1
A
13 45
A
18 7
A
19 3
A
27 2
#12574
blackened metal girth~
blackened metal girth~
This girth is pitted, etched and burnt.~
~
9 524292 2049
11 0 0 0
10 0 50 0 500
A
5 -1
A
13 10
A
12 10
A
18 3
A
19 2
#12575
blackened metal greaves~
blackened metal greaves~
A pair of greaves battered and scorched by battle and fire.~
~
9 524292 33
9 0 0 0
3 0 50 0 500
A
2 -1
A
13 10
A
14 -66
A
18 -1
A
19 3
#12576
blackened metal boots~
blackened metal boots~
These boots have seen battles older than the empire itself.~
~
9 524292 65
17 0 0 0
5 0 50 0 500
A
1 1
A
2 1
A
14 150
A
18 6
A
19 3
A
47 25
#12577
black cape~
black demonhide cape~
A single piece of blackened animal hide has been fashioned into a cape.~
~
9 592 5
30 0 0 0
7 5 60 0 5600
A
25 -2
A
31 -2
A
13 50
A
12 50
A
18 5
A
19 5
#12578
blackened metal shield~
blackened metal shield~
A shield, dented and scarred by battle, rests on the ground.~
~
9 524292 513
20 0 0 0
12 0 50 0 500
A
17 -30
A
22 -2
A
21 -2
A
20 -2
A
23 -2
A
24 -2
A
3 3
#12579
scythe~
Time's Scythe~
Time, like Death, is a bringer of death and reaper of souls.~
~
5 9011264 8193
0 0 0 1
20 5 75 0 5750
A
12 50
A
18 7
A
19 7
A
27 512
#12580
time hourglass~
Time's Fell Hourglass~
The sands in this hourglass measure the passing of your life.~
~
9 8486976 16385
24 0 0 0
23 8 60 0 8600
A
4 3
A
12 136
A
13 50
A
18 6
A
19 6
A
24 -6
A
26 32
#12581
white filament~
white filaments~
Scraps of translucent cloth drift lazily in the wind.~
~
9 98832 1025 128
9 0 0 0
1 57 50 0 57500
A
12 125
A
18 5
A
19 5
A
27 1048576
#12582
white gloves~
white frost gloves~
This suit of chain mail appears to be fashioned of ice.~
~
9 17547362 129
8 0 0 0
1 10 0 0 10000
A
17 -10
A
13 20
A
18 2
A
19 5
A
22 -1
#12583
frost brand~
Frost Brand~
A sliver of ice has fallen to the floor.~
~
5 17023305 8193
0 0 0 6
4 74 50 0 74500
A
18 8
A
19 8
#12584
white mail~
white frost mail~
This suit of chain mail appears to be fashioned of ice.~
~
9 17547362 9
25 0 0 0
1 10 0 0 10000
A
17 -25
A
13 100
A
31 2
A
18 5
A
19 7
A
27 2
#12585
white helm~
white frost helm~
A helm of icy metal chills the air around it.~
~
9 17547362 17
20 0 0 0
1 10 0 0 10000
A
3 2
A
13 50
A
17 -22
A
18 5
A
19 5
A
26 16777228
#12586
white sleeves~
white frost sleeves~
These white metal leggings glisten with a layer of frost.~
~
9 17547362 257
12 0 0 0
1 10 0 0 10000
A
1 2
A
13 50
A
18 7
A
19 7
A
21 -5
#12587
white leggings~
white frost leggings~
A pair of icy cold metal leggings is too cold to pick up.~
~
9 17547362 33
11 0 0 0
1 10 0 0 10000
A
2 2
A
17 -20
A
13 10
A
18 2
A
19 4
A
26 524288
#12588
blessing elder gods~
Blessings of the Elder Gods~
A suit of shifting plate glimmers with a sheen of ice.~
~
9 1281 9 64
40 0 0 0
20 100 0 0 100000
A
1 1
A
2 1
A
5 2
A
13 50
A
12 125
A
17 -20
A
23 -3
A
24 -3
A
27 26
A
18 8
A
19 8
> wear_prog 100~
mea $n A shroud of glistening energy suffuses you as you don the plate.
c iceshield $n
mpechoar $n $n is suffused with a shroud of glistening energy.
~
> sac_prog 100~
mea $n &WAs you sacrifice the blessings of the Elder Gods, one of the
mea $n &WGods himself appears before you!
mer $n As $n sacrifices the Blessings of the Elder Gods he suddenly falls
mer $n down to the ground
mea $n &CThe Elder God says 'How Dare you sacrifice The blessings???'
mea $n A sphere of light strikes you in your hearth!
mpdamage $n 200
mpoload 12665 50
drop curse
mpforce $n get curse
mpforce $n sleep
~
|
#12589
icy key~
the icy key~
Some magical force prevents this icy key from melting in any temperature.~
~
9 1 16385
5 0 0 0
1 0 0 0 0
A
27 2
A
27 1
#12590
pillars gate magical field~
the pillars of perception~
A pair of pillars house a shimmering magical field.~
~
12 67 0
0 0 0 0
1 0 0 0 0
#12591
boulder~
a large boulder~
A large boulder blocks the path northwards.~
~
12 0 0
0 0 0 0
780 0 0 0 0
> act_prog p opens the boulder.~
if str($n) < 18
mea $n You heave at the boulder, but cannot keep it open.
close boulder
else
mea $n The boulder rumbles as you heave it aside.
endif
~
|
#12592
shield p'chaua~
the stone shield~
P'chaua's stony shield lies unwanted here.~
~
9 66 513
33 0 0 0
74 33 40 0 33400
A
17 -20
A
5 3
A
13 25
A
18 3
A
19 3
A
23 -5
A
27 32
#12593
animal hides~
animal hides~
The pile of animal hides here is smelling up the place.~
~
9 262144 1025
15 0 0 0
20 1 25 40 1254
A
17 -10
A
13 50
A
27 64
#12594
stone club~
club of stone~
A massive stone weapon lies unwanted.~
~
5 64 8193
0 0 0 8
30 0 40 0 400
A
1 1
A
18 6
A
19 6
#12595
mithril plate~
mithril plate~
This suit of mithril plate looks quite heavy.~
~
9 8913984 9
20 0 0 0
50 5 0 0 5000
A
17 -50
A
13 50
A
20 -3
A
22 -3
A
23 -3
A
24 -3
A
21 -3
#12596
stone hammer dragg~
Stonehammer~
A short handled war hammer, fashioned from stone, rests on its head.~
~
5 8438856 8193
0 0 0 8
33 35 40 0 35400
A
13 50
A
12 50
A
18 8
A
19 8
A
24 -5
#12597
dragg helm~
Dragg's helm~
A dented iron helm sits here.~
~
9 8946688 17
20 0 0 0
1 57 50 0 57500
A
4 2
A
17 -30
A
13 100
A
19 4
A
21 -4
#12598
wolf pelt~
a winter wolf pelt~
The skin of a wolf twice the size of a normal one drips blood.~
~
9 262144 1025
7 0 0 0
1 0 50 0 500
A
1 2
A
13 30
A
18 4
A
19 4
A
23 -3
A
27 2
#12599
bear head helm~
a bear's head helm~
The head of a massive bear, fashioned into headgear, lies here.~
~
9 262144 17
12 0 0 0
7 5 50 0 5500
A
5 1
A
13 25
A
18 4
A
19 4
A
29 32
A
27 2
#12600
stone club~
a stone club~
A piece of stone five feet long has been fashioned into a crude weapon.~
~
5 0 8193
0 0 0 8
20 0 1 20 12
A
19 4
#12601
visions chaos~
&rV&zi&rs&zi&ro&zn&rs&z o&rf &zC&rh&za&ro&zs&w~
The all pervasive vista of Chaos itself lies before you!~
~
9 2578 131073
30 0 0 0
1 0 0 0 0
A
17 -10
A
4 -3
A
18 20
A
19 20
A
13 125
A
12 125
A
24 -30
A
21 -30
A
14 125
A
28 2048
A
27 1180166
A
26 44
> wear_prog 100~
if isevil($n)
mea $n You surrender yourself to Chaos as you gaze into its dark heart.
mpechoar $n A manic glaze comes over $n's eyes as $e gazes into the abyss.
else
endif
~
|
#12602
visions order~
&YV&Oi&Ys&Oi&Yo&On&Ys &Oo&Yf&O O&Yr&Od&Ye&Or&w~
A glowing shroud of pure white light and energy coalesces here.~
~
9 3393 131073
40 0 0 0
1 0 0 0 0
A
17 -20
A
18 15
A
19 15
A
13 75
A
12 200
A
24 -30
A
22 -30
A
26 4726788
A
27 1183873
A
28 512
> wear_prog 100~
if isgood($n)
mpe Visions of Law and Order swim about in your head.
say $n will carry the fight to the heart of Chaos!
else
endif
~
> damage_prog 100~
mpe _whi White energy seeps from your body as your vision is obscured.
~
> sac_prog 100~
mpe Don't you think the Vision of Law is sufficient reward? Fool!
~
|
#12603
jewelled amulet~
a jewelled amulet~
A magnificent jewelled amulet hangs from a golden chain.~
~
8 524353 5
0 0 0 0
20 8 0 0 8000
#12604
amulet chaos~
Chaos Amulet~
An amulet of Chaos burns a hole in the floor.~
~
9 4690 5
8 0 0 0
10 0 40 0 400
A
12 35
A
18 2
A
19 2
A
24 -5
#12605
statue~
a bronze statue~
A statue of bronze, depicting some ancient god of Chaos, stands here.~
~
12 524288 0
0 0 0 0
1 0 0 0 0
E
statue~
One of the millions of grotesque Chaos deities, this one is unusual
in that it bears a small depression halfway up one side, where a cup
or similar could be pushed in...
~
#12606
gift shadows~
Gift of Shadows~
A swirling mass of shadows fills the room.~
~
9 17007186 17
19 0 0 0
1 0 0 0 0
A
3 1
A
4 -1
A
1 -2
A
18 5
A
19 5
A
24 -5
A
21 -5
A
12 100
#12607
shadowblade~
Shadowblade~
A black longsword hums evilly.~
~
5 17009202 8193
0 0 0 11
1 150 0 0 150000
A
1 -1
A
5 -2
A
13 30
A
12 175
A
18 8
A
19 8
A
26 98304
#12608
torturer whip~
a torturer's whip~
A cat-o-nine tails hangs from a thong on the wall.~
~
5 262672 8193
0 0 0 4
10 0 10 20 102
A
2 -1
A
13 75
A
12 25
A
18 6
A
19 6
A
27 64
#12609
black leather harness~
black leather harness~
A pile of strips of studded leather has been dumped here.~
~
9 262672 9
20 0 0 0
20 5 0 0 5000
A
1 3
A
2 -3
A
13 80
A
18 6
A
19 6
A
22 -7
A
27 16
#12610
wand detection~
Wand of Detection~
A small metal wand has been dropped in the dust.~
~
3 524354 16385
50 22 22 -1
1 0 10 0 100
'identify'
#12611
scroll~
a vellum scroll~
A sheet of vellum floats with the breeze.~
~
2 64 1
45 -1 222 130
1 0 5 0 50
'ethereal funnel' 'razorbait' 'feebleness'
#12612
sapphire~
a sapphire~
A sapphire has fallen to the floor.~
~
8 0 1
0 0 0 0
1 1 50 0 1500
#12613
lurker cloak~
a lurker cloak~
The hide of a lurker above has been nailed to the wall.~
~
9 80 5
18 0 0 0
7 17 50 0 17500
A
1 -1
A
2 -1
A
13 75
A
19 5
A
26 2195456
#12614
sceptre chaos~
a chaos sceptre~
A twisted lump of metal lies here.~
~
5 623184 8193
0 0 0 7
12 12 56 0 12560
A
1 2
A
12 80
A
13 20
A
18 8
A
19 8
A
27 16
#12615
elixir life~
Elixir of Life~
A large purple bottle sits here.~
~
10 67 1
0 -1 102 102
5 1 0 0 1000
'divinity' 'divinity' 'divinity'
#12616
circlet priest king~
Circlet of the Priest King~
A humming band of metal flows with dark energies.~
~
9 623190 17
12 0 0 0
3 3 50 0 3500
A
12 50
A
13 60
A
18 3
A
19 4
A
21 -6
#12617
key~
a small key~
A small metal key lies in the dirt.~
~
18 524288 1
0 0 0 0
1 0 0 0 0
#12618
short sword mithril~
a mithril short sword~
This famous short sword of mithril has been lost for centuries.~
~
5 8913984 8193
0 0 0 11
3 7 50 0 7500
A
2 3
A
13 30
A
12 50
A
18 12
A
19 10
A
27 256
#12619
jagged knife~
a jagged knife~
A knife with a serrated edge hums evilly.~
~
5 590422 8193
0 0 0 11
1 17 50 0 17500
A
3 3
A
12 80
A
18 8
A
19 8
#12620
tattered robe~
a tattered robe~
A tattered robe lies unwanted on the floor.~
~
9 66132 1025
11 0 0 0
1 0 0 0 0
A
5 -2
A
13 -25
A
12 75
A
24 -10
#12621
imp tooth earring~
Imp's tooth~
An Imp's tooth earring gleams with reflected light.~
~
9 66069 65537
20 0 0 0
1 5 60 0 5600
A
12 50
#12622
foul concoction~
a foul concoction~
A foul concoction bubbles in a glass flask.~
~
10 20 1
66 -1 130 277
1 0 10 0 100
'poison' 'feebleness' 'unravel defense'
#12623
murky brew~
a murky brew~
A flask of dark liquid rests here.~
~
10 20 1
66 -1 279 17
1 0 10 0 100
'inner warmth' 'valiance' 'antimagic shell'
#12624
clear liquid~
a clear liquid~
A beaker filled with clear liquid rests here.~
~
10 20 1
66 -1 155 155
1 0 10 0 100
'harm' 'harm' 'harm'
#12625
brown potion~
a brown potion~
The contents of this glass bottle have the smell and consistency of faeces...~
~
10 20 1
66 -1 81 226
1 0 10 0 100
'heal' 'cure poison' 'remove curse'
#12626
firewater~
firewater~
A bottle of firewater glows here.~
~
10 21 1
66 -1 37 133
1 0 10 0 100
'fireshield' 'blazeward' 'fireball'
#12627
icewater~
icewater~
Crystalline shards of ice form on the edge of this freezing vial.~
~
10 21 1
66 -1 180 369
1 0 10 0 100
'iceshield' 'inner warmth' 'frostbreath'
#12628
aspect hydra~
Aspect of the Hydra~
A horrid reptillian mask lies here.~
~
9 16960080 17
20 0 0 0
1 50 0 0 50000
A
18 6
A
19 6
A
27 129
#12629
iron wrist chains~
heavy iron chains~
These chains were used to bind someone.~
~
9 524288 4097
30 0 0 0
40 0 0 0 0
A
2 -3
A
14 -50
#12630
iron leg chains~
heavy iron chains~
These chains were used to bind someone.~
~
9 524288 33
30 0 0 0
40 0 0 0 0
A
2 -3
A
14 -50
#12631
grey cloak~
a grey cloak~
A pile of grey cloth covers part of the floor.~
~
9 262724 5
11 0 0 0
1 1 50 0 1500
A
5 2
A
4 2
A
13 25
A
18 2
A
19 2
A
24 -4
#12632
adamantium short sword~
an adamantium short sword~
A razor sharp sword of adamantium lies here.~
~
5 524352 8193
0 0 0 11
4 6 0 0 6000
A
18 8
A
19 8
#12633
leather pouch~
a leather pouch~
A leather pouch lies open on the ground.~
~
15 262208 2049
500 0 0 0
10 75 0 0 75000
#12634
crystal lens~
the crystal lens~
A piece of polished crystal rolls about.~
~
9 65 131073
4 0 0 0
1 50 0 0 50000
A
26 8
A
26 32
A
26 16
#12635
moss covered statue~
a moss covered statue~
A moss-covered stone statue serves as a reminder of more peaceful times.~
~
12 0 0
0 0 0 0
1 0 0 0 0
> exa_prog 100~
mea $n As you peer closely, the statues eyes flick open!
say Stranger, you stand witness to the devastation wrought by
say Chaos on this once fair and just city. Now all that remains
say is the corrupted taint of evil, enshrined totally in no
say one more than the Priest King. His fellness resides within
say the temple of the crocodile, beyond the gardens. I beseech
say thee- slay the beast, and lay this evil to rest.
mpe With that the statue falls silent.
~
|
#12636
mancatcher~
a man-catcher~
A wicked pole arm designed to incapacitate and entrap foes lies here.~
~
5 524806 8193
0 0 0 10
10 0 75 0 750
A
13 75
A
2 3
A
18 8
A
19 8
A
27 64
#12637
bubbling fountain~
a bubbling fountain~
A bubbling fountain fills the center of the clearing.~
~
25 321 0
0 0 0 0
1 0 0 0 0
#12638
tail forest fiend~
Tail of the Forest Fiend~
A forest fiend's severed tail twitches of its own accord.~
~
5 1538 8193
0 0 0 4
1 0 0 0 0
A
1 1
A
2 1
A
13 77
A
12 77
A
18 11
A
19 9
A
27 256
#12639
butcher's knife~
the butcher's knife~
A gleaming steel blade drips with blood.~
~
5 524818 8193
0 0 0 1
5 1 50 0 1500
A
1 2
A
13 100
A
18 8
A
19 8
A
22 -4
> wear_prog 100~
if isgood($n)
else
mea $n A manic gleam fills your eyes as you grasp the blade.
mpechoar $n A manic gleam fills $n's eyes as $e grasps the knife.
mpforce $n say How sweet... fresh meat!
mpforce $n cackle
mpforce $n drool
endif
~
|
#12640
circlet vampyr~
Circlet of the Vampyr~
A bronze circlet glows with a dim radiance.~
~
9 17547331 17
20 0 0 0
1 50 0 0 50000
A
17 -30
A
3 2
A
2 2
A
13 20
A
18 5
A
19 5
#12641
rapier shining~
a shining rapier~
A shining rapier lies impaled into the ground.~
~
5 17547329 8193
0 0 0 2
1 5 67 5 5670
A
2 3
A
13 100
A
18 12
A
19 12
#12642
flowing black cape~
a flowing black cape~
A cape of darkest black moves of its own accord.~
~
9 17023044 1025
34 0 0 0
1 37 75 0 37750
A
1 2
A
5 -2
A
13 45
A
18 9
A
19 8
A
26 32768
A
26 2097152
A
26 1048576
A
22 -5
A
20 -5
#12643
crystal monacle~
a crystal monacle~
A crystal monacle hangs from a platinum neck chain.~
~
9 65 131073
5 0 0 0
1 7 50 0 7500
A
3 2
A
4 2
A
12 25
A
13 10
A
18 2
A
19 2
A
27 2048
A
26 8388632
#12644
frock coat~
a velvet frock coat~
A velvet frock coat lies crumpled on the ground.~
~
9 64 9
11 0 0 0
1 15 60 0 15600
A
13 50
A
12 50
A
18 6
A
19 6
#12645
black riding boots~
black riding boots~
A pair of sturdy black leather riding boots await a wearer.~
~
9 262144 65
12 0 0 0
1 2 50 0 2500
A
2 1
A
14 125
A
18 5
A
19 3
A
47 25
> wear_prog 100~
c slink $n
~
|
#12646
black metal shield~
a black metal shield~
A shield of blackened metal lies here.~
~
9 524882 513
33 0 0 0
4 8 60 0 8600
A
17 -20
A
23 -3
A
22 -3
A
18 3
A
19 3
#12647
shattered helm~
a shattered helm~
This helm has been damaged beyond resonable hopes of repair.~
~
9 524882 17
1 0 0 0
3 0 0 4 0
A
4 -2
#12648
tattered chain hauberk~
a tattered chain hauberk~
A tattered chain hauberk has been torn from a guard.~
~
9 524882 9
11 0 0 0
13 0 54 0 540
A
1 3
A
18 2
A
19 5
#12649
dull metal spear~
a dull metal spear~
This spear hums with evil energy.~
~
5 524882 8193
0 0 0 6
20 7 50 0 7500
A
18 8
A
19 8
#12650
wooden stool~
a wooden stool~
A small wooden stool rests in the center of the chamber.~
~
12 262144 0
12 0 144 0
5 0 0 40 4
#12651
bronze bracer~
ensorcelled bronze bracer~
A dull bronze bracer glows with an evil aura.~
~
9 42568257 4097
7 0 0 0
1 1 56 0 1560
A
12 50
A
18 4
A
24 -10
A
2 1
A
3 1
#12652
wooden shelf~
a wooden shelf~
A wooden shelf covers the northern wall.~
~
12 0 0
0 0 0 0
1 0 0 0 0
#12653
iron key~
the iron key~
An iron key rests here.~
~
18 524288 1
0 0 0 0
32 0 4 0 40
#12654
lance~
a wooden lance~
A long shaft of wood, 18' in length, has been thrust into the dirt.~
~
5 17088512 8193
0 0 0 11
40 6 54 32 6543
A
1 1
A
2 -2
A
13 100
A
18 10
A
19 6
#12655
black visored helm~
a black visored helm~
A black visored helm with a purple plume rests here.~
~
9 524288 17
20 0 0 0
3 0 40 0 400
A
26 4
A
26 16
A
26 8
A
17 -66
#12656
black field plate~
black field plate~
A full suit of black field plate stands here.~
~
9 17350720 9
66 0 0 0
75 10 0 0 10000
A
17 -50
A
1 2
A
5 2
A
12 50
A
13 50
A
18 7
A
19 7
A
24 -5
A
23 -5
A
2 -3
A
14 -200
#12657
purple tabard~
a purple tabard~
A tabard of deep purple with gold trim is folded up here.~
~
9 0 1025
11 0 0 0
1 1 60 0 1600
A
4 3
A
17 -33
A
12 125
A
27 2048
#12658
black mail gauntlets~
black mail gauntlets~
A pair of black mail gauntlets lies here.~
~
9 17350720 129
18 0 0 0
1 0 76 0 760
A
1 1
A
2 1
A
13 10
A
12 10
A
18 10
A
19 4
#12659
shield brass~
Shield of Brass~
This shiny brass shield is nigh indestructible.~
~
9 557634 513
30 0 0 0
10 57 50 0 57500
A
17 -20
A
13 40
A
12 40
A
18 7
A
19 7
A
23 -10
#12660
tome strogg~
the Tome of S'trogg~
A thick, dusty tome covered in human skin hums darkly.~
~
9 99910 16385
26 0 0 0
12 57 50 0 57500
E
tome strogg~
Inscribed with the wisdom of the great troll philosopher, this heavy
book contains little information of import to most, though it would
serve as a good bludgeoning weapon in a pinch. Mages, clerics and the
like may be able to draw from the power imbued in it by its author.
~
A
4 2
A
12 120
A
18 3
A
19 6
A
13 60
A
27 1048576
A
26 16
#12661
undead spirits~
Undead Spirits~
A vial filled with swirling white liquid hums softly.~
~
10 86 1
50 -1 109 210
1 5 0 0 5000
'shadowform' 'eldritch sphere' 'pass door'
#12662
demon blood~
Demon Blood~
A vial of blackened liquid sits here.~
~
10 86 1
50 -1 17 279
1 5 0 0 5000
'demonskin' 'antimagic shell' 'valiance'
#12663
dragon ichor~
Dragon Ichor~
This glass vial contains ichor of Drake.~
~
10 86 1
50 -1 37 119
1 5 0 0 5000
'dragonskin' 'blazeward' 'ethereal shield'
#12664
corpse pandus~
Pandus~
The corpse of a mage, slain by some unknown assassin, lies on the beach.~
~
12 0 0
0 0 0 0
1 0 0 0 0
E
corpse~
This must be Pandus. Pity he didn't make it. Some agent of Chaos
hunted him down before he could complete his quest.
~
> act_prog p from the north.~
mea $n As you come ashore, the corpse leaps up from the sand!
mea $n It cavorts obscenely, as if possessed, and cackles at you!
say Foolish mortal, you are DOOMED, as Pandus was! Did you think
say that you could possibly defeat the power of Chaos? We will take
say your life and rip your soul from your bodies, as we did with
say this mortal fool. Beware, $n, your end is nigh!
mea $n The corpse cackles once more, then collapses to the sand, blood
mea $n flowing from every orifice.
~
|
#12665
curse elder gods~
The Curse of the Elder Gods~
A suit of shifting plate glimmers with a sheen of fire.~
~
9 645 9 1
40 40 0 0
19 0 0 0 0
A
1 1
A
2 1
A
5 2
A
13 50
A
12 125
A
17 -20
A
23 -3
A
24 -3
A
27 26
A
18 8
A
19 8
> wear_prog 100~
mea $n A shroud of Dark energy suffuses you as you don the plate.
c fireshield $n
mer $n $n is suffused with a shroud of dark energy.
~
|
#0


#ROOMS
#12500
The Foot of the Hellspires~
Rising before you, like the teeth of some gigantic subterranean beast,
are the jagged spires that form the range aptly known as the Hellspire
mountains. The Hellspires have claimed countless lives, along the twisted,
narrow, perilous paths that wind through its peaks. It is said that no
one is ever the same again after traversing this hostile range, whether
they survive or not. The temperature alone is said to be too extreme to
survive in for long, and is a threat to all travellers in itself. Then
there are the many unstable paths and infamous sudden avalanches to contend
with. Many evil monsters also dwell in the Hellspires, and there is little
hope of finding a safe place to hide from them in this malign environment.
Ahead, the path goes on, heading towards the base of these majestic but
malevolent mountains, which conceal more hidden threats than a dozen cities
of the south.
~
0 3145797 2
D0
~
~
0 -1 12501
D9
~
~
0 -1 10679
S
#12501
Passing Over the Foothills~
The path climbs swiftly, soon reaching an altitude of several score
cubits above the plains to the south. Soon it is winding northward
through the foothills of the Hellspires, a series of sloping hills
littered with bones and rubble, stretching for a short distance to
the north before merging into the snow covered peaks ahead. A shiver
runs up and down your spine, and you must needs pause to collect your
addled wits before continuing. It is almost as if the mountains themselves
were possessed of an evil intelligence, and were actively seeking to confuse
and demoralize you. A rotted wooden sign, supported by three ogre skulls,
rests near the path.
~
0 3145797 4
D0
~
~
0 -1 12502
D2
~
~
0 -1 12500
E
sign~
The sign reads, in barely legible common-

'Ware, ye careless traveller, afore ye enters the Hellspires!
Wicked they be, and full of peril! Peril, yes, and Death!
Dangerous indeed is it to traverse these parts.

It is recommended that no one less than at least level 30 even think
of continuing, and those between 30 and 40 should be seriously careful.
~
S
#12502
A Difficult Ascent~
It is not long before the (in comparison) easily traversable path
merges into a steep, rubble strewn track, full of potholes and deadfalls
to snare the unwary or tired traveller. More than once you barely avoid
snapping an ankle or knee as you stumble across the obstacles. To the
north, the path slopes to the point where it is almost vertical, and you
realize it will be impossible to ascend to the higher mountain trails
without some degree of climbing skill.
~
0 3145793 5
D2
~
~
0 -1 12501
D4
~
~
128 -1 12503
R M 0 12598 11 12502
 R E 1 12600 1 16
R M 0 12598 11 12502
 R E 1 12600 1 16
S
#12503
A Difficult Ascent~
The path is so steep here that you are forced most of the time to
climb, scrabbling for hand- and footholds in the treacherous slopes,
cursing more than once as a seemingly stable rock comes loose in your
hand and tumbles down the slope. The temperature is quickly dropping,
and you swear it is already thrice as cold as it was a dozen paces ago.
Howls and hoots echo around the rocky path, as unknown foes move about
the snow covered slopes of the mountains that loom menacingly on all
sides. A narrow path branches northeast from here, skirting the side
of a smaller peak. It appears to be even and relatively smooth, and would
doubtlessly provide an easier trip.
~
0 3145793 5
D4
~
~
128 -1 12506
D5
~
~
128 -1 12502
D6
~
~
0 -1 12504
S
#12504
Skirting a Peak~
This narrow path winds around the northern side of a smaller peak, and
is certainly easier to traverse than the other paths, being more or less
horizontal for a start helps, and there is little debris to trip you up.
A low, distant rumbling sound can be heard, however, from far away but
gradually getting louder. Perhaps this path contains other perils that
you have yet to experience? The path bends sharply eastward just ahead,
making it impossible to see very far ahead.
~
0 3145793 5
D1
~
~
0 -1 12505
D9
~
~
0 -1 12503
R M 0 12598 11 12504
 R E 1 12600 1 16
S
#12505
Avalanche!~
As you round the bend, the source of the rumbling sound becomes readily
apparent. Gazing upward in horror, you stand paralyzed, staring as
hundreds of tons of rock and ice come tumbling down the side of one of
the mountains, crashing down with tremendous force, smashing aside or
engulfing anything in its deadly path. Truly, no living creature could
ever match the power of Nature herself in sheer ferocity or capacity to
destroy without effort. It is in this awestruck state that you are slain,
crushed and buried under the rubble, yet another victim of the perilous
paths of the Hellspires.
~
0 3153926 5
S
#12506
The Higher Ground~
The path evens out, finally, after winding upwards for hundreds of
yards. It twists away northward from here, bending around a higher peak
to the northwest. Staring south, you can see for miles, across the northern
plains, and you fancy you can make out the towers of the Wall of Defiance
to the distant south, harboring the empire of Estroglia from the hordes of
the north. Chaos abounds here, and you feel you are close to the diseased
heart of the archenemy of all things Lawful in Brythunia. Shivering, you
think you can feel someone watching you, and you swiftly spin around, noticing
then a large opening in the mountainside to the northeast.
~
0 3145793 5
D5
~
~
128 -1 12503
D6
~
~
0 -1 12507
D7
~
~
0 -1 12508
R M 0 12598 11 12506
 R E 1 12600 1 16
S
#12507
A Sleeping Beast~
The floor of the cave that lies here is covered in bones, scraps of
clothing and hide, and broken weapons. The stench of death fills the air,
as if fresh slaughter had taken place here but recently. Twisted, mutilated
corpses lie piled near one wall, most of them showing signs of having been
partially devoured as well as mauled by massive claws. Most of the stench
appears to be concentrated in this area.
~
0 3145801 0
D9
~
~
0 -1 12506
R M 0 12597 1 12507
S
#12508
A Slippery Path~
The ground here is slick with recently fallen snow turned to slush,
making travel slow and difficult. Occasionally a gust of frigid wind
will blow down the path, which at this point is no more than a narrow
crevice between the peaks, chilling you to the bone. But for the most
part the air is still, as the mountains protect you from the brunt of
the howling winds that gust about the icy peaks.
~
0 3145793 5
D0
~
~
0 -1 12509
D8
~
~
0 -1 12506
S
#12509
Another Bend~
The narrow path twists and turns about frequently, but still heads
more or less in the same direction. Up ahead, it bends sharply to
the right, disappearing around the corner, making it impossible to
see what unknown dangers may lie ahead. A low, distant rumbling can
be heard, a sure sign of one of the many avalanches that plague
travellers in the Hellspires. The echoing effect of the defile you
are traversing makes it impossible to determine where the avlanche
may be coming from, or, perhaps more importantly, where it may be headed.
~
0 3145793 5
D2
~
~
0 -1 12508
D6
~
~
0 -1 12510
R M 0 12598 11 12509
 R E 1 12600 1 16
R M 0 12598 11 12509
 R E 1 12600 1 16
S
#12510
A Bend in the Trail~
The path continues bending, twisting further to head due east, directly
into the heart of the Hellspires. You aren't certain, but you are fairly
sure that you are about halfway through the treacherous range, and for the
first time you stop to wonder what may lie on the other side. Rumors abound,
of course, most of them stating that beyond the Hellspires lies the source
of the Chaos hordes that crossed into Brythunia so many centuries ago,
marring forever much of the once-beautiful landscape, and ravaging countless
civilizations. You wonder how many others have come this way, in search of
this place, only to find damnation or death.

A sudden howl cuts through your contemplation, reminding you sharply of
where you are. A cave entrance beckons to the northwest; a possible refuge,
perhaps, from the sinister inhabitants of the Hellspires?
~
0 3145793 5
D1
~
~
0 -1 12512
D7
~
~
0 -1 12511
D9
~
~
0 -1 12509
S
#12511
Den of the Wolf~
It is truly one of the most conspicuous features of the Hellspires,
the fact that every nook and cranny seems to be literally infested
with a variety of threats. This cave appears to be no different; the
floor is covered in a morbid mosaic of splintered bone and dried blood,
interspersed with the occasional half-devoured corpse or pile of
decaying intestines. The smell is far from pleasant, and you do not doubt
that whatever lairs here is not far away, as some of the odiferous kills
appear to be quite recent...
~
0 3145801 0
D8
~
~
0 -1 12510
R M 0 12596 3 12511
R M 0 12596 3 12511
R M 0 12596 3 12511
S
#12512
A Snowstorm~
The path heads east here, skirting the peaks of the tallest mountains
in the brutal range. Travel is easier along this even, if narrow, trail,
and you are about to relax a little and rejoice in your improved fortunes
when a snowstorm suddenly whirls up literally out of nowhere, assaulting
you with stinging, blinding snow, reducing visibility (and comfort levels)
to almost nothing. Strange, twisted shapes can barely be made out in the
dizzying spectacle, and you aren't entirely unsure that you aren't surrounded
by enemies waiting for you to succumb to exhaustion so that they may feed
unmolested on your freezing remains.
~
0 3145793 5
D1
~
~
0 -1 12513
D3
~
~
0 -1 12510
> rand_prog 50~
if ispc($r)
mpe _lbl The snowstorm rages, freezing you to the bones.
mpdamage $r 50
else
endif
~
|
S
#12513
An Abandoned Guard Post~
Staggering through the blizzard, you are surprised when suddenly you
see a large stone structure looming before you, seemingly appearing out
of nowhere. Eagerly, you press forwards, keen to seek shelter from this
storm, but as you grow closer you are dismayed to note that it has been
reduced to ruin, by whatever foes lurk in these mountains. You have no
idea who built it, or why, but it did them little good. A narrow path
runs north, into the blinding snowstorm.
~
0 3145793 5
D0
~
~
0 -1 12514
D1
~
~
0 -1 12521
D3
~
~
0 -1 12512
R M 0 12598 11 12513
 R E 1 12600 1 16
R M 0 12598 11 12513
 R E 1 12600 1 16
R M 0 12598 11 12513
 R E 1 12600 1 16
> rand_prog 50~
if ispc($r)
mpe _lbl The snowstorm rages, freezing you to the bones.
mpdamage $r 50
else
endif
~
|
S
#12514
The North Stair~
Heading north, you pass through the ruins, and arrive at a narrow stair,
carved into the stone of the mountainside, heading down to lower (and less
frigid) ground. The chill of the blizzard is causing you to ache, but this
doesn't worry you half as much as when the ache is replaced by a growing
numbness, that dulls all sensation. Aware of the dangers of frostbite, you
rub at your hands and stamp your feet, attempting to induce your sluggish
blood into increasing its flow to your chilled extremities.
~
0 0 1
D2
~
~
0 -1 12513
D5
~
~
0 -1 12515
> rand_prog 50~
if ispc($r)
mpe _lbl The snowstorm rages, freezing you to the bones.
mpdamage $r 50
else
endif
~
|
S
#12515
The Base of the Stair~
The stairs descend sharply, quickly removing you from the brunt of the
storm. Some substance has been smeared onto the steps, to provide traction
for travellers in these wet, cold conditions. Thus the ice on them does not
hamper or endanger you. The howling, screaming wild men that cavort on the
nearby slopes might be another matter altogether though. You are fairly
certain that the steps are not of dwarven make, though you know of no other
mountain dwelling race that builds such features. Perhaps some ancient
civilization once lived here, or perhaps the local inhabitants felt the need
for it. At any rate it currently remains as much a mystery as the deserted
guard post above.
~
0 3145793 5
D0
~
~
0 -1 12516
D4
~
~
0 -1 12514
S
#12516
Dogleg~
At this point the narrow path doglegs to the southeast, heading out
onto a narrow path that is totally exposed to the elements, as it is
on the northern side of one of the last mountains... last mountains...
you are almost past the Hellspires! Before pressing eagerly forward, you
pause to consider how difficult the narrow path will be to navigate,
accounting for the buffeting winds and sheets of sleet. Truly this could
be the most challenging section of the trail thus far. It is a long, long
way down yet, the jagged rocks and boulders that litter the foothills below
barely visible even without the visual hindrance caused by the snowstorms.
~
0 3145793 5
D0
~
boulder~
11 -1 12520
D2
~
~
0 -1 12515
D8
~
~
0 -1 12517
R M 0 12598 11 12516
 R E 1 12600 1 16
R M 0 12598 11 12516
 R E 1 12600 1 16
R O 0 12591 1 12516
R D 0 12516 0 1
S
#12517
Treacherous Paths~
The path clings to the slope of the mountain, narrowing to the point
where you can barely walk abreast. The stone crumbles away beneath your
feet, which, compounded with the difficulty caused by ice and fierce winds,
makes travel extremely difficult. Flying is impossible, as the winds would
smash you into the mountainside, so you have to keep your feet close to the
treacherous ground. Up ahead, another staircase lies, descending to a ledge
far below.
~
0 3145793 5
D5
~
~
0 -1 12518
D7
~
~
0 -1 12516
> act_prog p from the north-west.~
mea $n Fierce winds buffet you as you traverse the slippery ledge!
if dex($n) < 16
mea $n More than once you lose your footing, and fall, almost tumbling
mea $n down to the jagged rocks below.
mpdamage $n 50
else
endif
~
|
S
#12518
The End? Or Just the Beginning?~
The staircase ends at a broad stone ledge, at which travellers can
pause to reflect on their travails. It is with a jubilant heart that
you realize you have made it all the way through the Hellspires. In
reflection, it really wasn't that difficult, especially the descent.
Somehow you thought that... Your thoughts are interrupted as you gaze
northward, across the broad, featureless plateau of ice, and with a
sinking heart you confirm what you already suspected; you are nowhere
near through the Hellspires; your altitude should have been a hint. You
are on a plateau in the middle of the mountains, now visible as you focus
your eyes in the distance on every side. Despair sets in, as you realize
you still have a long, long way to go.
~
0 3145793 2
D0
~
~
0 -1 12519
D4
~
~
0 -1 12517
S
#12519
Pillars of Perception~
Rising up on the edge of the plateau is a pair of stone corinthian columns,
covered in runes of gold and silver, rising to well over thirty feet in
height. Amazingly enough, they are not visible from more than a few feet
away, due either to an architectural trick or sorcery, or both. Between
them shimmers a magical field, within which scenes from your life race
past, glimpses and snatches from your past, present and future. You try to
concentrate, but the images are moving too swiftly to glean much from them.
The sharp odor of an electrical field hangs heavy in the frigid air, emanating
from the crackling field of energy. Occasionally the flow of images will ebb,
and at these points you see not your own history, but scenes of some huge city,
magnificent and intricately designed, buried in the midst of a jungle. You have
heard of lost cities of the ancients in the forests to the south of Brythunia,
but this one looks somehow different. Interspersed with these images are scenes
of death and destruction, and of hordes of indescribable horrors, swarming
across the city, destroying all in their paths, leaving a crippled, smoking
ruin in their ghastly wake. Staring, you suddenly stop and realize, by the
position of the stars, that you have been staring for several hours at this
wonder. You feel a sudden urge to step through the field, but notice that a
barely visible series of chains, bound with a massive lock, bars the way to the
ancient homeland of the builders of this artifact.
~
0 3145793 2
D0
~
pillars~
8389679 12589 12557
D2
~
~
0 -1 12518
D6
~
~
0 -1 12528
D7
~
~
0 -1 12526
R M 0 12593 1 12519
 R E 1 12592 1 11
R O 0 12590 1 12519
R D 0 12519 0 2
E
field~
You think you could step into the field, but some magical lock bars the
way.
~
S
#12520
A Warm Lair~
The warmth from the blazing fire in the middle of this cavern is enough,
for a short while, to chase any thought of potential danger from your
mind, and you rush impulsively forwards towards the heat. But this lair,
as any lair in the Hellspires, is inhabited by an evil beast intent on
slaying and devouring adventurers and their ilk, and the remains of many
humanoids scattered on the floor are a testament to its proficiency in
slaughter.
~
0 3145801 0
D2
~
boulder~
11 -1 12516
R M 0 12594 1 12520
 R E 1 12594 1 16
 R E 1 12593 1 12
R D 0 12520 2 1
S
#12521
Peace~
The storm abates suddenly, as you move eastward away from the guard post.
If you weren't a sane, rational being of some intelligence, you'd swear
that something stirred up the storm to dissuade from passing through the
guard post. But meterological phenomena aren't always the product of sorcery,
and sudden blizzards are not unknown hazards to mountaineers in all mountain
ranges. But most mountain ranges aren't like the Hellspires, either...
~
0 3145793 5
D2
~
~
0 -1 12522
D3
~
~
0 -1 12513
S
#12522
A Curious Encounter~
Following the path, you wind up at the base of one of the shorter peaks
of the Hellspires, which looms to the east like the taloned claw of some
lithic construct, seeming to tear a hole in the sky with its nail. Several
stones have been arranged here, around a campfire which burns without fuel.
Compunding this curiosity is a small tent, within which are piled a horde of
provisions, enough to feed a person for decades. Who would be insane
enough to reside in such a place? You sense sorcery is at work, and determine
to investigate further.
~
0 3145793 5
D0
~
~
0 -1 12521
D1
~
~
0 -1 12523
R M 0 12595 1 12522
 R E 1 12597 1 6
 R E 1 12596 1 16
 R E 1 12595 1 5
S
#12523
Dragg's Peak~
Named by the expedition that was sent to find Dragg, they discovered
the grave of their famed hero here, buried by his companions, before
they too met their ends here. The grave has long since been disinterred
and the contents scattered, but the name remains, at least in legend.
Peering upwards, you see a large cave entrance about two thirds of the
way up the eastern slope.
~
0 3145793 5
D3
~
~
0 -1 12522
D4
~
~
64 -1 12524
S
#12524
Flying up the Mountain~
The winds are strong here, and it is a great risk to attempt to fly
in them. More than once a particularly fierce gust threatens to smash
you into the forbidding stone slopes of Dragg's Peak, though you manage
to concentrate enough to keep from being slain by the malignant elements.
Deep gouges mar the entrance to the cave, as if some massive beast had
clawed at them with great gusto. The stench of death issues forth from
the dark opening, along with clouds of icy air.
~
0 19923009 9
D1
~
~
0 -1 12525
D5
~
~
64 -1 12523
S
#12525
Lair of the White Wyrm~
A blast of icy wind greets you as you drift inside the cave. Dangling
corpses half frozen into the ice that covers the ceiling impede your
progress, as do the piles of bones and rotting flesh, beneath which
you think you can see the glint of gold. Undoubtledly this is the lair
of a dragon, some foul wyrm of these icy wastes, a beastly creature that
is best destroyed if at all possible.
~
0 3145801 0
D3
~
~
0 -1 12524
R M 0 12599 1 12525
 R G 1 12589 1
S
#12526
The Icy Wastelands~
The plateau stretches for miles all around you, though your vision is
curtailed by clouds of snow swept up by fierce winds, and waves of sleet
that pour down from the overcast sky. You could literally stumble into a
deadly threat and not realize until it was too late, in this blinding
white hell.
~
0 3153985 2
D0
~
~
0 -1 12531
D1
~
~
0 -1 12528
D3
~
~
0 -1 12527
D6
~
~
0 -1 12532
D7
~
~
0 -1 12530
R M 0 12592 8 12526
S
#12527
The Icy Wastelands~
The plateau stretches for miles all around you, though your vision is
curtailed by clouds of snow swept up by fierce winds, and waves of sleet
that pour down from the overcast sky. You could literally stumble into a
deadly threat and not realize until it was too late, in this blinding
white hell.
~
0 3153985 2
D0
~
~
0 -1 12530
D1
~
~
0 -1 12526
D6
~
~
0 -1 12531
R M 0 12592 8 12527
S
#12528
The Icy Wastelands~
The plateau stretches for miles all around you, though your vision is
curtailed by clouds of snow swept up by fierce winds, and waves of sleet
that pour down from the overcast sky. You could literally stumble into a
deadly threat and not realize until it was too late, in this blinding
white hell.
~
0 3153985 2
D0
~
~
0 -1 12532
D1
~
~
0 -1 12529
D3
~
~
0 -1 12526
D6
~
~
0 -1 12533
D7
~
~
0 -1 12531
S
#12529
A Lonely Fate~
Trudging heavily through the thick snow, you realize that your endurance is
flagging even faster than your morale. You decide to sit down, just for a
minute, just for a short rest. You never get back up. Snow quickly covers
your unconscious form, which expires shortly afterwards from severe
exhaustion and exposure.
~
0 3153991 2
D0
~
~
0 -1 12533
D3
~
~
0 -1 12528
D7
~
~
0 -1 12532
S
#12530
Sudden Death~
One minute you are plodding through the snowstorm, fighting through driving
sleet and knee deep drifts of snow and ice. The next you are falling, falling,
far down, down a sinkhole that lurked unnoticed beneath your feet. You
scream as you hurtle downwards, disappearing deep in the bowels of the
Hellspires, never to return.
~
0 3153991 2
D0
~
~
0 -1 12534
D1
~
~
0 -1 12531
D2
~
~
0 -1 12527
D6
~
~
0 -1 12535
D8
~
~
0 -1 12526
S
#12531
The Icy Wastelands~
The plateau stretches for miles all around you, though your vision is
curtailed by clouds of snow swept up by fierce winds, and waves of sleet
that pour down from the overcast sky. You could literally stumble into a
deadly threat and not realize until it was too late, in this blinding
white hell.
~
0 3153985 2
D0
~
~
0 -1 12535
D1
~
~
0 -1 12532
D2
~
~
0 -1 12526
D3
~
~
0 -1 12530
D6
~
~
0 -1 12536
D7
~
~
0 -1 12534
D8
~
~
0 -1 12528
D9
~
~
0 -1 12527
R M 0 12592 8 12531
S
#12532
The Icy Wastelands~
The plateau stretches for miles all around you, though your vision is
curtailed by clouds of snow swept up by fierce winds, and waves of sleet
that pour down from the overcast sky. You could literally stumble into a
deadly threat and not realize until it was too late, in this blinding
white hell.
~
0 3153985 2
D0
~
~
0 -1 12536
D1
~
~
0 -1 12533
D2
~
~
0 -1 12528
D3
~
~
0 -1 12531
D6
~
~
0 -1 12537
D7
~
~
0 -1 12535
D8
~
~
0 -1 12529
D9
~
~
0 -1 12526
R M 0 12592 8 12532
S
#12533
Sudden Death~
One minute you are plodding through the snowstorm, fighting through driving
sleet and knee deep drifts of snow and ice. The next you are falling, falling,
far down, down a sinkhole that lurked unnoticed beneath your feet. You
scream as you hurtle downwards, disappearing deep in the bowels of the
Hellspires, never to return.
~
0 3153991 2
D0
~
~
0 -1 12537
D2
~
~
0 -1 12529
D3
~
~
0 -1 12532
D7
~
~
0 -1 12536
D9
~
~
0 -1 12528
S
#12534
The Icy Wastelands~
The plateau stretches for miles all around you, though your vision is
curtailed by clouds of snow swept up by fierce winds, and waves of sleet
that pour down from the overcast sky. You could literally stumble into a
deadly threat and not realize until it was too late, in this blinding
white hell.
~
0 3153985 2
D0
~
~
0 -1 12538
D1
~
~
0 -1 12535
D2
~
~
0 -1 12530
D6
~
~
0 -1 12539
D8
~
~
0 -1 12531
R M 0 12592 8 12534
S
#12535
A Lonely Fate~
Trudging heavily through the thick snow, you realize that your endurance is
flagging even faster than your morale. You decide to sit down, just for a
minute, just for a short rest. You never get back up. Snow quickly covers
your unconscious form, which expires shortly afterwards from severe
exhaustion and exposure.
~
0 3153991 2
D0
~
~
0 -1 12539
D1
~
~
0 -1 12536
D2
~
~
0 -1 12531
D3
~
~
0 -1 12534
D6
~
~
0 -1 12540
D7
~
~
0 -1 12538
D8
~
~
0 -1 12532
D9
~
~
0 -1 12530
S
#12536
The Icy Wastelands~
The plateau stretches for miles all around you, though your vision is
curtailed by clouds of snow swept up by fierce winds, and waves of sleet
that pour down from the overcast sky. You could literally stumble into a
deadly threat and not realize until it was too late, in this blinding
white hell.
~
0 3153985 2
D0
~
~
0 -1 12540
D1
~
~
0 -1 12537
D2
~
~
0 -1 12532
D3
~
~
0 -1 12535
D6
~
~
0 -1 12541
D7
~
~
0 -1 12539
D8
~
~
0 -1 12533
D9
~
~
0 -1 12531
R M 0 12592 8 12536
S
#12537
The Icy Wastelands~
The plateau stretches for miles all around you, though your vision is
curtailed by clouds of snow swept up by fierce winds, and waves of sleet
that pour down from the overcast sky. You could literally stumble into a
deadly threat and not realize until it was too late, in this blinding
white hell.
~
0 3153985 2
D0
~
~
0 -1 12541
D2
~
~
0 -1 12533
D3
~
~
0 -1 12536
D7
~
~
0 -1 12540
D9
~
~
0 -1 12532
R M 0 12592 8 12537
S
#12538
A Sinkhole~
Staggering blindly through the snow, you suddenly come across a sinkhole,
twisting down into the bowels of the earth, into the heart of the
Hellspires. It is a narrow edit, but you would be able to slide down with
a little effort. Who knows what may lurk beneath the surface of the
plateau? At any rate, it is bound to be better than wandering aimlessly
in this desolate wasteland.
~
0 3153989 2
D1
~
~
0 -1 12539
D2
~
~
0 -1 12534
D5
~
~
0 -1 12542
D8
~
~
0 -1 12535
S
#12539
The Icy Wastelands~
The plateau stretches for miles all around you, though your vision is
curtailed by clouds of snow swept up by fierce winds, and waves of sleet
that pour down from the overcast sky. You could literally stumble into a
deadly threat and not realize until it was too late, in this blinding
white hell.
~
0 3153985 2
D1
~
~
0 -1 12540
D2
~
~
0 -1 12535
D3
~
~
0 -1 12538
D8
~
~
0 -1 12536
D9
~
~
0 -1 12534
R M 0 12592 8 12539
S
#12540
A Lonely Fate~
Trudging heavily through the thick snow, you realize that your endurance is
flagging even faster than your morale. You decide to sit down, just for a
minute, just for a short rest. You never get back up. Snow quickly covers
your unconscious form, which expires shortly afterwards from severe
exhaustion and exposure.
~
0 3153991 2
D1
~
~
0 -1 12541
D2
~
~
0 -1 12536
D3
~
~
0 -1 12539
D8
~
~
0 -1 12537
D9
~
~
0 -1 12535
S
#12541
The Icy Wastelands~
The plateau stretches for miles all around you, though your vision is
curtailed by clouds of snow swept up by fierce winds, and waves of sleet
that pour down from the overcast sky. You could literally stumble into a
deadly threat and not realize until it was too late, in this blinding
white hell.
~
0 3153985 2
D2
~
~
0 -1 12537
D3
~
~
0 -1 12540
D9
~
~
0 -1 12536
R M 0 12591 1 12541
S
#12542
The Bottom of the Sinkhole~
You land with a soft thump at the bottom of the sinkhole, landing in
a pile of freshly fallen snow, which cushions your short slide down.
Your back is cold, and numbed from contact with the icy rock walls of
the sinkhole, but you note to your surprise that the temperature down
here, while still cold, is quite bearable compared to that above. A
stone corridor, built by some ancient architect milennia ago, runs
northward from here. The walls are smooth, unnaturally so, and bear no
signs or markings that might indicate who or what lairs in this underground
chamber. You surmise that this is undoubtedly one of the many ruins of
the ancients, scattered across the whole continent of Brythunia, a grim
testimony to the power of Chaos to utterly destroy anything that stands
in its way. The taint of Chaos is strong in the Hellspires, and stronger
still in this place.
~
0 3153985 0
D0
~
~
0 -1 12543
S
#12543
A Featureless Corridor~
The corridor continues, widening slightly to a width that could easily
accomodate a patrol of guards marching eight abreast. Whoever built this
place made provisions for the movement of large volumes of people. No
banners or carpets cover wall or floor, and the ceiling is bare; there are
no signs of rafters or load bearing pillars; you wonder what engineering
trick enabled them to construct such a broad ceiling with no support other
than the walls. A flickering light shines in from the north, as of a torch
or lantern.
~
0 3153985 0
D0
~
~
0 -1 12544
D2
~
~
0 -1 12542
S
#12544
The Hall of the Ancients~
The corridor ends at the western end of a long, broad hallway, the
roof of which must be at least sixty feet high. This roof is supported
by pillars, majestic affairs of gold and silver, set with gems the
size of your fist (and larger). Torchlight flickers on the shiny surfaces,
creating sufficient illumination to fill most of the hall. The torches
smolder in brackets spaced evenly about the perimeter, and though they
seem to burn, there is no sign of the wood decreasing as it is burned;
some magical effect renders them perpetual sources of illumination. The
stonework of the hall is the same as that you saw earlier; similarly plain
and without decoration. There is evidence, however, in the form of tarnished
bronze rails affixed to the walls, that at one stage in the past long banners
hung on each wall. Five openings lead off of the central hall; two to the
north and south and one to the far east. Nothing is visible through any of
them, save for glimpses of a glowing chair or throne of some sort in the
eastern exit. Undoubtedly this was once the throne room of a powerful
monarch, of whatever culture or civilization once thrived here before the
coming of Chaos.
~
0 3153984 0
D1
~
~
0 -1 12555
D2
~
~
0 -1 12543
D6
~
~
0 -1 12545
D8
~
~
0 -1 12549
S
#12545
Hall of Time~
Approaching the northern wall of the hall, you notice that the walls aren't
as featureless as you initially supposed. Tiny engravings surround the
arched opening, depicting sundials, hourglasses and other devices for
measuring time. Evidently this hall was the center of all research and
learning for whatever city once lay here; some force has protected,
deliberately or otherwise, this one structure and its contents from the
devastation that rained down upon the rest of the city, and the nation,
which was destroyed so long ago that no record of its existence remains
on Brythunia. Truly, stumbling upon this place is a great historical find.
~
0 3153984 0
D0
~
~
0 -1 12546
D1
~
~
0 -1 12547
D2
~
~
0 -1 12555
D9
~
~
0 -1 12544
S
#12546
Tempus Flux~
The moment you step through the entrance your senses are assaulted with
a dizzying array of sensations; visual, audial and olfactory manifestations
confuse and bedazzle you on every side. Closing your eyes, you attempt to
steady yourself and get your bearings in this maelstrom of time. Everything
in this room exists in both all times and no time at once; the effect is almost
unbearable! Images from the past, present and future rush past, a thousand
realities of a thousand worlds. Whatever experiment was being conducted here
has certainly gotten out of hand since the Chaos incursion. Fortunately even
the powers of Chaos recognize the dangers of tampering with time itself, and
have managed to contain the anomaly in this chamber.
~
0 3153985 0
D2
~
~
0 -1 12545
R M 0 12588 1 12546
 R E 1 12580 1 17
 R E 1 12579 1 16
> rand_prog 66~
if ispc($r)
mea $r The ravages of Time tear at your body and soul.
mpdamage $r 66
else
endif
~
|
S
#12547
Hall of Discordia~
This section of the hall has been ravaged by some unknown beast. Stones
have been torn from the walls and tossed aside like scraps of paper.
The gaping holes in the wall peer out onto an inky black expanse, a void
of nullspace which surrounds this relic of a past era. The largest of
these openings lies directly to the north, and could be entered by a
humanoid, should they wish to brave the peril of the Chaotic miasma that
ebbs and flows around the edges of this hall. Occasionally a black tendril
of energy will drift out of one the holes and brush against you; the touch
is deathly cold and leaves serious bruising where it made contact with your
flesh, though there is surprisingly little pain.
~
0 3153985 0
D0
~
~
0 -1 12548
D2
~
~
0 -1 12556
D3
~
~
0 -1 12545
D8
~
~
0 -1 12553
> rand_prog 50~
if ispc($r)
mea $r A tendril of black energy brushes against you.
mpdamage $r 25
else
endif
~
|
S
#12548
Discordia~
The second you step into the maelstrom, you know that you will be
slain. Forces of primal Chaos tear at your form, rending your body,
mind and spirit with claws of foul magical energy. The pain is almost
unbearable, and you watch in horror as you are dismembered and scattered
through the whirling antiverse, destroyed and slain beyond all hope of
redemption.
~
0 3153991 0
S
#12549
Hall of Space~
The walls, floor and ceiling of this section of the hall have been
subtly decorated to resemble a starry sky, though you recognize none of
the constellations depicted here. The decoration has been cunningly wrought
in such a way that it is not visible from more than a few feet away. To
the south, an open doorway lies in the center of the traced outline of a
mammoth sun, a burning ball of yellowish flame that hangs in the sky amongst
the stars. You are no astronomer, but you are reasonably sure that these
skies have never enshrouded your world.
~
0 3153984 0
D0
~
~
0 -1 12555
D1
~
~
0 -1 12551
D2
~
~
0 -1 12550
D7
~
~
0 -1 12544
S
#12550
Spatial Flux~
The decorative theme apparent outside persists into this small chamber,
which cleverly gives the illusion that you are hovering in a night sky,
surrounded by a carpet of blackness pin pricked with brightly shining
stars at irregular intervals. You smile at the cleverness of this illusion,
then suddenly realize you are falling, rapidly, through empty air! The stars
rush past you as you increase in speed, blurring into white streaks as you
plummet endlessly downward. There is nothing to grab ahold of, no means of
slowing your descent, and no means of escaping your endless plummet.
~
0 3153991 0
S
#12551
Hall of Order~
The walls here are of plain white dressed stone, devoid of markings or
scarrings, save for the single opening in the south wall, which opens onto
a sterile environment, a windowless room of perfect dimensions. The air here
is fresh, but still, and carries a slightly stale, musty odor, one normally
associated with old grimoires in some forgotten library, or of elderly sages
who have spent too long sitting in their tiny studies poring over ancient
arcane lore. Perhaps this was an attempt to indicate the dangers posed by
a rigidly lawful society- sterility, a stale, emotionless environment. Many
of humanity's greatest achievements arise from times of strife; in a society
totally devoted to Law many of them would never have occured.
~
0 3153984 0
D0
~
~
0 -1 12556
D2
~
~
0 -1 12552
D3
~
~
0 -1 12549
D6
~
~
0 -1 12553
S
#12552
Pure Symmetry~
This chamber is a perfect cube, the dimensions being exactly identical
in every direction. Not a single mark or trace of dirt mars the
perfection, the glowing white walls appearing as pristine as they did
two thousand years ago. A magical force prevents anyone from disturbing
this order, or jeopardising the perfect state of equilibrium.
~
0 3417152 0
D0
~
~
0 -1 12551
R M 0 12586 1 12552
S
#12553
Approaching the Throne~
As you reach the end of the hall, the whole theme of this place becomes
clear to you. The four chambers- Time, space, chaos and order, the four
elements of whatever civilization built this place, and the subject of
much investigation, the source of both their power and their weaknesses.
And seated at the end of these elements is the throne of the queen, the
balancing force in the machinations of these primal forces, the calming
and guiding force for her people through calamity as well as serenity.
Either extreme was seen as a danger, and thus a balance was sought through
careful research and neutrality in the affairs in the world. Unfortunately,
the forces of Chaos struck, unmindful of the consequences, and this ancient
and learned culture, like so many others, was struck from existence by the
ravages of Chaos and the vile minions it brought from the netherworld. Now,
only this hall remains, buried deep beneath the hostile Hellspires, as a
testament to that ancient and proud race, protected by magicks of immense
magnitude.
~
0 3153984 0
D1
~
~
0 -1 12554
D3
~
~
0 -1 12556
D7
~
~
0 -1 12547
D9
~
~
0 -1 12551
R M 0 12589 1 12553
S
#12554
Throne of Ice~
A deathly chill fills the air here, caused by waves of cold radiating
from the massive throne of ice resting atop a metal platform that glistens
with moisture. Icicles hang from the ceilings, obfuscating whatever
decorations once lay there. Broad stone pillars support the laden roof,
and they too bear a thick layer of frost. Your breath fogs as you labor
to breathe in air suddenly turned thin, as if you were at an immensely
high altitude.
~
0 3153984 0
D3
~
~
0 -1 12553
R M 0 12590 1 12554
 R E 1 12587 1 7
 R E 1 12586 1 10
 R E 1 12585 1 6
 R E 1 12584 1 5
 R E 1 12583 1 16
 R E 1 12582 1 9
 R E 1 12581 1 12
S
#12555
Hall of Death~
A deathly silence, the silence of the grave, fills this section of the
hall, which has been shrouded in gloom by some magical enchantment. The
floor boasts literally hundreds of tiny metal plates, each bearing the
name of a noble of centuries past, indicating where his or her ashes now
lie, in small recesses set in the walls and floor. Ghostly apparations
shimmer into view at random intervals, staring soundlessly at you before
drifting back into the recesses. The air is filled with a strong, musty odor
tinged with the stench of decay and desolation. This anomaly aside, whatever
civilization that once flourished here is now well and truly gone.
~
0 3153985 0
D0
~
~
0 -1 12545
D1
~
~
0 -1 12556
D2
~
~
0 -1 12549
D3
~
~
0 -1 12544
S
#12556
Hall of Valor~
This section of the hall is the last before the throne hall to the east,
which is clearly visible from here. It contains no marks or decorations,
save for a tall statue of iron standing in the center, bearing a glowing
black lance. It is amazingly realistic, and it appears to be almost alive,
though you know no creature could have survived so long without sustenance
in this subterranean prison.
~
0 3153984 0
D0
~
~
0 -1 12547
D1
~
~
0 -1 12553
D2
~
~
0 -1 12551
D3
~
~
0 -1 12555
R M 0 12587 1 12556
 R E 1 12570 1 6
 R E 1 12571 1 5
 R E 1 12572 1 10
 R E 1 12573 1 9
 R E 1 12574 1 13
 R E 1 12575 1 7
 R E 1 12576 1 8
 R E 1 12577 1 3
 R E 1 12578 1 11
 R E 1 12569 1 16
S
#12557
Temporal Dissolution~
Stepping through the magical field, you scream as magical forces tear
at your body and soul. A whirling kaleidoscope of images assault your
senses, visible even when you attempt to close your eyes to block them
out. A low, dull humming noise, louder than you can take for very long,
hammers at your eardrums mercilessly, and blood trickles from your nose
and ears. You are certain that your death is not far away, but, surprisingly,
you do not perish. Instead, you find yourself drawn towards a small space
in the vortex of images, a black hole which is sucking you gently towards it.
A measure of willpower is required to not balk at entering an unknown and
potentially dangerous edit, but you see little other choice.
~
0 3153985 0
D10
~
hole~
133120 -1 12558
S
#12558
The Eye of the Temporal Storm~
The hole empties you into a black void, a cold place totally devoid
of any features, physical or otherwise, in which you drift, thankful
to be removed from the savagery of the temporal disjunction, but slightly
wary as to where you are being taken. Best you can reason, is that you
entered a zone where times converge, and for a brief instand existed in all
time-space continuums simultaneously. The effect was almost lethal, but
you were fortunate enough to be expectorated into this place of null-time,
one of many pockets of such phenomena, where time does not exist. You are
certain that the ancients had not intended for this journey to be so
traumatic, but then, who is to say they expected people to be coming IN
instead of going out; perhaps the return journey will be more pleasant. At
least you are away from the freezing wastes of the Hellspires.
~
0 3153989 0
> rand_prog 100~
mea $r You suddenly feel yourself falling...
mptrans $r 12559
~
|
S
#12559
Terra Firma~
One second you are floating aimlessly in null-time, the next you are
suddenly hurtling downwards, landing with a splash in knee deep water,
in the center of a small mist-shrouded lake. Shaking your head, you
realize that you have arrived, more or less, back on the prime material
plane, albeit you aren't sure where... scratch that, the where is pretty
obvious, its the plateau in the Hellspires long ago. Its how long ago,
the when, that is the question. P'chaua spoke of a jungle surrounding
his city, which once lay on the plateau, when the majority of Brythunia
was covered in sweltering rainforest, not icy tundra. Apparently, someone
has found a way to bridge the gap in time, and to allow forces to pass back
and forth between this time and your time. Scratching your head, you try
to recall the legends of Xchantharus. Assuming it is the "city" that P'chaua
spoke of, it is somewhere in the jungle of Tinisbwana. The oldest of any
recorded cities, Xchantharus was rumored to have been decimated by volcanic
eruptions milennia ago, and buried beneath tons of ash and lava, the ruins
long since covered by the Hellspires, which erupted with the coming of Chaos.
But if Xchantharus was truly the fount of the power of Chaos, you may well
have found a way to go back in time and prevent the calamities of the
succeeding generations from ever occuring! Confidence fills your heart, and
you gaze northwards, where the mist clears to reveal a small path leading
northward, into the jungles of Tinisbwana. It is there you must journey, and
seek out the ancient and evil city of Xchantharus, fount of Chaos and source
of all that is unlawful that troubles Brythunia!
~
0 65 6
D0
~
~
0 -1 12560
S
#12560
The Jungles of Tanisbwana~
The trail passes through the mist into the sweltering heat of a tropical
jungle. Tall trees of species unfamiliar to you tower to either side,
crawling with a wide variety of plant and animal life, including clusters
of mold that release clouds of sweet smelling spores at regular intervals.
The path here is narrow, but definable, and has been traversed frequently.
A sign has been nailed to a tree near the junction ahead; you are amazed to
note that it has been placed here recently, and it is written in common!
Someone of Law has been here, and recently too; booted heels mark the ground
near the sign, which has thus far remained undisturbed by the locals, who or
whatever they may be. You have never been in a jungle like this before; it
seems almost- prehistoric.
Three paths lead away from here, all plunging deep into the steamy jungle.
~
0 3145797 3
D0
~
~
0 -1 12573
D6
~
~
0 -1 12601
D7
~
~
0 -1 12561
R O 0 12565 1 12560
> act_prog p from the south.~
mpe _lbl A voice whispers 'Seek the five items needed to reach Xchantharus'
mpe _lbl A second voice adds 'The knowledge is held by the Bwani, to the east'
~
|
S
#12561
The Deep Jungle~
The narrow path winds between tall thick undergrowth, clustered closely
around the bases of unfamiliar trees. The occasional snake slithers through
the trees, ignoring you, intent on smaller prey. Monkeys howl and chitter in
the distance, accompanied by the occasional roar of a tiger or the trumpeting
of an elephant. You have never felt so... alien... before, than when you trod
this ancient trail in a world that disappeared milennia ago. Shaking your
head, you gather your resolve and continue.
~
0 3145793 3
D3
~
~
0 -1 12562
D8
~
~
0 -1 12560
S
#12562
A Bend in the Path~
You have only travelled a short distance away from the lake, but you
are already soaked through with sweat, one of the many effects of the
dizzying heat of this place. Unused to such temperatures, you trip and
stumble occasionally, suffering heat exhaustion and dizzy spells. Every
few dozen yards you need to pause and catch your breath. How could any
race have ever survived, let alone flourished, in these harsh conditions?
~
0 3145793 3
D0
~
~
0 -1 12563
D1
~
~
0 -1 12561
R M 0 12585 5 12562
S
#12563
A Junction~
The path widens here, ending in a small clearing offering a variety of
directions to choose from to continue. Tracks mark the trails in every
direction, dozens of pairs of bare feet having travelled in each direction
at frequent intervals. A playful monkey in the trees drops small nuts and
berries on your head; you sputter in annoyance but the mischievious primate
disappears before allowing you to retaliate. Removing your helm, you wipe
at your forehead with a sweat soaked sleeve and wonder which direction to
take.
~
0 3145797 3
D1
~
~
0 -1 12572
D2
~
~
0 -1 12562
D7
~
~
0 -1 12564
R O 0 12564 1 12563
> rand_prog 33~
mpe Hoots and howls echo through the forest.
~
|
S
#12564
Sacred Ground~
A definite change in the air occurs as you tread along this path.
You feel several pairs of eyes on you from all sides, as if dozens of
unseen watchers glared with disapproval at your intrusion. Somewhere
in the distance you think you can hear drums beating, and you hurry your
step. Few animals lurk in this section of the jungle, it is almost as if
they purposely avoid it.
~
0 3145793 3
D0
~
~
0 -1 12567
D3
~
~
0 -1 12565
D8
~
~
0 -1 12563
R M 0 12584 6 12564
 R E 1 12568 1 16
 R E 1 12567 1 3
R O 0 12563 1 12564
> rand_prog 50~
if ispc($r)
mea $r You see someone darting through the bushes to the left.
mea $r As you turn to investigate, a dart strikes you in the neck!
mea $r The mild poison makes you feel dizzy and weak.
mpdamage $r 66
else
endif
~
|
S
#12565
A Grim Warning~
Pushing through low hanging vines and fronds of sticky plants, you
press westward, towards the drums. Several stakes line the path, each
of them bearing the severed head of some unfortunate trespasser before
you. Snakes and insects crawl through and over the decaying heads, hissing
and clicking as they progress. Shuddering, you step away from one series
of stakes and almost back into another set; there must be dozens of them
along this narrow trail. An eerie feeling begins to overcome you, making
you feel sick from fear and nausea. There is definitely black magic at
work here, as well as the usually adverse psychological reaction severed
heads generate.
~
0 3145793 3
D1
~
~
0 -1 12564
D2
~
~
0 -1 12566
> rand_prog 50~
if ispc($r)
mea $r Cramps assault you and you double over in pain and nausea.
mpdamage $r 50
else
endif
~
|
S
#12566
The Village of Tech'opi~
Rising up out of the jungle is a pair of wooden gates, part of a low
barricade of sticks and trees, lined with more heads, dangling from
ropes or affixed in clumps to thick stakes, like coconuts dangling from
trees. The smell is strong, a sickly sweet odor of decay, which does
not do much for your nerves. You are deep in Tech'opi territory, and your
chances of returning unscathed are slim now indeed!
~
0 3145793 3
D0
~
~
0 -1 12565
D2
~
gate~
3 -1 12621
R M 0 12582 4 12566
 R E 1 12567 1 3
 R E 1 12568 1 16
 R E 1 12566 1 12
R M 0 12582 4 12566
 R E 1 12566 1 12
 R E 1 12567 1 3
 R E 1 12568 1 16
R D 0 12566 2 1
S
#12567
Rubble Strewn Path~
The crumbling remains of some ancient stone structure (ancient even
in the times of Xchantharus at its height? That would mean that the
assumed time of the evolution of humanity would be many thousands of
years older than previously thought!) lie scattered across the path,
covered with vines, moss and more patches of that strange, but
apparently harmless, mold that you spied earlier. The odor of decay is
strong here, and you soon spot the source- several freshly killed monkeys
hang upside down from thick vines attached to nearby trees, spear wounds
evident on their prone muscular forms. Looks like you have stumbled into
someone's hunting grounds.
~
0 3145793 3
D2
~
~
0 -1 12564
D6
~
~
0 -1 12568
R M 0 12584 6 12567
 R E 1 12568 1 16
 R E 1 12567 1 3
R M 0 12584 6 12567
 R E 1 12568 1 16
 R E 1 12567 1 3
S
#12568
Bloodstained Battlefield~
The path you were following ends here in a clearing, from which other
paths depend, like the scrawny limbs of some plant covered beast. Blood
stains carpet the dirt, as do the remains of various broken spears and
cloven shields. Some sort of tribal battle took place here, recently too
judging by the fresh stains. But no corpses litter the ground; they have
been removed by the victors for some unfathomable purpose.
~
0 3145793 3
D0
~
~
0 -1 12569
D2
~
~
0 -1 12570
D9
~
~
0 -1 12567
S
#12569
A Vine Covered Area~
The northern path ends after a short distance in a dead end, a smaller
clearing which is mostly filled with thick, low hanging vines dangling
from the treetops above. Corpses litter the ground, of humans and animals
alike, along with some corpses of beings unfamiliar to you. A strange
feeling comes over you as you linger here, not unpleasant but still
slightly unsettling.
~
0 3145793 3
D2
~
~
0 -1 12568
R M 0 12583 1 12569
S
#12570
A Well-Used Trail~
The earth here is marked with dozens of imprints of naked feet, running
in either direction. Leaves and twigs of overhaning branches have been
snapped off by the travellers; whoever passed this way was either in a
tremendous hurry or being deliberately careless, for it is a known fact
that the inhabitants of such remote regions can pass virtually undetected
through their natural habitat. A few blood stains mark the ground, as well
as the occasional spear or blowgun dart.
~
0 3145793 3
D0
~
~
0 -1 12568
D8
~
~
0 -1 12571
R M 0 12584 6 12570
 R E 1 12568 1 16
 R E 1 12567 1 3
R M 0 12584 6 12570
 R E 1 12568 1 16
 R E 1 12567 1 3
S
#12571
A Short Chase~
The foilage here on both sides of the path has been trampled flat, as
if by a horde of charging people, or as of some massive beast rising
from the jungle. The crushed path continues to the north, where it widens
into a more regular trail. At this point several Tech'opi warriors lie,
crushed or skewered by spears.
~
0 3145793 3
D2
~
~
0 -1 12572
D7
~
~
0 -1 12570
R M 0 12580 1 12571
 R E 1 12560 1 6
 R E 1 12561 1 5
 R G 1 12559 1
S
#12572
The Deeper Parts~
The path twists and turns here, becoming steadily narrower as it disappears
into the thick undergrowth. Just as it seems the path has disappeared entirely,
and you will have to hack your way further, you spot a place up ahead where
some titanic behemoth has levelled a large section of the jungle in its
passage. Hoots and howls echo through the trees, making you feel slightly
nervous and queasy.
~
0 3145793 3
D0
~
~
0 -1 12571
D3
~
~
0 -1 12563
R M 0 12584 6 12572
 R E 1 12567 1 3
 R E 1 12568 1 16
R M 0 12585 5 12572
R O 0 12563 1 12572
S
#12573
The Shores of a Lake~
The undergrowth is so thick here that you can barely see more than a few
feet ahead, and so it is quite a shock when you stumble past another low
hanging vine and almost tumble into the waters of a small, but deep, lake!
The waters stretch away to the north, winding around the base of a massive
spear of rock that arises from the waters due north. Unclimbable from this
side, it appears to be wide enough that at some point there may be level
ground somewhere atop it. You have heard of volcanic islands of this type
in the Ocean of Dreams; many are rumored to hold fabulous treasures, as
well as horrid foes.
~
0 3145793 6
D2
~
~
0 -1 12560
D6
~
~
0 -1 12574
R M 0 12579 3 12573
S
#12574
Deep Waters~
Progress around the granitic intrustion takes you across deeper waters,
quite still and clear, not at all what you expected in this treacherous
jungle. Relaxing a little, you are starting to enjoy the journey, and
you gaze idly at the massive pieces of wood drifting by. How did such
logs manage to end up drifting in the same spot... And why are they
suddenly moving and opening gaping mouths full of sharp teeth?
~
0 3145793 7
D7
~
~
0 -1 12575
D9
~
~
0 -1 12573
R M 0 12578 1 12574
S
#12575
The Far Side~
Here the waters of the lake wash up on a small beach on the northern
shore of the island, a place where you could, if you desired, weigh
anchor and go ashore. Several canoes of unfamiliar design have been
drawn up on the shore, though there are no signs of their owners.
A narrow path can be seen winding its way up the side of the rocky
intrusion, heading to the summit.

The lake ends to the north, at the mouth of one of the many rivers
that feed it. Far in the distance, a great mountain rises from the
waters, similar to the one south of here except it is roughly a dozen
times larger, and not as tall. Atop it appears to be a plateau, though
you cannot make out what may lie there from here. You have a sinister
feeling, though, that it is Xchantharus...
~
0 3145793 7
D0
~
~
0 -1 12613
D2
~
~
0 -1 12576
D8
~
~
0 -1 12574
S
#12576
The Shallows~
The waters quickly shallow here, as a rocky ledge that protrudes from
the island serves as a beach of sorts on which to land. A thin layer of
black volcanic dust covers the shoreline, and most of the sides of the
isle, which towers above you, soaring high into the sky. You wonder what
wonders it holds in store, and what happened to the owners of these canoes.
~
0 3145793 6
D0
~
~
0 -1 12575
D2
~
~
0 -1 12577
R O 0 12556 1 12576
S
#12577
Standing on a Beach~
A narrow strip of sand, stained gray-black by volcanic ash, stretches
for a short distance to the east and west. Shards of pumice litter the
ground, as well as shards of bone, and broken and burnt weapons. Warfare
is evidently a virtual epidemic in this time and place. Strange noises
can be heard, from far, far away, of monsters crying out in anger and
fear; you fancy that they are coming from the top of the island, which
can be reached via a steep path to the southeast of here.
~
0 3145793 2
D0
~
~
0 -1 12576
D1
~
~
0 -1 12580
D3
~
~
0 -1 12578
R O 0 12664 1 12577
S
#12578
The Shoreline~
The shoreline ends a short distance to the west, merging back into
the unscaleable cliff face of the island. Nothing of interest appears
to be here at first glance, however upon closer examination you see
a faint set of tracks leading into a clump of bushes to the northwest,
partially obscuring a gap in the cliff face, which the tracks enter.
Some humanoid actually lives on this strange island; maybe they can
be of help to you?
~
0 3145793 2
D1
~
~
0 -1 12577
D7
~
~
0 -1 12579
S
#12579
A Cramped Dwelling~
The narrow opening is the only entrance and exit from a small cave,
barely visible from more than a few yards away, within which someone has
attempted to make a home, of sorts. Several rugs cover the stone floor,
while cooking implements hang above the remains of a small campfire,
the utensils stained by smoke and grease. A rank odor permeates the air,
a stale smell of sweat, blood and urine. What a charming little hovel you
have discovered here.
~
0 3146825 0
D8
~
~
0 -1 12578
R M 0 12571 1 12579
S
#12580
Approaching the Path~
The winding path that heads south towards a narrow crevice in the
otherwise impenetrable cliff face is the only apparent way to plumb
the depths of whatever mysteries it may house. A thick layer of cobwebs
fill the defile; no one has come in our out of whatever lies on the
island in quite some time.
~
0 3145793 2
D2
~
~
0 -1 12581
D3
~
~
0 -1 12577
S
#12581
The Defile~
The defile ends in a narrow crack, which leads up as far as you can see.
A hardy adventurer could shimmy up the crack, putting their back to one
side and walking up the other. It is a relatively short climb, but while
you were doing it you would be totally vulnerable to any creatures
that passed by, either at the base or at the summit. Seeing no other
alternative, you plan the best way to attack the climb.
~
0 3145793 4
D0
~
~
0 -1 12580
D4
~
~
128 -1 12582
S
#12582
A Narrow Ledge~
Breathing hard after the short but difficult ascent, you gaze southward
across the small ledge you arrived on and are struck dumb by what you see.
For in that direction, past the cliff, is a lush valley of verdant green,
dotted with trees and streams, and absolutely teeming with wildlife. It is
incredible how they are so visible from this great distance, though you
cannot actually identify any specific species. Large birds soar high overhead
in the stormy skies that cover Tinisbwana. A sharp, crisp wind refreshes and
cools you, and you stride forth with new enthusiasm.
~
0 3145793 5
D2
~
~
0 -1 12583
D5
~
~
128 -1 12581
S
#12583
The Lost Valley~
This is absolutely amazing. Such a wondrous vista, within an ugly
volcanic edifice of stone. The valley slopes gently on all sides,
rising to the lip of the stony peak; you cannot see other access points
than this one, though you do not doubt there would be one you are somehow
missing. The creatures roaming below are certainly large, and all appear
to be reptiles, some of them of considerable bulk. Certainly, you have never
seen such creatures, at least outside of history texts. Somewhere within
this valley, however, is hidden the Shrine of the Ancients, so you must
journey in to seek the information you need to find Xchantharus, whether
the beasts below be malevolent or benign.
~
0 3145797 5
D0
~
~
0 -1 12582
D5
~
~
128 -1 12584
S
#12584
The Valley Floor~
The descent into the valley, while not easy, is certainly nowhere near
as difficult as the initial climb to get here. The smell of fresh green
grass reaches your nostrils; in a life of adventuring where you are
plagued by constant odors of death, decay and other nasty aspects of life,
the smell is almost paradise. Breathing deeply, you close your eyes and
enjoy the sensation, snapping them back open when an earth-shattering roar
from nearby almost knocks you off your feet!
~
0 3145793 2
D2
~
~
0 -1 12585
D4
~
~
128 -1 12583
S
#12585
The Grassy Fields of the Valley~
Grassy fields extend as far as you can see on all sides, interrupted by
small outcroppings of rock or the occasional tree. Dinosaurs, reptiles of
immense size from a lost age far in your world's past, wander here, brought
here by magic or simply an evolutionary leftover. You are awestruck by
the awesome majesty of these titanic creatures, and more than a little
terrified by their power and strength.
~
0 3145793 2
D0
~
~
0 -1 12584
D1
~
~
0 -1 12592
D2
~
~
0 -1 12590
D3
~
~
0 -1 12586
R M 0 12581 1 12585
S
#12586
The Grassy Fields of the Valley~
Grassy fields extend as far as you can see on all sides, interrupted by
small outcroppings of rock or the occasional tree. Dinosaurs, reptiles of
immense size from a lost age far in your world's past, wander here, brought
here by magic or simply an evolutionary leftover. You are awestruck by
the awesome majesty of these titanic creatures, and more than a little
terrified by their power and strength.

A dense clump of vegetation lies to the south and west.
~
0 3145793 2
D0
~
~
0 -1 12587
D1
~
~
0 -1 12585
D9
~
~
0 -1 12589
R M 0 12574 6 12586
R M 0 12574 6 12586
R M 0 12574 6 12586
S
#12587
The Grassy Fields of the Valley~
Grassy fields extend as far as you can see on all sides, interrupted by
small outcroppings of rock or the occasional tree. Dinosaurs, reptiles of
immense size from a lost age far in your world's past, wander here, brought
here by magic or simply an evolutionary leftover. You are awestruck by
the awesome majesty of these titanic creatures, and more than a little
terrified by their power and strength.
~
0 3145793 2
D2
~
~
0 -1 12586
D7
~
~
0 -1 12588
S
#12588
The Grassy Fields of the Valley~
Grassy fields extend as far as you can see on all sides, interrupted by
small outcroppings of rock or the occasional tree. Dinosaurs, reptiles of
immense size from a lost age far in your world's past, wander here, brought
here by magic or simply an evolutionary leftover. You are awestruck by
the awesome majesty of these titanic creatures, and more than a little
terrified by their power and strength.

The larger inhabitants of the valley seem to congregate near a small
pool that lies at the westernmost extreme of the valley, right near
here.
~
0 3145793 2
D3
~
~
0 -1 12596
D8
~
~
0 -1 12587
S
#12589
A Wall of Vegetation~
This section of the valley is almost completely overgrown with thick
vegetation; lush, brightly hued green leaves providing an excellent
source of food for the many herbivores that roam here. Judging by the
large chunks missing, they feed here frequently. There is no way to
pass through the vegetation, and nor does there seem to be any real
need to.
~
0 3145793 3
D6
~
~
0 -1 12586
R M 0 12575 1 12589
S
#12590
The Grassy Fields of the Valley~
Grassy fields extend as far as you can see on all sides, interrupted by
small outcroppings of rock or the occasional tree. Dinosaurs, reptiles of
immense size from a lost age far in your world's past, wander here, brought
here by magic or simply an evolutionary leftover. You are awestruck by
the awesome majesty of these titanic creatures, and more than a little
terrified by their power and strength.
~
0 3145793 2
D0
~
~
0 -1 12585
D1
~
~
0 -1 12591
S
#12591
The Grassy Fields of the Valley~
Grassy fields extend as far as you can see on all sides, interrupted by
small outcroppings of rock or the occasional tree. Dinosaurs, reptiles of
immense size from a lost age far in your world's past, wander here, brought
here by magic or simply an evolutionary leftover. You are awestruck by
the awesome majesty of these titanic creatures, and more than a little
terrified by their power and strength.
~
0 3145793 2
D0
~
~
0 -1 12592
D3
~
~
0 -1 12590
R M 0 12573 1 12591
S
#12592
The Grassy Fields of the Valley~
Grassy fields extend as far as you can see on all sides, interrupted by
small outcroppings of rock or the occasional tree. Dinosaurs, reptiles of
immense size from a lost age far in your world's past, wander here, brought
here by magic or simply an evolutionary leftover. You are awestruck by
the awesome majesty of these titanic creatures, and more than a little
terrified by their power and strength.
~
0 3145793 2
D1
~
~
0 -1 12593
D2
~
~
0 -1 12591
D3
~
~
0 -1 12585
R M 0 12574 6 12592
R M 0 12574 6 12592
R M 0 12574 6 12592
S
#12593
The Grassy Fields of the Valley~
Grassy fields extend as far as you can see on all sides, interrupted by
small outcroppings of rock or the occasional tree. Dinosaurs, reptiles of
immense size from a lost age far in your world's past, wander here, brought
here by magic or simply an evolutionary leftover. You are awestruck by
the awesome majesty of these titanic creatures, and more than a little
terrified by their power and strength.

A rocky outcrop, larger than the others, lies to the north of here.
~
0 3145793 2
D0
~
~
0 -1 12594
D3
~
~
0 -1 12592
S
#12594
The Base of the Outcrop~
Peering upwards, you think you can see a nest, perched atop the outcrop.
There are enough hand and footholds to allow you to scale the edifice,
but what for? To poke around in some most-likely angry and aggressive
reptillian bird's nest, risking life and limb? Perhaps, though, the nest
contains something of value? Perhaps not. Then again, it certainly seems
safer than loitering around down here with all those raptors around...
~
0 3145797 4
D2
~
~
0 -1 12593
D4
~
~
128 -1 12595
S
#12595
The Pterodactyl's Roost~
After a short, but strenuous, climb, you reach the nest, a very large
affair which is devoid of eggs but littered with all sorts of other junk.
Being the only fliers in the valley, the pterodactyls can soar far and
wide, collecting a variety of objects to add to their nest. You wonder
how many people have been lured here, by the thought of potential loot,
only to be slain and devoured? Not a lot, probably; not many adventurers
cross the Hellspires, brave the temporal gates, stumble through mosquito
infested jungles and scale rocky cliif walls to face off against a horde
of dinosaurs.
~
0 3145793 5
D5
~
~
128 -1 12594
R M 0 12577 2 12595
R M 0 12577 2 12595
R O 0 12554 1 12595
S
#12596
A Small Pool~
Water trickles over the grass here, turning it to a shallow mire beneath
your feet. Huge tracks, of feet wider than a tall human, have made deep
marks in the damaged savannah, and to the nearby trees; many appear to
have been badly devoured or torn outright from the ground by hungry
herbivores with the strength of titans. Peaceful they may be, they could
nonetheless slay a person with an inadvertant twitch or stumble.
~
0 3145793 3
D0
~
~
0 -1 12597
D1
~
~
0 -1 12588
D2
~
~
0 -1 12598
R M 0 12576 1 12596
S
#12597
Plentiful Water Supplies~
The pool that fills this clearing apparently draws its water from
some underground source; presumably drawing eventually from the lake
far below. The water is fresh, and clean, if a trifle bitter due to
the mineral content. No conflict takes place here; it is almost an
unwritten law that no violence should be perpetrated on other beasts
while they quench their thirsts.
~
0 0 1
D2
~
~
0 -1 12596
R M 0 12572 1 12597
R O 0 12555 1 12597
S
#12598
A Ruined Temple~
Rising up here, near a point where the plains curve sharply upwards
to the lip of the valley, there rests a partially demolished stone
temple, of marble or a similar material, partially overgrown with
weeds. A construct from a civilization even older than Xchantharus?
Amazing. And how did they manage to build it in this realm of savage
reptiles? You shake your head and push such ponderings aside; this
must be the shrine of the ancients, a rumored seat of knowledge and
learning. Perhaps inside its stony portal you will discover more about
Xchantharus.
~
0 3145793 2
D0
~
~
0 -1 12596
D9
~
~
0 -1 12599
S
#12599
Shrine of the Ancients~
The interior of the marble structure is silent as the proverbial tomb.
Not a single sound can be heard within; nor can any be made. The
uttering of spells is thus similarly impossible. Strong enchantments
protect this outpost of Law in a temporally displaced dimension gone
mad. The interior is bare, devoid of any trappings save a single golden
lectern, resting in the center of the polished marble floor. Upon which
rests a single tome, open to the middle. A slight glow emanates from the
lectern, illuminating most of the small chamber. You cannot see any other
entrances or exits; evidently this place was constructed solely to house
the book you see before you.
~
0 3482776 0
D6
~
~
0 -1 12598
R O 0 12521 1 12599
S
#12600
Inside the Tome~
You find yourself in the confines of a musty study, filled with books,
and dominated by a huge oak desk, behind which sits an elderly man,
glasses perched on the end of his long hooked nose, who fixes you with
a piercing stare when you enter. Without thinking, you sit down in one
of several plush chairs and prepare to listen to what he has to say.
~
0 3155460 11
R M 0 12512 1 12600
S
#12601
The Deep Jungle~
The narrow path winds between tall thick undergrowth, clustered closely
around the bases of unfamiliar trees. The occasional snake slithers through
the trees, ignoring you, intent on smaller prey. Monkeys howl and chitter in
the distance, accompanied by the occasional roar of a tiger or the trumpeting
of an elephant. You have never felt so... alien... before, than when you trod
this ancient trail in a world that disappeared milennia ago. Shaking your
head, you gather your resolve and continue.
~
0 3145793 3
D1
~
~
0 -1 12602
D9
~
~
0 -1 12560
S
#12602
A Recent Hunt~
The ground here is stained with dark red blood; fresh, not yet dried,
from some animal felled by hunters to be devoured in a feast. The thought
of feasts reminds you how long it has been since you had a decent meal.
Too long in grim mountain ranges and sweltering jungles is starting to
take its toll on your body and your spirit. You hope that you will soon
find the city, or at least a way home!
~
0 3145793 3
D0
~
~
0 -1 12603
D3
~
~
0 -1 12601
S
#12603
A Fork in the Trail~
The trail splits here, offering a variety of directions to continue
in. Footprints mark the ground in each direction, many of them passing
from the south and heading northeast. You are certain that you are not
alone here, and more than once you think you feel someone watching you.
Not the monkeys, snakes and tigers, but someone human, intelligent and
calculating.
~
0 3145793 3
D2
~
~
0 -1 12602
D3
~
~
0 -1 12604
D6
~
~
0 -1 12610
R M 0 12568 1 12603
S
#12604
A Well Used Trail~
The ground here has been trampled flat by a variety of creatures,
ranging from tigers and monkeys to humans and even what appears to
be the tracks of an elephant. Monkeys chitter nearby, watching you
with some amusement as you ponder over the trail. You wince as you
feel a coconut strike you on the head and turn to shake your fist
at the cackling monkeys, who are cavorting in glee at the success
of their prank.
~
0 0 1
D0
~
~
0 -1 12605
D1
~
~
0 -1 12603
R M 0 12567 6 12604
 R E 1 12552 1 16
R M 0 12585 5 12604
S
#12605
A Well Used Trail~
The sweltering heat and humidity are starting to take their toll,
clad as you are in encumbering adventuring gear. Occasionally you are
forced to stop and rest for a few minutes; never too long for the
ground is infested with ants that sting like killer bees. Not to mention
the poisonous snakes lurking just off the path in the thick undergrowth.
What a charming place.
~
0 3145793 3
D2
~
~
0 -1 12604
D6
~
~
0 -1 12606
R M 0 12585 5 12605
S
#12606
A Well Used Trail~
This trail cuts deep through the jungle, and is wide enough for a whole
war party to jog down eight or ten abreast, which presumably is why it
was created. If the Bwani have elephants, then small wonder the Tech'opi
hold them in awe as well as hatred. Elephants are a dangerous and rather
unpredictable steed; it could slay a score of warriors almost without
even meaning to.
~
0 3145793 3
D0
~
~
0 -1 12607
D9
~
~
0 -1 12605
R M 0 12567 6 12606
 R E 1 12552 1 16
R M 0 12567 6 12606
 R E 1 12552 1 16
S
#12607
A Large Clearing~
The path ends in a large clearing, where a fierce battle has recently
taken place. Numerous Tech'opi corpses lie scattered about the body
of a dead elephant, brought down by sheer force of numbers after a mighty
struggle. There are no Bwani corpses here; evidently the survivors
gathered their wounded and dead, and left the enemy corpses to rot. The
Tech'opi would not do such a thing; they'd take the enemy corpses and
eat them...
~
0 3145793 3
D0
~
~
0 -1 12608
D2
~
~
0 -1 12606
D8
~
~
0 -1 12609
S
#12608
Fire Mountain~
Looming to the north is a small but quite active volcano; you can
feel faint waves of heat even from here, a good half a mile away.
Proceeding any further towards this mountain of fire would be foolish
and pointless. Fresh lava pours over the top, insinuating the entire
area in a thick coating of molten rock. Fortunately it is not a cinder
top, so you should be free from the risk of suffocation in large clouds
of volcanic ash. This is most likely one of the many volcanoes that
eventually obliterate Xchantharus; if you lingered long enough you might
actually be able to witness the destruction of the vile city of Chaos.
~
0 3145797 3
D2
~
~
0 -1 12607
R M 0 12569 1 12608
S
#12609
A Narrow Trail~
The trail is much narrower here than the broad western path, winding
its way tenuously between several looming trees covered with vines
as thick as your thighs, and the usual growths of mold. Staghorns
hang from the sides of these trees, and long tendrils of sticky vines
dangle down over the path. The air is alive with insects, and you find
every exposed inch of your flesh is quickly covered in itching bites.
~
0 3145793 3
D2
~
~
0 -1 12610
D7
~
~
0 -1 12607
R M 0 12567 6 12609
 R E 1 12552 1 16
R M 0 12567 6 12609
 R E 1 12552 1 16
S
#12610
Paths Meet~
A variety of paths meet here, in a small clearing, which is filled
with a layer of dead plants knee deep. Fallen from nearby trees and
deliberately gathered here, it serves some unknown purpose for the
local inhabitants. Wary that it may conceal a pit trap, you step
lightly on the layer of leaves, but nothing gives way underfoot.
Shrugging, you continue.
~
0 3145793 3
D0
~
~
0 -1 12609
D1
~
~
0 -1 12611
D9
~
~
0 -1 12603
R M 0 12567 6 12610
 R E 1 12552 1 16
R M 0 12585 5 12610
S
#12611
A Cultivated Field~
At this point the jungle has been burnt and cut back, giving way to
cultivated fields growing a variety of crops, mostly corn and wheat.
Amazing, that in such a dark, sinister land you would find such signs
of an agrarian culture, which bespeaks an organised society with
sufficiently competent leadership to co-ordinate agricultural endeavours.
Surely this must be the home of the Bwani, the peace-loving people you
heard resided in parts of this jungle, sworn enemies of the Tech'opi.
~
0 3145793 2
D2
~
~
0 -1 12612
D3
~
~
0 -1 12610
S
#12612
Village of the Bwani~
A stone walled compound rises to the south here, filled with adobe
style dwellings, plus a rather imposing ziggurat near the southern
end. Peering through the open gates, you see the tall Bwani walking
about on their business, content and secure in the safety of this wall
and its keen-sighted guards. Perhaps the Bwani will be able to help you
find the city of Xchantharus, and tell you how to enter it?
~
0 0 1
D0
~
~
0 -1 12611
D2
~
gate~
3 -1 12641
R M 0 12570 4 12612
 R E 1 12561 1 5
 R E 1 12553 1 11
 R E 1 12552 1 16
R M 0 12570 4 12612
 R E 1 12561 1 5
 R E 1 12552 1 16
 R E 1 12553 1 11
R D 0 12612 2 1
S
#12613
The River Xchan~
This swiftly flowing river pours from the north, from some underground
source at the base of the mountain. A chill creeps up and down your
spine as you progress, and the uneasiness is not helped by the presence
of looming trees, hanging low over the river, the vines depending from
the branches often impeding your progress. The jungle to either side
is alive with malignant creatures, and you are loathe to continue. But
continue you must, for ahead lies Xchantharus!
~
0 3145793 7
D0
~
~
0 -1 12614
D2
~
~
0 -1 12575
R M 0 12579 3 12613
R M 0 12579 3 12613
S
#12614
The River Xchan~
You continue upstream, warily alert for any signs of danger or attack
from the vegetation to either side. The air is thick and humid, and
your clothes stick to your hot and sweaty skin, making you feel most
unpleasant. A foul odor fills the air, an unidentifiable stench that
you can barely stand. It reminds you of swamp gas, combined with the
putrescent odor of the dead. Xchantharus means, in the language of
Tinisbwana, the City of the Dead; it appears already to have been
appropriately named.
~
0 3145793 7
D0
~
~
0 -1 12615
D2
~
~
0 -1 12613
S
#12615
The Source of the Xchan~
Here your path ends, at the base of the mountain, atop which you
surmise the city of Xchantharus to lie. The waters pour in from some
underground source, progress in that direction is impossible as the
current is too strong. There is, however, a small cave, barely visible
from here, a few feet below the murky surface, which you could with
some effort swim down to; your only other alternative is to head back,
unless you have some means of ascending the sheer cliff face of the
mountain before you.
~
0 3145793 7
D2
~
~
0 -1 12614
D4
~
~
64 -1 12618
D5
~
~
0 -1 12616
S
#12616
An Underwater Cave~
Breathing deeply, you dive under the surface of the murky waters of
the Xchan, diving down towards the cave, which turns out to be a lot
further below the surface than you at first anticipated. Bones and
broken weapons litter the muddy riverbed below you, as well as the
splintered remains of ships that look suspiciously Estroglian. You
leave such matters for now, however, and concentrate instead on reaching
the cave.
~
0 3145793 8
D4
~
~
0 -1 12615
D6
~
~
0 -1 12617
S
#12617
Lair of the Aboleth~
The cave is narrow, but quite long, stretching for fifty yards or so
into the mountainside. The ground is bare, devoid of any anomaly save
for the glint of a broadsword, half buried under a rock. It is not an
unusual weapon, one of thousands forged every year in Estroglia, but it
is an anomaly in that humanity won't discover the secret of forging steel
for another five hundred years after the time you are in. Someone else
from your era has been here, and recently too!
~
0 3145801 8
D9
~
~
0 -1 12616
R M 0 12566 1 12617
R O 0 12551 1 12617
S
#12618
Ascending Mount Xchan~
The mountain from which the Xchan runs bears the same name, as it
houses the same thing; Xchantharus, dread City of the Dead. Above
you you can see a shimmering portal, similar to the one you passed
through in the Hellspires, though far more elaborate looking. The
walls of the cliff are of black stone flecked with silver; if someone
were brave and powerful enough they could amass a considerable fortune
mining this place. From here you can feel waves of evil radiating from
the mountain and what the plateau at its summit contains; you feel
yet again an overwhelming reluctance to continue. But what other option
is there? Retreat and return to Brythunia of the present, a coward and
a failure? Or press onwards, towards certain but glorious death, and on
the off chance you do survive, power, wealth and riches beyond your
wildest expectations.
~
0 19923009 9
D4
~
~
64 -1 12619
D5
~
~
64 -1 12615
S
#12619
The Summit of Mount Xchan~
You fly upwards, soaring high in the air, finally reaching the summit,
which is a flat, broad plateau, several miles wide, stretching as far
as you can see. But what sorcery is this? Although you feel certain that
Xchantharus lies here, you cannot see a sign of it, or anything similar
to a city; only plain, featureless rocky ground, stretching to the north,
east and west. Only a single shimmering portal, set between massive rocky
obelisks, is present, to the north, some fifty or sixty yards away. Peering
southward, you can see far over the dense jungle, south along the Xchan
river, to the junction where you were deposited by the pillars in the
Hellspires. Smoke rises from small settlements to the southeast and southwest
of here, the villages of the Bwani and the Tech'opi, respectively. Amazed
at the marvellous view of this tapestry of rich jungle life, you almost forget
the feeling of evil that tugs at your spirit.
~
0 19923009 9
D0
~
~
0 -1 12620
D5
~
~
64 -1 12618
S
#12620
The Obelisks of Transportation~
This is it? After all you have been through, just another portal point,
leading to the gods know what? Bah. You are not surprised few others have
bothered persevering in the oft-disheartening search for the elusive
portal of Xchantharus. Perhaps, though, this unlikely looking field of
energy is it? Not the entrance you expected to the notoriously opulent
city of the priest king; certainly not the entrance you expected to the
also notoriously haven of the paranoid priest king. Still, there doesn't
appear to be any other option, than to proceed through its shifting surface,
which reveals nothing of where it may lead. Shimmering chains criss cross
the surface, held together with a single lock, which bears an impression
where you could place a small symbol or other similar holy item. Perhaps that
is the means of opening it?
~
0 3145793 5
D0
~
field~
8389679 12523 12661
D2
~
~
0 -1 12619
R M 0 12565 1 12620
 R E 1 12592 1 11
 R E 1 12549 1 16
R O 0 12550 1 12620
R D 0 12620 0 2
> act_prog p unlocks the field.~
say You have broached the first portal to the power behind Xchantharus.
say Step through me, and you will be transported to the city. But
say beware, great dangers indeed await the foolish and unprepared!
~
|
S
#12621
Inside the Stockade~
You pass through the gates into the village proper, which is filled
with a series of long, narrow single storey huts, arranged around a
central gathering area, where the tribe gathers for meetings, feasts and
other rituals. The smell of cooking meat, combined with that of fresh
blood, fills the air.
~
0 3145793 1
D0
~
gate~
3 -1 12566
D2
~
~
0 -1 12622
R D 0 12621 0 1
S
#12622
The Warrior Huts~
To the east and west lie the huts that house the tribal warriors, those
that hunt for, fight for and usually die for the Tech'opi. Fierce carvings
of grinning demons line the entrances, and hang from the eaves of the
roof. The huts smell of sweat and old wood, as well as blood and war paint.
To the south lies the gathering area, which is dominated by a bonfire,
upon which rests a bubbling cauldron.
~
0 3145797 1
D0
~
~
0 -1 12621
D1
~
~
0 -1 12625
D2
~
~
0 -1 12628
D3
~
~
0 -1 12623
S
#12623
Warrior Hut~
This long, narrow hut houses the bulk of the warriors that hunt for and
guard the village, as well as those who form the war parties sent to raid
the Bwani to the east. Weapons line the walls, and a series of sleeping
pallets are arranged in three rows through the room, with spaces between
them to allow people access without stepping on sleeping off-duty warriors.
~
0 3145801 0
D1
~
~
0 -1 12622
R M 0 12563 6 12623
 R E 1 12567 1 3
 R E 1 12568 1 16
R M 0 12563 6 12623
 R E 1 12567 1 3
 R E 1 12568 1 16
R M 0 12563 6 12623
 R E 1 12567 1 3
 R E 1 12568 1 16
S
#12624
The Communal Huts~
These huts house the bulk of the tribe, including most of the women and
children. Each hut would hold at least a score of tribespeople, maybe more.
The huts are clean, and in good condition, even if the demonic decorations
are a bit disturbing. The faint odor of meat and blood permeates even here,
as in all other parts of the village.
~
0 3145801 0
D1
~
~
0 -1 12627
R M 0 12562 10 12624
R M 0 12562 10 12624
S
#12625
Warrior Hut~
This long, narrow hut houses the bulk of the warriors that hunt for and
guard the village, as well as those who form the war parties sent to raid
the Bwani to the east. Weapons line the walls, and a series of sleeping
pallets are arranged in three rows through the room, with spaces between
them to allow people access without stepping on sleeping off-duty warriors.
~
0 3145801 0
D3
~
~
0 -1 12622
R M 0 12563 6 12625
 R E 1 12567 1 3
 R E 1 12568 1 16
R M 0 12563 6 12625
 R E 1 12568 1 16
 R E 1 12567 1 3
R M 0 12563 6 12625
 R E 1 12568 1 16
 R E 1 12567 1 3
S
#12626
The Communal Huts~
These huts house the bulk of the tribe, including most of the women and
children. Each hut would hold at least a score of tribespeople, maybe more.
The huts are clean, and in good condition, even if the demonic decorations
are a bit disturbing. The faint odor of meat and blood permeates even here,
as in all other parts of the village.
~
0 3145801 0
D3
~
~
0 -1 12629
R M 0 12562 10 12626
R M 0 12562 10 12626
S
#12627
The Gathering Place~
This broad central area of the village consists of hard packed earth,
trampled by the passing of many hundreds of pairs of feet. The air is smoky
and thick, and smells of burnt meat and fresh blood. Several carcasses of
various animals are impaled on stakes at various intervals. Huts lie on
the edges of the gathering area, most of them filled with busy Tech'opi
working at various tasks.
~
0 3145793 1
D1
~
~
0 -1 12628
D2
~
~
0 -1 12630
D3
~
~
0 -1 12624
S
#12628
The Gathering Place~
This broad central area of the village consists of hard packed earth,
trampled by the passing of many hundreds of pairs of feet. The air is smoky
and thick, and smells of burnt meat and fresh blood. Several carcasses of
various animals are impaled on stakes at various intervals. Huts lie on
the edges of the gathering area, most of them filled with busy Tech'opi
working at various tasks.
~
0 3145793 1
D0
~
~
0 -1 12622
D1
~
~
0 -1 12629
D2
~
~
0 -1 12631
D3
~
~
0 -1 12627
R M 0 12562 10 12628
R M 0 12562 10 12628
S
#12629
The Gathering Place~
This broad central area of the village consists of hard packed earth,
trampled by the passing of many hundreds of pairs of feet. The air is smoky
and thick, and smells of burnt meat and fresh blood. Several carcasses of
various animals are impaled on stakes at various intervals. Huts lie on
the edges of the gathering area, most of them filled with busy Tech'opi
working at various tasks.
~
0 3145793 1
D1
~
~
0 -1 12626
D2
~
~
0 -1 12632
D3
~
~
0 -1 12628
S
#12630
The Gathering Place~
This broad central area of the village consists of hard packed earth,
trampled by the passing of many hundreds of pairs of feet. The air is smoky
and thick, and smells of burnt meat and fresh blood. Several carcasses of
various animals are impaled on stakes at various intervals. Huts lie on
the edges of the gathering area, most of them filled with busy Tech'opi
working at various tasks.
~
0 3145793 1
D0
~
~
0 -1 12627
D1
~
~
0 -1 12631
D2
~
~
0 -1 12633
D3
~
~
0 -1 12636
R M 0 12560 4 12630
R M 0 12560 4 12630
S
#12631
The Cauldron~
Rising here, atop a raging fire, is the cauldron in which the meals of
the tribe are often prepared; the ingredients are tossed in and left to
simmer for several hours, until they are thoroughly stewed, then served
out in wooden bowls. The ingredients of this particular stew appear to
be a variety of wild vegetables and spices, plus the meat of some
unidentifiable creature, possibly even human!
~
0 3145793 1
D0
~
~
0 -1 12628
D1
~
~
0 -1 12632
D2
~
~
0 -1 12634
D3
~
~
0 -1 12630
D10
~
cauldron~
133120 -1 12639
R M 0 12561 3 12631
 R E 1 12568 1 16
 R E 1 12567 1 3
R M 0 12561 3 12631
 R E 1 12568 1 16
 R E 1 12567 1 3
R M 0 12561 3 12631
 R E 1 12568 1 16
 R E 1 12567 1 3
R O 0 12547 1 12631
S
#12632
The Gathering Place~
This broad central area of the village consists of hard packed earth,
trampled by the passing of many hundreds of pairs of feet. The air is smoky
and thick, and smells of burnt meat and fresh blood. Several carcasses of
various animals are impaled on stakes at various intervals. Huts lie on
the edges of the gathering area, most of them filled with busy Tech'opi
working at various tasks.
~
0 3145793 1
D0
~
~
0 -1 12629
D1
~
~
0 -1 12637
D2
~
~
0 -1 12635
D3
~
~
0 -1 12631
R M 0 12560 4 12632
R M 0 12560 4 12632
S
#12633
The Gathering Place~
This broad central area of the village consists of hard packed earth,
trampled by the passing of many hundreds of pairs of feet. The air is smoky
and thick, and smells of burnt meat and fresh blood. Several carcasses of
various animals are impaled on stakes at various intervals. Huts lie on
the edges of the gathering area, most of them filled with busy Tech'opi
working at various tasks.
~
0 3145793 1
D0
~
~
0 -1 12630
D1
~
~
0 -1 12634
S
#12634
The Gathering Place~
This broad central area of the village consists of hard packed earth,
trampled by the passing of many hundreds of pairs of feet. The air is smoky
and thick, and smells of burnt meat and fresh blood. Several carcasses of
various animals are impaled on stakes at various intervals. Huts lie on
the edges of the gathering area, most of them filled with busy Tech'opi
working at various tasks.

A large gate bars entrance to the Chieftain's hut to the south.
~
0 3145793 1
D0
~
~
0 -1 12631
D1
~
~
0 -1 12635
D2
~
~
0 -1 12638
D3
~
~
0 -1 12633
R M 0 12582 4 12634
 R E 1 12568 1 16
 R E 1 12567 1 3
 R E 1 12566 1 12
R M 0 12582 4 12634
 R E 1 12568 1 16
 R E 1 12567 1 3
 R E 1 12566 1 12
S
#12635
The Gathering Place~
This broad central area of the village consists of hard packed earth,
trampled by the passing of many hundreds of pairs of feet. The air is smoky
and thick, and smells of burnt meat and fresh blood. Several carcasses of
various animals are impaled on stakes at various intervals. Huts lie on
the edges of the gathering area, most of them filled with busy Tech'opi
working at various tasks.
~
0 3145793 1
D0
~
~
0 -1 12632
D3
~
~
0 -1 12634
S
#12636
The Communal Huts~
These huts house the bulk of the tribe, including most of the women and
children. Each hut would hold at least a score of tribespeople, maybe more.
The huts are clean, and in good condition, even if the demonic decorations
are a bit disturbing. The faint odor of meat and blood permeates even here,
as in all other parts of the village.
~
0 3145801 0
D1
~
~
0 -1 12630
R M 0 12562 10 12636
R M 0 12562 10 12636
S
#12637
The Communal Huts~
These huts house the bulk of the tribe, including most of the women and
children. Each hut would hold at least a score of tribespeople, maybe more.
The huts are clean, and in good condition, even if the demonic decorations
are a bit disturbing. The faint odor of meat and blood permeates even here,
as in all other parts of the village.
~
0 3145805 0
D3
~
~
0 -1 12632
R M 0 12562 10 12637
R M 0 12562 10 12637
S
#12638
The Hut of the Chieftain~
The Chieftain's hut is little different from any of the others in the
village, save that instead of being quarters for several dozen people,
it is reserved solely for the chief and for those he cares to keep with
him as company, usually some of the more handsome warriors who are not
yet scarred by battle or disease. To the south lies the bed chamber.
~
0 3145801 0
D0
~
~
0 -1 12634
D2
~
~
0 -1 12640
S
#12639
Boiled Alive~
Hmm. Sure. Why not? Climb into that red hot cauldron obviously filled
with boiling water, hot enough to lift the flesh from bones in seconds.
Seconds before you pass out from the heat and pain, you wonder where you
get such stupid ideas from. At least your death won't be entirely in
vain; you will help feed an entire village!
~
0 3153999 0
S
#12640
The Chamber of Tapax'ochoa~
Here resides Tapax'ochoa, an incredibly tall and ugly Tech'opi, scarred
by dozens of battles fought in his short lifetime. Few Tech'opi live
much past the age of majority; those that do are considered elders; the
chief, at forty, is considered positively ancient. There is one large
sleeping pallet here, where the chieftain often enjoys the perquisites of
his position, in food, wine and warm bodies.
~
0 3145801 0
D0
~
~
0 -1 12638
R M 0 12564 1 12640
 R E 1 12526 1 6
 R E 1 12566 1 12
 R E 1 12567 1 3
 R E 1 12548 1 16
 R E 1 12546 1 19
S
#12641
Inside the Village~
You are confronted by a series of long, low adobes, with thatch roofs,
arranged about a central square, where the tribespeople gather to feast,
meet and hear tales and songs. The village is dominated by the ziggurat
to the south, which at first glance appears to be made of solid gold!
~
0 0 1
D0
~
gate~
3 -1 12612
D2
~
~
0 -1 12642
R D 0 12641 0 1
S
#12642
The Adobes of the Hunters~
To the east and west lie two larger adobes, housing the warriors and
hunters, the women of the village. Several can be seen within, preparing
and resting between hunts. Warfare is common between the Tech'opi and
Bwani, and both tribes must be in a constant state of readiness.

To the south, you see the village square, surrounded by adobes, and the
ziggurat lies to the south.
~
0 3145744 1
D0
~
~
0 -1 12641
D1
~
~
0 -1 12644
D2
~
~
0 -1 12645
D3
~
~
0 -1 12643
S
#12643
The Warrior Barracks~
The interior of this adobe is clean, and free of any clutter; only two rows
of sleeping pallets, seperated by wall hangings depicting the women hunting
and at war, fill the chamber, as well as a communal toilet facility at the
end of the building. Several women can often be found here, at ease between
hunts.
~
0 3145752 0
D1
~
~
0 -1 12642
R M 0 12557 6 12643
 R E 1 12552 1 16
 R E 1 12561 1 5
R M 0 12557 6 12643
 R E 1 12552 1 16
 R E 1 12561 1 5
R M 0 12557 6 12643
 R E 1 12552 1 16
 R E 1 12561 1 5
S
#12644
The Warrior Barracks~
The interior of this adobe is clean, and free of any clutter; only two rows
of sleeping pallets, seperated by wall hangings depicting the women hunting
and at war, fill the chamber, as well as a communal toilet facility at the
end of the building. Several women can often be found here, at ease between
hunts.
~
0 3145752 0
D3
~
~
0 -1 12642
R M 0 12557 6 12644
 R E 1 12552 1 16
 R E 1 12561 1 5
R M 0 12557 6 12644
 R E 1 12552 1 16
 R E 1 12561 1 5
R M 0 12557 6 12644
 R E 1 12552 1 16
 R E 1 12561 1 5
S
#12645
The Gathering Place~
Smiling Bwani walk back and forth here, crossing between the adobes, on
business of their own. Many of them are stark naked; the Bwani are taught
to revel in the beauty of their bodies and to not be ashamed of them. Piles
of freshly slain animals have been skinned and prepared for a feast, as well
as piles of corn and other crops to be eaten in conjunction with the meat.
~
0 3145744 1
D0
~
~
0 -1 12642
D1
~
~
0 -1 12648
D2
~
~
0 -1 12652
D3
~
~
0 -1 12647
R M 0 12555 10 12645
 R E 1 12541 1 17
R M 0 12555 10 12645
 R E 1 12541 1 17
S
#12646
The Communal Dwellings~
The bulk of the Bwani tribe live in communal houses, with up to four
generations sharing the same roof. Those females who have proved themselves
rise to positions of leadership, while the rest bear children (hopefully
females) to propogate the species and aid in the war against the very fertile
and quickly maturing Tech'opi.
~
0 3145752 0
D1
~
~
0 -1 12647
R M 0 12555 10 12646
 R E 1 12541 1 17
R M 0 12555 10 12646
 R E 1 12541 1 17
S
#12647
The Gathering Place~
Smiling Bwani walk back and forth here, crossing between the adobes, on
business of their own. Many of them are stark naked; the Bwani are taught
to revel in the beauty of their bodies and to not be ashamed of them. Piles
of freshly slain animals have been skinned and prepared for a feast, as well
as piles of corn and other crops to be eaten in conjunction with the meat.
~
0 3145744 1
D1
~
~
0 -1 12645
D2
~
~
0 -1 12651
D3
~
~
0 -1 12646
R M 0 12554 9 12647
S
#12648
The Gathering Place~
Smiling Bwani walk back and forth here, crossing between the adobes, on
business of their own. Many of them are stark naked; the Bwani are taught
to revel in the beauty of their bodies and to not be ashamed of them. Piles
of freshly slain animals have been skinned and prepared for a feast, as well
as piles of corn and other crops to be eaten in conjunction with the meat.
~
0 3145744 1
D1
~
~
0 -1 12649
D2
~
~
0 -1 12653
D3
~
~
0 -1 12645
R M 0 12554 9 12648
R M 0 12554 9 12648
S
#12649
The Communal Dwellings~
The bulk of the Bwani tribe live in communal houses, with up to four
generations sharing the same roof. Those females who have proved themselves
rise to positions of leadership, while the rest bear children (hopefully
females) to propogate the species and aid in the war against the very fertile
and quickly maturing Tech'opi.
~
0 3145752 0
D3
~
~
0 -1 12648
R M 0 12555 10 12649
 R E 1 12541 1 17
R M 0 12555 10 12649
 R E 1 12541 1 17
S
#12650
The Communal Dwellings~
The bulk of the Bwani tribe live in communal houses, with up to four
generations sharing the same roof. Those females who have proved themselves
rise to positions of leadership, while the rest bear children (hopefully
females) to propogate the species and aid in the war against the very fertile
and quickly maturing Tech'opi.
~
0 3145752 0
D1
~
~
0 -1 12651
R M 0 12558 1 12650
 R E 1 12553 1 11
 R E 1 12552 1 16
 R E 1 12561 1 5
R M 0 12555 10 12650
 R E 1 12541 1 17
R M 0 12555 10 12650
 R E 1 12541 1 17
S
#12651
The Gathering Place~
Smiling Bwani walk back and forth here, crossing between the adobes, on
business of their own. Many of them are stark naked; the Bwani are taught
to revel in the beauty of their bodies and to not be ashamed of them. Piles
of freshly slain animals have been skinned and prepared for a feast, as well
as piles of corn and other crops to be eaten in conjunction with the meat.
~
0 3145744 1
D0
~
~
0 -1 12647
D1
~
~
0 -1 12652
D2
~
~
0 -1 12656
D3
~
~
0 -1 12650
S
#12652
The Gathering Place~
Smiling Bwani walk back and forth here, crossing between the adobes, on
business of their own. Many of them are stark naked; the Bwani are taught
to revel in the beauty of their bodies and to not be ashamed of them. Piles
of freshly slain animals have been skinned and prepared for a feast, as well
as piles of corn and other crops to be eaten in conjunction with the meat.
~
0 3145744 1
D0
~
~
0 -1 12645
D1
~
~
0 -1 12653
D2
~
~
0 -1 12657
D3
~
~
0 -1 12651
R M 0 12556 3 12652
 R E 1 12552 1 16
R M 0 12556 3 12652
 R E 1 12552 1 16
R M 0 12556 3 12652
 R E 1 12552 1 16
R O 0 12542 1 12652
S
#12653
The Gathering Place~
Smiling Bwani walk back and forth here, crossing between the adobes, on
business of their own. Many of them are stark naked; the Bwani are taught
to revel in the beauty of their bodies and to not be ashamed of them. Piles
of freshly slain animals have been skinned and prepared for a feast, as well
as piles of corn and other crops to be eaten in conjunction with the meat.
~
0 3145744 1
D0
~
~
0 -1 12648
D1
~
~
0 -1 12654
D2
~
~
0 -1 12658
D3
~
~
0 -1 12652
S
#12654
The Communal Dwellings~
The bulk of the Bwani tribe live in communal houses, with up to four
generations sharing the same roof. Those females who have proved themselves
rise to positions of leadership, while the rest bear children (hopefully
females) to propogate the species and aid in the war against the very fertile
and quickly maturing Tech'opi.
~
0 3145752 0
D3
~
~
0 -1 12653
R M 0 12555 10 12654
 R E 1 12541 1 17
R M 0 12555 10 12654
 R E 1 12541 1 17
R O 0 12552 1 12654
R O 0 12541 1 12654
S
#12655
Aspect of Sol~
Here is the source of the supernatural sphere of fire you spied below;
a phoenix, willingly roosting here, and providing warmth and succor to
the priests of the sun in any weather conditions. The heat radiating
from this holy creature is almost unbearable; the sweat running from your
head is almost blinding you, and begins to become uncomfortably warm as
it trickles down your skin.
~
0 19922968 9
D5
~
~
64 -1 12660
R M 0 12513 1 12655
S
#12656
The Gathering Place~
Smiling Bwani walk back and forth here, crossing between the adobes, on
business of their own. Many of them are stark naked; the Bwani are taught
to revel in the beauty of their bodies and to not be ashamed of them. Piles
of freshly slain animals have been skinned and prepared for a feast, as well
as piles of corn and other crops to be eaten in conjunction with the meat.
~
0 3145744 1
D0
~
~
0 -1 12651
D1
~
~
0 -1 12657
R M 0 12554 9 12656
R M 0 12554 9 12656
R M 0 12554 9 12656
S
#12657
The Gathering Place~
Smiling Bwani walk back and forth here, crossing between the adobes, on
business of their own. Many of them are stark naked; the Bwani are taught
to revel in the beauty of their bodies and to not be ashamed of them. Piles
of freshly slain animals have been skinned and prepared for a feast, as well
as piles of corn and other crops to be eaten in conjunction with the meat.

The small ziggurat rises directly to the south of here.
~
0 3145744 1
D0
~
~
0 -1 12652
D1
~
~
0 -1 12658
D2
~
~
0 -1 12659
D3
~
~
0 -1 12656
R M 0 12570 4 12657
 R E 1 12552 1 16
 R E 1 12561 1 5
 R E 1 12553 1 11
R M 0 12570 4 12657
 R E 1 12552 1 16
 R E 1 12561 1 5
 R E 1 12553 1 11
S
#12658
The Gathering Place~
Smiling Bwani walk back and forth here, crossing between the adobes, on
business of their own. Many of them are stark naked; the Bwani are taught
to revel in the beauty of their bodies and to not be ashamed of them. Piles
of freshly slain animals have been skinned and prepared for a feast, as well
as piles of corn and other crops to be eaten in conjunction with the meat.
~
0 3145744 1
D0
~
~
0 -1 12653
D3
~
~
0 -1 12657
R M 0 12554 9 12658
R M 0 12554 9 12658
R M 0 12554 9 12658
S
#12659
The Ziggurat~
The ziggurat is accessed by a long stone corridor, the walls of which
bear elaborate murals and paintings of the sun and moon, both being
worshipped by a variety of peoples, including the Bwani. Battles are
also depicted, showing the Bwani women defeating tigers, evil spirits
and Tech'opi raiding parties, which constantly seek to capture and rape
Bwani hunters. The Bwani have a long and proud history, and are a good
people in an evil land. To the south the corridor widens into a room.
~
0 3145752 0
D0
~
~
0 -1 12657
D2
~
~
0 -1 12660
S
#12660
The Shaman~
Here Log'obi, high priest and ruler of the Bwani, has her official
offices, though she resides elsewhere with her family, in a communal
lodge like everyone else. It is here she comes to make offerings to
the sun, visible through a gaping hole in the center of what you
realize is a hollow ziggurat. Peering up, you see a blazing ball of
heat; no sun could be that close and hot, and you realize some magical
force creates this perpetual representation of the deity of the Bwani.
You feel at ease in this bare chamber, and for the first time almost begin
to relax in the strange and cruel world of Tinisbwana.
~
0 3145752 0
D0
~
~
0 -1 12659
D4
~
~
64 -1 12655
R M 0 12559 1 12660
 R E 1 12527 1 13
 R E 1 12552 1 16
 R E 1 12561 1 5
 R E 1 12545 1 20
 R E 1 12544 1 7
 R E 1 12560 1 6
S
#12661
A Tunnel of Energy~
Entering the field catapults you into another whirling vortex, this
one shaped like a narrow tunnel, the sides of which whirl and twist,
making you feel nauseous as you plummet forwards, drawn by some unknown
source. Images whirl past quicker than your conscious mind can register
them, though your subconscious stores several away that are sure to give
you bad nightmares for weeks to come. The air is deathly cold, and you
find yourself fervently hoping this journey won't take much longer.
Thinking of time, you find it hard to calculate how long you have been
in here; it seems at once like forever and no time at all. Doubtless yet
another effect of the null time the masters of Xchantharus tampered with
to create a haven for their fell capital.
~
0 3220620 0 0 0 3
> rand_prog 100~
if ispc($r)
mea $r You suddenly reach the end of the tunnel, and land on hard ground.
mptrans $r 12662
else
endif
~
> rand_prog 33~
mpe Howls and shrieks accompany you on your journey.
~
|
S
#12662
A Rubble Strewn Causeway~
Xchantharus! At last! Excitement at reaching your destination almost
overwhelms your extreme surprise at the vista that lies before you.
Surrounded by a shimmering hemisphere of black energy, the city
stretches away from you on all sides, as far as you can see. That you
expected. What you didn't expect was for the the city to be in such a
state of ruination; crumbling buildings loom to each side, many having
partially collapsed and many more already well on the way. Strange,
furtive creatures skulk silently through the ruins to either side, and
you can sense a dozen pairs of eyes on you at any one time. The smell
of death and decay is strong (this is the City of the Dead, after all);
you feel like you have stepped into the most accursed place in existence.
Evidently the Chaos that would eventually consume Xchantharus has already
been well under way, though you know that the city does not fall to this
evil presence. Rather it adapts, and in your time becomes the capital of
all that is Chaotic. But this IS the Xchantharus of your time, existing
in two realities at once through some powerful arcane magicks. Ruined it
may be, yes, but it still houses beings of great power that rule over
the hordes that beleagure Brythunia from their crumbling palaces and tombs.
Finding them will not be easy; certainly they are ancient and crafty foes,
and you do not doubt that your path will be perilous indeed.
~
0 3153997 0
D0
~
~
0 -1 12663
S
#12663
Streets of Despair~
The rubble strewn roads of Xchantharus are littered with corpses and
broken weapons, evidence of terrible battles fought in these streets.
A combination of items, from this time period and your own, lie
scattered everywhere; people have undoubtedly sought to overtake this
foul city for centuries. However, it may well be easier for a small
band of people, rather than an entire army, to sneak unnoticed into the
city and wreak considerable havoc. Not to mention gather considerable
amounts of treasure...
~
0 3153993 0
D0
~
~
0 -1 12664
D2
~
~
0 -1 12662
R M 0 12601 3 12663
S
#12664
The Southern End of Market Square~
The road merges here into the southern end of what was once the site of
a thriving market, but now bustles only with carrion and the fleeting
spirits of the dead. You doubt that Xchantharus was ever a place of
goodness, but certainly many more innocent people suffered than was at
first thought when the city succumbed to Chaos. Evidence such as this
indicates a society not dissimilar to your own, save that this one was
swayed by the poisoned words of Chaos, and fell under its fell sway.
~
0 3153993 0
D0
~
~
0 -1 12665
D1
~
~
0 -1 12681
D2
~
~
0 -1 12663
D3
~
~
0 -1 12680
S
#12665
Market Square~
At one stage the hub of commerical activity in this city of old, it is
now only a grim reminder of what once was. When the city was known as
Tinisbwana, people from all over the old world would gather here to trade
and do business. But once the city fell under the sway of Chaos, most
of the merchants were slain or driven off, and the market was left to
pass into a state of ruin. Smashed and broken stalls lie haphazardly
about, as well as piles of scorched wood and torn cloth. Truly there is
nothing more tragic than the ghastly wake of Chaos.
~
0 3153993 0
D0
~
~
0 -1 12666
D1
~
~
0 -1 12684
D2
~
~
0 -1 12664
D3
~
~
0 -1 12682
R M 0 12602 4 12665
R M 0 12602 4 12665
R M 0 12602 4 12665
R M 0 12602 4 12665
R O 0 12532 1 12665
S
#12666
The Northern End of Market Square~
A road leads northward, away from the markets, heading towards the
ruined remains of the city palace, which lies partially obscured by
growths of wild vegetation to the north. Strange howls and cries echo
about the ruins on all sides, and occasionally you fancy you hear cries
for help, followed by the sounds of some beast munching on still-living
flesh. Shivering, you press on, eager to strike at the heart of the dread
menace that reigns over this truly Chaotic realm.
~
0 3153993 0
D0
~
~
0 -1 12667
D1
~
~
0 -1 12685
D2
~
~
0 -1 12665
D3
~
~
0 -1 12683
S
#12667
Avenue of the Kings~
At one stage a magnificent road lined with the statues of past kings,
this ruined street now serves only as a tragic remnant of a glorious
past. The statues have all been destroyed; torn down and cast about like
so many scraps of rubbish. Head, arms and legs of marble lie scattered
across the road in front of you, some of them larger than you, indicating
how marvellous they must have once been. The palace grounds lie north
of here, the walls of crumbling stone partially obscured with creeping
vines.
~
0 3153993 0
D0
~
~
0 -1 12668
D2
~
~
0 -1 12666
R M 0 12601 3 12667
S
#12668
The Grand Entrance~
A small flight of stone steps leads up to a set of bronze portals,
in surprisingly good condition, closed but not obviously locked, though
they may be trapped. No windows are present in the palace; the ancients
did not possess the technology to make decent panes of glass. What little
you can see of the white stone walls is covered with faded and peeling
murals, depicting for the most part scenes of pastoral life and worship
of the elements and the kings. A narrow path runs east and west, towards
smaller entrances to the palace. Perhaps a more subtle entrance would be
in order; who knows what now sits upon the throne of the Tinisbwanan kings?
~
0 3153993 0
D0
~
~
3 -1 12669
D1
~
~
0 -1 12675
D2
~
~
0 -1 12667
D3
~
~
0 -1 12674
R D 0 12668 0 1
S
#12669
The Seat of Power~
When Xchantharus was Tinisbwana, when the name was spoken with awe and
not blind fear and hatred, when happy citizens wandered its orderly streets,
this was where it was administered from. But no more. Whatever decorations
or ornaments that once graced this spacious hall have been torn from the walls
and cast asunder. Whatever throne once housed the monarch has long since been
looted, as has any other trace of regality. What remains is a pile of cloth,
moldering and smelly, which serves as a nest for some behemoth of considerable
bulk. The glint of gold can be barely seen within the folds of cloth; perhaps
not all of value has been taken from here after all? Doors on each wall lead
to other sections of the palace.

A gaping hole in the ceiling allows this room's occupant access.
~
0 3153993 0
D0
~
~
3 -1 12676
D1
~
~
3 -1 12672
D2
~
~
3 -1 12668
D3
~
~
1 -1 12670
D4
~
~
0 -1 12677
R M 0 12514 1 12669
 R G 1 12530 1
 R G 1 12531 1
 R G 1 12528 1
 R G 1 12529 1
R D 0 12669 0 1
R D 0 12669 1 1
R D 0 12669 2 1
R D 0 12669 3 1
S
#12670
The Feasting Hall~
Grand banquets once took place here, the king lavishly entertaining
his family, friends and guests. Orgys of food, wine and sexual congress
were witnessed a thousand times or more by the crumbling stone walls,
which bear faded murals as a reminder of the times of plenty that have
long since passed. Piles of rotting corpses cover the floor; some
slaughter has taken place here recently. Perhaps the forces of Chaos
recently rounded up another batch of fleeing citizens and brought them
here to be slaughtered, or stored as food for something...?
~
0 3153993 0
D1
~
~
1 -1 12669
D2
~
~
0 -1 12671
R M 0 12515 8 12670
 R E 1 12533 1 16
R M 0 12515 8 12670
 R E 1 12533 1 16
R M 0 12515 8 12670
 R E 1 12533 1 16
R D 0 12670 1 1
S
#12671
The Kitchens~
The kitchens of the palace were once a wonder of ancient times,
apportioned with the latest in culinary tools and utensils. Now they
are simply yet another smear on the city landscape, a site of slaughter
and abandonment, a home of rats and maggots, thriving with life that
only exists on the rotting flesh of others. To the north, you can see
the palace feasting area, while a small door to the south leads outside.
~
0 3153993 0
D0
~
~
0 -1 12670
D2
~
~
3 -1 12674
R M 0 12515 8 12671
 R E 1 12533 1 16
R M 0 12515 8 12671
 R E 1 12533 1 16
R M 0 12515 8 12671
 R E 1 12533 1 16
R M 0 12516 1 12671
 R E 1 12533 1 16
 R E 1 12535 1 1
 R E 1 12534 1 3
R D 0 12671 2 1
S
#12672
Hall of Relaxation~
In days of old, the King and his chosen friends and hangers-on would
gather here for an evening of song, dance and improvised theater. Only
the royalty and those lucky enough to be in their favour could enjoy
such luxuries as Tinisbwana possessed no formal public space for such
performances. This area, like all other areas of the palace, has fallen
into ruin.
~
0 3153993 0
D2
~
~
0 -1 12673
D3
~
~
3 -1 12669
R M 0 12517 8 12672
R M 0 12517 8 12672
R M 0 12517 8 12672
R D 0 12672 3 1
S
#12673
A Lounge~
Ripped fabric, smashed furniture and scraps of material litter the
floor here, which has deep gouges, as if from the clawed feet of various
animals. Similar marks mar the walls, and some even the ceiling. A smell,
one that brings to mind the fishmarkets of Freeport, assaults your nostrils,
and you squint your face in distaste at the noxious odor. Stepping over
some rubble, you see the lounge extends northward into a long hall, and
ends to the south at a wooden door.
~
0 3153993 0
D0
~
~
0 -1 12672
D2
~
~
3 -1 12675
R M 0 12517 8 12673
R M 0 12517 8 12673
R M 0 12517 8 12673
R M 0 12518 1 12673
 R E 1 12536 1 16
R D 0 12673 2 1
S
#12674
Outside the Palace~
This narrow path circles the front half of the palace, passing the
crumbling walls, ending at the two corners of the front wall of the
palace, to the east and right here. A small door allows access to one
of the wings of the palace, and whatever it contains. Shadowy shapes
skulk about, watching you with curiosity and malice.
~
0 3153993 0
D0
~
~
3 -1 12671
D1
~
~
0 -1 12668
R D 0 12674 0 1
S
#12675
Outside the Palace~
This narrow path circles the front half of the palace, passing the
crumbling walls, ending at the two corners of the front wall of the
palace, to the east and right here. A small door allows access to one
of the wings of the palace, and whatever it contains. Shadowy shapes
skulk about, watching you with curiosity and malice.
~
0 3153993 0
D0
~
~
3 -1 12673
D3
~
~
0 -1 12668
R D 0 12675 0 1
S
#12676
A Flooded Chamber~
The entirety of this chamber is flooded with murky brown water, from
some unknown underground source. The water rises quickly to chest height
in most parts, making it impossible to see what function this place
once served; a bathhouse perhaps, or a latrine. At any rate, it now
serves as a recreation area for some of the fecund inhabitants of the
ruins, creatures that require contact with water at regular intervals.
Doubtless they will not be impressed at being disturbed...
~
0 3153993 7
D2
~
~
3 -1 12669
R M 0 12515 8 12676
R M 0 12515 8 12676
R M 0 12517 8 12676
R M 0 12517 8 12676
R D 0 12676 2 1
S
#12677
Hovering in Mid Air~
The gaping hole in the chamber below leads into the gaping space where
once lay an elaborately furnished gallery linking the sleeping areas
to the east and west. Without some magical means of support it would
be impossible to stand here, as none of the floor remains; it was
sent crashing down by repeated forced aerial entries by the massive
inhabitant of the lower level.
~
0 19931209 0
D1
~
~
0 -1 12679
D3
~
~
0 -1 12678
D5
~
~
0 -1 12669
S
#12678
An Overgrown Chamber~
The roof of this wing of the palace has collapsed, leaving only open
air, and the shimmering black dome, above. The walls have become overgrown
with thick black-green vines, crawling with insects, that constrict the
stone like it was paper. The floor is littered with corpses of frogmen,
lizardmen, beetles, spiders and even some Bwani tribesmen. You are
thinking how the vines would be easy to scale when you notice several
hairy beasts doing just that.
~
0 0 1
D1
~
~
0 -1 12677
R M 0 12520 5 12678
R M 0 12520 5 12678
R M 0 12520 5 12678
R M 0 12520 5 12678
R M 0 12520 5 12678
S
#12679
A Ruined Chamber~
Once an indolent's dream, this bedchamber has been cast into ruin,
and even the remains have copped a new battering from whatever creature
now lurks here; rocks and chunks of broken masonry have been hurled
repeatedly at the walls, by an enraged beast. Piles of broken weapons and
armor, and the twisted, mangled remains of creatures of unidentifiable
ilk, lie scattered everywhere, victims of the inhabitant's foul temper.
~
0 3153993 0
D3
~
~
0 -1 12677
R M 0 12519 1 12679
 R G 0 12537 1
S
#12680
The Old Market Square~
The broken, worn stones of the marketplace are overgrown with sickly weeds
and stained with blood and other substances. The buildings nearby are scorched
and in various states of disrepair, though you can feel the eyes of the
unseen inhabitants on you as you wander here. Roads head off in each of the
cardinal directions, towards other parts of the city. Once the hub of
activity here, this derelict square is now a haven only for scavengers and
the dead.
~
0 3153993 0
D0
~
~
0 -1 12682
D1
~
~
0 -1 12664
D2
~
~
0 -1 12689
S
#12681
The Old Market Square~
The broken, worn stones of the marketplace are overgrown with sickly weeds
and stained with blood and other substances. The buildings nearby are scorched
and in various states of disrepair, though you can feel the eyes of the
unseen inhabitants on you as you wander here. Roads head off in each of the
cardinal directions, towards other parts of the city. Once the hub of
activity here, this derelict square is now a haven only for scavengers and
the dead.
~
0 3153993 0
D0
~
~
0 -1 12684
D1
~
~
0 -1 12690
D3
~
~
0 -1 12664
S
#12682
The Old Market Square~
The broken, worn stones of the marketplace are overgrown with sickly weeds
and stained with blood and other substances. The buildings nearby are scorched
and in various states of disrepair, though you can feel the eyes of the
unseen inhabitants on you as you wander here. Roads head off in each of the
cardinal directions, towards other parts of the city. Once the hub of
activity here, this derelict square is now a haven only for scavengers and
the dead.
~
0 3153993 0
D0
~
~
0 -1 12683
D1
~
~
0 -1 12665
D2
~
~
0 -1 12680
D3
~
~
0 -1 12691
S
#12683
The Old Market Square~
The broken, worn stones of the marketplace are overgrown with sickly weeds
and stained with blood and other substances. The buildings nearby are scorched
and in various states of disrepair, though you can feel the eyes of the
unseen inhabitants on you as you wander here. Roads head off in each of the
cardinal directions, towards other parts of the city. Once the hub of
activity here, this derelict square is now a haven only for scavengers and
the dead.
~
0 3153993 0
D1
~
~
0 -1 12666
D2
~
~
0 -1 12682
D3
~
~
0 -1 12688
S
#12684
The Old Market Square~
The broken, worn stones of the marketplace are overgrown with sickly weeds
and stained with blood and other substances. The buildings nearby are scorched
and in various states of disrepair, though you can feel the eyes of the
unseen inhabitants on you as you wander here. Roads head off in each of the
cardinal directions, towards other parts of the city. Once the hub of
activity here, this derelict square is now a haven only for scavengers and
the dead.
~
0 3153993 0
D0
~
~
0 -1 12685
D1
~
~
0 -1 12711
D2
~
~
0 -1 12681
D3
~
~
0 -1 12665
S
#12685
The Old Market Square~
The broken, worn stones of the marketplace are overgrown with sickly weeds
and stained with blood and other substances. The buildings nearby are scorched
and in various states of disrepair, though you can feel the eyes of the
unseen inhabitants on you as you wander here. Roads head off in each of the
cardinal directions, towards other parts of the city. Once the hub of
activity here, this derelict square is now a haven only for scavengers and
the dead.
~
0 3153993 0
D0
~
~
0 -1 12686
D1
~
~
0 -1 12687
D2
~
~
0 -1 12684
D3
~
~
0 -1 12666
S
#12686
A Horrid Lair~
The entirety of this ruined structure is littered with scorched,
partially dissolved corpses, of both local scavengers and former
adventurers alike. The walls are similarly scarred, as is the high
arched ceiling, which is surprisingly intact. A vile odor fills the
room, one you are familiar with- the odor of death. But it is tinged
with a sharp, acrid smell, like acid or some similar chemical.
~
0 3153993 0
D2
~
~
0 -1 12685
R M 0 12540 1 12686
S
#12687
A Fell Prison~
This partially demolished dwelling was once the prison of the market,
where drunks or beggars were tossed if they proved obstroperous or
were annoying the patrons of the businesses that thrived here. Now
only a single set of chains remains, on the far wall, which is covered
with graffiti left by scores of prisoners, none of which is legible to
you.
~
0 3153993 0
D3
~
~
0 -1 12685
R M 0 12541 1 12687
 R E 1 12630 1 7
 R E 1 12629 1 14
 R E 1 12629 1 15
S
#12688
The Armory~
This abandoned armory appears to be deserted; whatever goods that were
once sold here have vanished with the proprieter. Piles of rubble knocked
loose from the walls and ceiling cover the floor, and over them swarm
numerous rats, cockroaches and spiders. Pools of dried blood can also be
seen, though the blood is not recent.
~
0 3153993 0
D1
~
~
0 -1 12683
R M 0 12542 1 12688
 R E 0 12631 1 3
 R E 0 12632 1 16
 R E 0 12633 1 13
 R E 0 12634 1 20
 R G 0 12632 1
S
#12689
The Old Herbalist Shop~
This building is curiously bare; it is as if someone had taken every
jar or bottle of herbs and elixirs; even the shelves are missing. All
that remains is a curiously arranged array of statues, of creatures of
various races, all shying away in horror from the place where the shop
counter once stood. What could this mean?
~
0 3153993 0
D0
~
~
0 -1 12680
R M 0 12521 1 12689
 R E 1 12538 1 12
 R G 1 12539 1
 R E 1 12603 1 3
S
#12690
A Vile Laboratory~
Once an apothecary, some foul alchemist has transformed this ruined
structure into their own dark workplace, replete with bubbling cauldrons,
screaming flayed animals and shelves laden with all manner of vile,
unnameable substances. The air reeks of chemicals and burning fat, and
more than once you must pause and shake your head to avoid retching
uncontrollably. Three piles of cloth indicate three inhabitants, and you
doubt they will be friendly.
~
0 3153993 0
D3
~
~
0 -1 12681
R M 0 12537 1 12690
 R E 1 12619 1 16
 R G 1 12622 1
 R G 1 12623 1
R M 0 12539 1 12690
 R E 1 12621 1 19
 R G 1 12626 1
 R G 1 12627 1
R M 0 12538 1 12690
 R E 1 12620 1 12
 R G 1 12624 1
 R G 1 12625 1
S
#12691
The Western Route~
At one time one of the principal streets of the city, this avenue
carried citizens through the important areas of the metropolis like
the veins and arteries that bear life giving blood in your body. All
such streets met eventually in the market square to the east, the heart
of the city. But if the market square is the heart, then the palace of
the priest king was certainly the mind; and it is to this structure that
the major northern route from the market leads. But the priest king was
a religious as well as a secular leader, and the imposing temple of the
Crocodile, situated north of here, was and still is a structure of
considerable importance. It is barely visible, above the hedges of an
overgrown garden northwest of here.
~
0 3153993 0
D1
~
~
0 -1 12682
D7
~
~
0 -1 12692
S
#12692
The Western Route~
The avenue bends around a once-fine home, now reduced to a pile of
rubble to the south, heading west towards the entrance to the city
gardens, beyond which lies the Temple of the Crocodile. At one stage
there were numerous other routes to the temple, but the destruction that
has visited the city on numerous occasions has rendered all save the
one impassable, and thus you must proceed through the mist-shrouded
overgrown gardens.
~
0 3153993 0
D3
~
~
0 -1 12693
D8
~
~
0 -1 12691
S
#12693
Entrance to the Gardens~
The road ends here, before a pair of wrought iron gates, covered in
sickly vines and splotches of rust and mold. Peering through the bars,
you can see twisting, overgrown paths winding their way through the
gardens. Who knows what manner of creatures lurk therein, now that
Chaos has so totally dominated this place? Strange cries echo from
beyond the entrance, accompanied by high pitched screams and gurgling
noises. Drooling, gibbering beasts of unfathomable purpose and description
wander insanely within the twisted growths of vegetation, left to sprout
rampantly after the incursion of Chaos, and tainted with that same force.
Steeling yourself, you realize that this same foul place also harbors the
dread evil that you seek.
~
0 3153997 0
D0
~
gate~
3 -1 12694
D1
~
~
0 -1 12692
R O 0 12635 1 12693
R D 0 12693 0 1
S
#12694
The Gardens of Peril~
The second you enter the gardens, you are assaulted by a cacophony of
sounds, sights and smells, most of which were for whatever reason quite
undetectable without. Gibbering, snarling, drooling creatures stalk through
the tall corridors of vegetation, which frames your path to either side.
Your feet sink into mud which comes to your knees, and you squint cautiously
through the thick mist that has suddenly arisen, unsure of which direction
to proceed in.
~
0 3153993 0
D1
~
~
2048 -1 12699
D2
~
gate~
2051 -1 12693
D3
~
~
2048 -1 12695
R M 0 12551 8 12694
R M 0 12551 8 12694
R D 0 12694 2 1
S
#12695
The Gardens of Peril~
Strange, nameless shapes prowl on either side of you, as you proceed through
the mist-shrouded corridors of vegetation, ducking low to avoid rampamt
vines, their slick black surface crawling with thousands of tiny insects,
that weave adroitly amongst the venom dripping thorns longer than your
fingers. A strange odor, sickly sweet and all-pervasive, fills your nostrils
and causes you to feel slightly sick.
~
0 3153993 0
D0
~
~
2048 -1 12696
D1
~
~
2048 -1 12694
S
#12696
The Gardens of Peril~
A profusion of corpses is piled here, gruesome evidence of slaughter by
the denizens of this place of some unfortunate intruder, or even of each
other. What unknown horrors yet lurk within this claustrophobic maze of
vegetation, awaiting the chance to rend flesh from bone and devour it while
its owner still struggles in their death throes?
~
0 0 0
D0
~
~
2048 -1 12697
D2
~
~
2048 -1 12695
S
#12697
The Gardens of Peril~
Strange, nameless shapes prowl on either side of you, as you proceed through
the mist-shrouded corridors of vegetation, ducking low to avoid rampamt
vines, their slick black surface crawling with thousands of tiny insects,
that weave adroitly amongst the venom dripping thorns longer than your
fingers. A strange odor, sickly sweet and all-pervasive, fills your nostrils
and causes you to feel slightly sick.

You think you can see the glint of a jewel amongst a space in the green
foilage to the west.
~
0 3153993 0
D2
~
~
2048 -1 12696
D3
~
~
0 -1 12698
R M 0 12551 8 12697
R M 0 12551 8 12697
S
#12698
A Painful Death...~
Stepping into the foilage, you reach out for the gem, only to find
that you can no longer see it. Frowning, you turn to head back out,
and notice the exit has closed up behind you. Worse, the sickly vines
are beginning to press in, entwining themselves around you, constricting
until you can no longer breathe. Your last sensation before you perish
is of tiny teeth gnawing into your exposed flesh...
~
0 3153997 0
S
#12699
The Gardens of Peril~
Strange, nameless shapes prowl on either side of you, as you proceed through
the mist-shrouded corridors of vegetation, ducking low to avoid rampamt
vines, their slick black surface crawling with thousands of tiny insects,
that weave adroitly amongst the venom dripping thorns longer than your
fingers. A strange odor, sickly sweet and all-pervasive, fills your nostrils
and causes you to feel slightly sick.
~
0 3153993 0
D0
~
~
2048 -1 12700
D1
~
~
2048 -1 12706
D3
~
~
2048 -1 12694
S
#12700
The Gardens of Peril~
A profusion of corpses is piled here, gruesome evidence of slaughter by
the denizens of this place of some unfortunate intruder, or even of each
other. What unknown horrors yet lurk within this claustrophobic maze of
vegetation, awaiting the chance to rend flesh from bone and devour it while
its owner still struggles in their death throes?

Something glimmers in a space in the foilage to the west.
~
0 3153993 0
D0
~
~
2048 -1 12702
D1
~
~
2048 -1 12703
D2
~
~
2048 -1 12699
D3
~
~
0 -1 12701
R M 0 12553 2 12700
S
#12701
A Painful Death...~
Stepping into the foilage, you reach out for the gem, only to find
that you can no longer see it. Frowning, you turn to head back out,
and notice the exit has closed up behind you. Worse, the sickly vines
are beginning to press in, entwining themselves around you, constricting
until you can no longer breathe. Your last sensation before you perish
is of tiny teeth gnawing into your exposed flesh...
~
0 3153999 0
D1
~
~
0 -1 12700
S
#12702
The Gardens of Peril~
Clumps of dead vegetation, fallen or torn from the walls by some creature
in a desperate bid to escape this hell, litters the muddy ground. Large
footprints indicate where previous stragglers here have tried to haul
themselves out of the maze, to no avail.
~
0 3153993 0
D2
~
~
0 -1 12700
R M 0 12550 1 12702
 R E 1 12636 1 16
S
#12703
The Gardens of Peril~
Strange, nameless shapes prowl on either side of you, as you proceed through
the mist-shrouded corridors of vegetation, ducking low to avoid rampamt
vines, their slick black surface crawling with thousands of tiny insects,
that weave adroitly amongst the venom dripping thorns longer than your
fingers. A strange odor, sickly sweet and all-pervasive, fills your nostrils
and causes you to feel slightly sick.
~
0 3153993 0
D0
~
~
2048 -1 12704
D3
~
~
2048 -1 12700
R M 0 12551 8 12703
R M 0 12551 8 12703
S
#12704
The Gardens of Peril~
Clumps of dead vegetation, fallen or torn from the walls by some creature
in a desperate bid to escape this hell, litters the muddy ground. Large
footprints indicate where previous stragglers here have tried to haul
themselves out of the maze, to no avail.
~
0 3153993 0
D0
~
~
2048 -1 12705
D2
~
~
2048 -1 12703
S
#12705
An End to the Horror~
At this point the dense vegetation gives way to a dusty, rubble strewn
causeway, that runs from a point to the northeast west towards a towering
stone structure, which appears to be in remarkably good condition. Slick
molds and moss grow rampantly over its surface, despite the dry conditions,
and a palpable aura of evil emanates from its black surface. It is hard
to tell from this angle, but the structure appears to resemble a mammoth
crocodile, mouth agape to admit those wishing to dare the interior of
this fell lair.
~
0 3153997 0
D2
~
~
0 -1 12704
D6
~
~
0 -1 12738
S
#12706
The Gardens of Peril~
Several deep gouges in the soft mud indicate the recent passage of some
enormous behemoth, dragging its grotesque bulk with long talons through
the evil gardens. Even the vile trees appear to have shied away from its
passing, as if they were on some level mentally aware of the danger it
posed. You shudder at the thought of meeting such a beast.
The unmistakable gleam of gold and gems catches your eye through a break
in the trees to the south.
~
0 3153993 0
D1
~
~
2048 -1 12708
D2
~
~
0 -1 12707
D3
~
~
2048 -1 12699
R M 0 12552 1 12706
S
#12707
A Painful Death...~
Stepping into the foilage, you reach out for the gem, only to find
that you can no longer see it. Frowning, you turn to head back out,
and notice the exit has closed up behind you. Worse, the sickly vines
are beginning to press in, entwining themselves around you, constricting
until you can no longer breathe. Your last sensation before you perish
is of tiny teeth gnawing into your exposed flesh...
~
0 3153999 0
S
#12708
The Gardens of Peril~
Strange, nameless shapes prowl on either side of you, as you proceed through
the mist-shrouded corridors of vegetation, ducking low to avoid rampamt
vines, their slick black surface crawling with thousands of tiny insects,
that weave adroitly amongst the venom dripping thorns longer than your
fingers. A strange odor, sickly sweet and all-pervasive, fills your nostrils
and causes you to feel slightly sick.
~
0 3153993 0
D0
~
~
2048 -1 12709
D3
~
~
2048 -1 12706
R M 0 12551 8 12708
R M 0 12551 8 12708
S
#12709
The Gardens of Peril~
Proceeding deeper and deeper into the confusing gardens, incapable of
seeing what may lie ahead, you stumble almost blindly into a rotting
corpse, staked to the wall of vegetation by long shards of wood, and
thorns torn from the vines, which entwine around the rotting remains,
draining it of all its vital fluids. A look of horror has distorted
the man's face, mouth agape in a disturbing rictus of death.
~
0 3153993 0
D0
~
~
2048 -1 12710
D2
~
~
2048 -1 12708
R M 0 12553 2 12709
S
#12710
A Respite from the Madness~
The shifting walls of the garden suddenly open onto a broad clearing,
lit by an admittedly feeble glow from somewhere far above. The ground
is firm, not muddy, and is covered with small stone benches and tables.
A bubbling fountain lies in the center of the clearing, surrounded by
a neatly trimmed rosebed. What sorcery is this?
~
0 3153949 0
D2
~
~
0 -1 12709
R M 0 12753 1 12710
R O 0 12637 1 12710
> act_prog p from the south.~
mpforce $n save
mpforce $n rest
~
|
S
#12711
The Noble Quarter~
In days of old, this once-grand boulevard ran past the finest houses of
the city, the district being the residence of the city's nobility and
their peers. Now, all that remains is a jumble of smashed and ruined
dwellings, stripped of any valuables, and left to decay. Only one building
remains untouched by Chaos- an ominous black tower rising from a walled
enclosure to the northeast. Perhaps the Priest King is not entirely
uncontested in his power here after all...?
~
0 3153997 0
D1
~
~
0 -1 12712
D3
~
~
0 -1 12684
S
#12712
The Wealthy District?~
The ravaged streets of this district speak in volumes of the death and
destruction that has been visited here by Chaos. Shambling undead stumble
amongst the ruins, while the ever present demonkin soar high above, cackling
and keeping an eye out for easy targets to rob and devour. Some of the houses
still remain partially intact, as do the businesses that once served their
needs, such as the butchershop to the north. Preparation and serving of meat
dishes was an important event to the mostly-vegetarian Xchantharians of old,
and was a luxury enjoyed only by the wealthy. One thing to be said about Chaos;
now anyone can enjoy a meat dish, even if the meat happens to be human...
~
0 3153993 0
D0
~
~
16777216 -1 12713
D1
~
~
0 -1 12714
D3
~
~
0 -1 12711
R M 0 12601 3 12712
S
#12713
Bloody Murder~
The walls and floor of this partially-demolished shop are caked with
thick layers of dried blood and intestines, the result of the feverish
hacking that has taken place on the chopping block in the center of
the room. Multilated corpses of creatures of a dozen races hang from
long rusted meathooks set in the ceiling, while piles of offal and guts
lie in stinking heaps around the floor. The stench is almost as bad as
the visual assault, and you fight the urge to run screaming from this
place of slaughter.
~
0 3153993 0
D2
~
~
0 -1 12712
R M 0 12543 1 12713
 R E 1 12639 1 16
S
#12714
Ravages of Chaos~
Proceeding cautiously along the ruined streets, you are constantly
startled by shrieks, cries and howls from all directions, or by the
touch of a large black rat as it scurries away with chunks of a previous
traveller clenched in its disease-ridden maw. The air is thick and heavy,
and carries the unmistakable stench of decay. A small shrine appears to
have escaped demolition to the south, for whatever reason; most likely
pure chance.
~
0 3153993 0
D1
~
~
0 -1 12716
D2
~
~
16777216 -1 12715
D3
~
~
0 -1 12712
S
#12715
The Shrine of the Seer~
At one stage a gathering place for those seeking to learn the wishes
of the gods, this shrine now serves only as yet another sad reminder
of the city that was, before the priest king brought Chaos to it. The
walls bear deep gouges, as of someone berserkly assaulting them with
metal items, and the floor is littered with blunt bronze swords and
daggers. Only a single piece of furniture remains- a small stool, set
in the center of the room.
~
0 3153993 0
D0
~
~
0 -1 12714
R M 0 12544 1 12715
R O 0 12650 1 12715
S
#12716
Approaching the Manse~
The road bends sharply here, ending to the east in an insurmountable
pile of debris almost as high as the forbidding black tower to the north,
cradled behind tall walls of blackened stone surmounted by steel spikes,
upon which decayed heads are impaled. Chill, forbidding and imposing,
this dark structure is surely the residence of some being of great power
and evil, though the taint it carries is not like that of Chaos; it carries
malice, for certain, but not the sickening decay and nausea that Chaos
has wrought on you thus far. Could there be a contestant to the power of
the priest king here?
~
0 3153993 0
D0
~
~
16777216 -1 12717
D3
~
~
0 -1 12714
R M 0 12603 2 12716
R M 0 12603 2 12716
S
#12717
The Wrought Iron Gates~
As you near the ominous structure your curiosity becomes further aroused;
the structure before you resembles the keep an Estroglian baron, not a
home of one of the ancients. The skills and materials necessary to build
such a place were simply not present during the age this city existed in.
But then you remember that this city exists in two times at once, and thus
it would be possible to bring techniques and materials from your time to
this space of null-time. Certainly whoever resides past the wrought iron
gates has a taste for the gothic architecture so popular amongst Estroglian
nobility, with a rather twisted, macabre touch.
~
0 3153993 0
D0
~
gate~
8389671 12653 12718
D2
~
~
0 -1 12716
R M 0 12548 1 12717
 R E 1 12646 1 11
 R E 1 12649 1 16
 R E 1 12648 1 5
 R E 1 12647 1 6
 R G 1 12653 1
R M 0 12604 1 12717
 R E 1 12647 1 6
 R E 1 12649 1 16
 R E 1 12648 1 5
 R E 1 12646 1 11
R D 0 12717 0 2
S
#12718
A Windswept Courtyard~
The gates open onto a stone courtyard, swept by a chill wind which
blows dry leaves and scraps of cloth across the eerily quiet space.
Several abandoned wagons rest between here and the doors to the keep
to the north, from which the gleaming black tower protrudes. Doors to
the east and west lead into the stables and guard house, respectively.
It is as if no living creature has set foot in this place in centuries,
and if the guards at the gate were an indication, that is most likely
an accurate perception. Still, at every step you feel as if you were
being watched, by some hidden, curious observer.
~
0 3153993 0
D0
~
~
0 -1 12723
D1
~
~
3 -1 12719
D2
~
gate~
8389671 12653 12717
D3
~
~
3 -1 12720
R D 0 12718 1 1
R D 0 12718 2 2
R D 0 12718 3 1
S
#12719
The Stables~
Once used to house a score of fine Arabian steeds, this deserted room
now contains only several piles of splintered timber, some badly
atrophied tack, and sacks of rotting oats which feed the local rat
population. Several bloodstains mar the floor here, and the dried
straw, which has probably covered this floor for decades. A barely
perceptible aura of evil is manifest here, though again it is not as
overwhelming as the insidious taint of Chaos.
~
0 3153993 0
D3
~
~
3 -1 12718
R M 0 12605 1 12719
R D 0 12719 3 1
S
#12720
A Guard House~
Here the guards of old were quartered, but since the descent of the city
into Chaos, and the improvements in architecture and armaments after contact
with your epoch, a rather arrogant knight has taken over, assuming this
barracks hall as his rightful residence. All the beds save one have been
used as firewood, and the walls are decorated with tapestries stolen during
raids on other worlds. A trapdoor in the roof leads up to the guard tower,
although the ladder than once accessed it has long since been torn away.
~
0 3153993 0
D0
~
shelf~
11 -1 12722
D1
~
~
3 -1 12718
D4
~
~
67 -1 12721
R M 0 12606 1 12720
 R E 1 12646 1 11
 R E 1 12654 1 16
 R E 1 12655 1 6
 R E 1 12656 1 5
 R E 1 12657 1 12
 R E 1 12658 1 9
R O 0 12652 1 12720
R O 0 12650 1 12720
R D 0 12720 0 1
R D 0 12720 1 1
R D 0 12720 4 1
S
#12721
The Ruined Watchtower~
At one stage alert guards of the manor stood here, keeping watch, but
that procedure has long since died, mainly due to the rather ferocious
nature of the current inhabitants, who have constructed a nest of bone
and flesh, from which they emerge at regular intervals to terrorize what
few stragglers they can on the ruined streets visible below.
~
0 3153993 0
D5
~
~
67 -1 12720
R M 0 12547 6 12721
R M 0 12547 6 12721
R M 0 12547 6 12721
R D 0 12721 5 1
S
#12722
The Armory~
Thick layers of dust coat all the items left to rot in this chamber;
since the shelf was inadvertently shoved in front of the entrance by
the knight, no one has been in here. Not that there is a great deal of
interest in here; the weapons are of decent quality, but none of them
come close to those in your possession. But perhaps a couple of pieces
of armor could prove to be more worth your time. Certainly a good search
of the armory wouldn't go astray...
~
0 3153997 0
D2
~
~
3 -1 12720
R O 0 12651 1 12722
R D 0 12722 2 1
S
#12723
The End of the Courtyard~
The courtyard ends here, before a simple wooden door, apparently
unlocked, which leads into the keep, from which arises the forbidding
tower of black stone that rises so far above you. Who knows what this
place may entertain as a habitant; an ally, perhaps, or a new enemy?
At any rate, you are certain that this place is not allied with Chaos,
but is nevertheless threatening in its own way. Perhaps you can take
advantage of the old axiom- the enemy of my enemy is my friend? Then
again, the Dwarves of Anramir say that the enemy of their enemy is most
likely also THEIR enemy...
~
0 3153993 0
D0
~
~
7 -1 12724
D2
~
~
0 -1 12718
R D 0 12723 0 2
S
#12724
A Dark Hallway~
The doors open onto a dark, stone corridor that runs north into the
heart of the black keep. Gloomy shadows cast by your light source
loom over you to either side, while a chill breeze gusts in from somewhere
to the north. Howls and moans echo down the hallway, and you start with
surprise and a little fear as you warily continue. The floor beneath your
feet is covered with a thick purple carpet that has certainly seen better
days (and years), and is an anomalous occurence in such an ancient city.
~
0 3153993 0
D0
~
~
0 -1 12725
D2
~
~
7 -1 12723
R D 0 12724 2 2
S
#12725
A Dark Hallway~
At this point the hall is lined with numerous portraits and landscapes,
arranged at regular intervals between long banners that hang from brass
rails set in the ceiling. The poor lighting makes it hard to judge the
dimensions of this place, but it seems to be much larger than a casual
observation of the external dimensions would indicate was possible. Bats,
hundreds of the tiny creatures, hang upside down from the ceiling, rustling
occasionally as they are disturbed by your passing, but thankfully not
irritated sufficiently to swarm. Such a horde of these creatures could kill
you inadvertently in their panic. To the north you can see the flicker of
flame.
~
0 3153993 0
D0
~
~
0 -1 12726
D2
~
~
0 -1 12724
S
#12726
The Foreboding Stair~
The hall ends here, in a vaulted antechamber, which houses a single
broad staircase, marble with brass rails, ascending into the reaches
of the tower. Velvet wall hangings decorate the stone walls, which here
have been polished to a bright sheen. Your footsteps echo around the
massive chamber, surely alerting any sentinels that may guard this entrance
to their master's sanctum. Although you know Xchantharus to be a city of
evil, and you know with almost equal certainty that this tower is similar,
you still cannot help but shake the feeling that you are intruding, and
feel rather guilty about this fact, as if it were an act of immense gall
to trespass here.
~
0 3153993 0
D2
~
~
0 -1 12725
D4
~
~
0 -1 12731
R M 0 12608 1 12726
 R E 1 12659 1 11
> entry_prog 100~
mpforce $n wimpy 0
mpforce $n config -flee
~
|
S
#12727
The Fell Library~
The entirety of this chamber is filled with thick wooden shelves laden
with dark and mysterious tomes of misbegotten lore, garnered by minions
of the master over the ages. Many of them are as old as Xchantharus, though
some are recent works, taken from your time period during a foray there.
Occasionally students of the dark will travel here to study and learn from
these dark works of witchcraft, demonology and necromancy.
~
0 3153993 0
D1
~
~
0 -1 12731
R M 0 12607 1 12727
R O 0 12650 1 12727
S
#12728
Vacuum~
As you step through the entrance, you feel a sudden tearing force
rip at your body, and fight back what at first you think is an urge
to vomit but soon realize is your guts being torn out your throat by
the vacuum of the void that you have wandered into. Shortly before
being torn apart in a most spectacular fashion, you curse your lack of
caution.
~
0 3153999 0
S
#12729
A Fouled Nest~
Harpies are common in the city of the dead, and even in this tower they
have managed to set up nests, from which to terrorise the other inhabitants.
However in this case they are out of luck, as they are the weakest and
least terrifying inhabitants of the dark tower, and thus have no recourse
but to feast on foolish adventurers who dare stray into this room, cluttered
with bones, broken furniture and half-devoured animals.
~
0 3153993 0
D3
~
~
0 -1 12731
R M 0 12547 6 12729
R M 0 12547 6 12729
R M 0 12547 6 12729
S
#12730
The Laboratory~
The unholy master of this domain keeps numerous servants within his
dark tower, keeping them hard at work performing various tasks, including
most notably the production of magical items. Here, his alchemist labors
long at creating elixirs to grant strength and resistance to the skeletal
warriors of the master's army, though progress has been of yet slow. The
air is thick with chemicals that burn your throat and cause your eyes to
water when you breathe them in. The sharp odor of acid is also apparent.
Long tables laden with alchemical apparatus line the greasy stone walls,
and the ceiling is covered in soot and scorch marks.
~
0 3153993 0
D2
~
~
0 -1 12731
R M 0 12600 1 12730
 R G 1 12661 1
 R G 1 12662 1
 R G 1 12663 1
S
#12731
Chamber of Choices~
The stairwell reaches a landing here, off of which run four open
doorways, each framed by grinning stone gargoyles bearing black spheres
of energy; instead of providing light, these items actively suck light
from all around, making the place as dark as possible. The effect is
quite disconcerting. Peering about, you notice inhabitants in the various
chambers, save for the one that lies to the south, which houses only
inky blackness and looks rather forbidding. The stair continues upwards,
into the tower.
~
0 3153993 0
D0
~
~
0 -1 12730
D1
~
~
0 -1 12729
D2
~
~
0 -1 12728
D3
~
~
0 -1 12727
D4
~
~
0 -1 12732
D5
~
~
0 -1 12726
> act_prog p from below.~
if wis($n) < 13
mea $n Try as you might, you cannot shake the feeling of guilt.
mea $n Shaking your head, you return to the chamber below.
mpforce $n d
else
mea $n Steeling your mental reserves, you ignore the antipathic effects.
endif
~
|
S
#12732
The Spiral Stair~
The stairs rise from the landing and spiral upwards, twisting into
the guts of the tower, heading for the top of the spire, where presumably
you will come face to face with this keep's fell despot. If the guards
you faced below were any indication, the confrontation that awaits you
is unlikely to be painless or easy. Dark shadows drift past you, of their
own accord, semi-intelligent undead slaves of the master, ignoring you
for the most part as they roam the tower.
~
0 3153993 0
D4
~
~
0 -1 12733
D5
~
~
0 -1 12731
S
#12733
The Spiral Stair~
Onwards and upwards continues the stair, spiraling to the top of the
tower, which surely must be reasonably close by now. The poor illumination
makes it difficult to see very far ahead or behind which, considering
what unseen horrors must lurk in a tower of the undead, is most probably
quite fortunate.
~
0 3153993 0
D4
~
~
0 -1 12737
D5
~
~
0 -1 12732
S
#12734
A Dark Crypt~
This cavernous chamber is a crypt, as evidenced by the piles of funeral goods
and tapestries on the wall, common to burial tombs you have pillaged...er...
EXPLORED in the past... Whatever was interred here was certainly large; the
chamber stretches far further into the darkness than you can see with your
light source... Foul breath wafts over you, causing you to shudder with
revulsion, and you turn slowly to greet its source....
~
0 3153997 0
D3
~
~
0 -1 12737
R M 0 12546 1 12734
S
#12735
A Dark Crypt~
This cavernous chamber is a crypt, as evidenced by the piles of funeral goods
and tapestries on the wall, common to burial tombs you have pillaged...er...
EXPLORED in the past... Whatever was interred here was certainly large; the
chamber stretches far further into the darkness than you can see with your
light source... Foul breath wafts over you, causing you to shudder with
revulsion, and you turn slowly to greet its source....
~
0 3153997 0
D1
~
~
0 -1 12737
R M 0 12545 1 12735
S
#12736
The Seat of Power~
The hall ends in a grand chamber, ornately furnished with polished wooden
chairs and tables, soft couches laden with silken cushions, intricately
woven tapestries and wall hangings, and portraits of the lord of the manor
and his ancestors. A fire blazes in a clean hearth to the east, while the
western wall is dominated by a bookshelf laden with many and varied works of
arcane lore. Stained glass windows allow one to look out over the city,
though there is in truth little of consequence to see, save for the ruined
buildings and the ever present shimmering dome that surrounds Xchantharus.
The decor in this room is indicative of your time period, not the period of
the ancients; whoever resides here must be either from your time or have
frequent access to it.
~
0 3153997 0
D0
~
~
0 -1 12737
R M 0 12549 1 12736
 R E 1 12640 1 6
 R E 1 12641 1 16
 R E 1 12642 1 12
 R E 1 12643 1 20
 R E 1 12644 1 5
 R E 1 12645 1 8
S
#12737
The Top of the Stairs~
The stairs end in a long wood panelled hall that would be more common
in a manor house of your time than in the primitive stone structures of
the ancients. The cross-time existence of Xchantharus has resulted in
a merging of the two periods, however, meaning you are as likely to find
a crystal chandelier as an earthenware pot in this ancient city. Numerous
portraits of handsome, stern faced men and women line the walls; most
likely ancestors of whatever noble rules this gothic manse. Open doorways
to the east and west lead into darkened chambers, from which the stench
of death and decay wafts strongly.
~
0 3153993 0
D1
~
~
0 -1 12734
D2
~
~
0 -1 12736
D3
~
~
0 -1 12735
D5
~
~
0 -1 12733
S
#12738
The Rubble-Strewn Causeway~
Picking your away amongst the ruins and piles of debris, you head
westward towards the gaping maw of the Temple of the Crocodile, an
anthropomorphic representation of whatever deity the ancient inhabitants
of this city once worshipped. Now only Chaos holds their attention and
their libations, poured now in the blood of virgins instead of wine. You
shudder as you approach this place, almost physically repelled by the
waves of evil emanating from its slick black stone surface. Massive gems
of a type unfamiliar to you serve as the crocodile's "eyes", and they
appear to stare down at you with an unrivalled malevolence.
~
0 3153993 0
D3
~
~
0 -1 12739
D9
~
~
0 -1 12705
S
#12739
Approaching the Temple~
The causeway ends here, before the gaping maw of the stone crocodile,
a massive hole over sixty feet wide between the open stone jaws. Foul
air, like the rancid breath of the reptile the structure represents,
wafts over you as you approach. Standing in the shadow of this loathsome
temple, you cannot recall another time when you have felt so threatened.
This place houses the vile master of the Chaotic scourge that has raped
your homeland for centuries, and now you are closer than ever to the chance
to put and end to it once and for all!
~
0 3153993 0
D0
~
~
0 -1 12740
D1
~
~
0 -1 12738
S
#12740
Steps of the Crocodile~
The steps of the temple ascend northward, along the outstretched tongue
of the mighty stone crocodile, heading up between the massive teeth into
the gaping maw, within which lights can be seen flickering in the
distance. A chill air blows out of the maw at frequent intervals, and
you cannot shake the feeling that you are now closer than ever to your
final objective. The priest king must surely lurk somewhere within this
obscene temple of Chaos, and you must needs seek him out and destroy
him, consigning his evil to oblivion.
~
0 3153993 0
D0
~
~
0 -1 12741
D2
~
~
0 -1 12739
S
#12741
An Open Mouth Awaits...~
Stepping into the building, you cannot help but be a little in awe of
the skill of the architects that constructed this place, for the illusion
of stepping into the open maw of a reptillian beast is very convincing.
A faint moaning can be heard from the dark corridor to the north, which
is only sporadically lit by smoldering torches. Smoke fills the air,
almost covering the noticeable putrescent odor that emanates from all
around this place. Moving further forward, you cannot help but imagine
that the mouth is slowly closing around you, but when you glance backwards,
everything appears to be in the same position.
~
0 3153993 0
D0
~
~
0 -1 12742
D2
~
~
0 -1 12740
S
#12742
The Lesser Chambers~
The second you have passed into what would be the throat of this
beast were it alive, the massive jaws slam shut behind you, the noise
echoing down the dimly lit corridor. Dust flies up from the floor,
disturbed by your entry, and you choke and gag as you stare forwards,
suddenly very uncertain now that escape is impossible. Two small wooden
doors lie to the east and west, the only obvious decoration on the
otherwise featureless walls.
~
0 3153993 0
D0
~
~
0 -1 12745
D1
~
~
3 -1 12744
D3
~
~
3 -1 12743
R D 0 12742 1 1
R D 0 12742 3 1
S
#12743
The Subpriests' Offices~
The offices of the lesser priests of the temple in life, this musty chamber
still serves a similar purpose in their afterlife. Resurrected as mummies,
the priests still reside here, save that their function has shifted from
clerical to militaristic; they serve as guards for this section of the
chamber. Resistance to the curse bestowed upon them has caused them to
remain stubbornly in their makeshift tombs, neither venturing forth nor
attacking anyone, save those who violate their sanctums.
~
0 3153993 0
D1
~
~
3 -1 12742
R M 0 12522 4 12743
 R E 1 12604 1 3
R M 0 12522 4 12743
 R E 1 12604 1 3
R D 0 12743 1 1
S
#12744
The Subpriests' Offices~
The offices of the lesser priests of the temple in life, this musty chamber
still serves a similar purpose in their afterlife. Resurrected as mummies,
the priests still reside here, save that their function has shifted from
clerical to militaristic; they serve as guards for this section of the
chamber. Resistance to the curse bestowed upon them has caused them to
remain stubbornly in their makeshift tombs, neither venturing forth nor
attacking anyone, save those who violate their sanctums.
~
0 3153993 0
D3
~
~
3 -1 12742
R M 0 12522 4 12744
 R E 1 12604 1 3
R M 0 12522 4 12744
 R E 1 12604 1 3
R D 0 12744 3 1
S
#12745
Graven Portals~
The corridor ends here, a short distance from the entrance, before a
pair of bronze doors, which bear a series of graven glyphs and runes.
A strange thumping, like that of a beating heart, echoes from behind
the doors, increasing slightly in pace as you approach. The beat is
mirrored in each stroke by a throbbing, pulsing heart, embedded in
the metal of the doors, drawing blood it seems from red lines that criss-
cross the surface, interspersed between the runes, which you cannot
read but assume to be dire warnings!
~
0 3153993 0
D0
~
heart~
8389671 12525 12746
D2
~
~
0 -1 12742
R M 0 12529 3 12745
R D 0 12745 0 2
E
heart~
Peering closely, you see a small brazier set in the door, within which
items of law can be placed and offered to Chaos, supplicating them, and
perhaps opening the doors. But where would you find holy relics in such
a place? Saintly remains are common in such rituals, but where would one
find a dead saint?
~
S
#12746
The Temple of Txachamitxchual~
Only in your most horrid nightmares have you until now beheld such a
foul place as this. The atrocities are endless, it is hard to know where
to begin to quantify and describe them. Rivers of blood flow across the
floor, in channels specially carved to accomodate their passage, their
source several impaled, squirming naked men and women, staked at random
intervals around the circumference of this perfectly circular chamber.
In between them are stone pillars, to which dying humanoids are crucified,
while tiny imps feast on their exposed internal organs. A blood red altar
rests in the very center of the room, behind which the officiator of these
foul rituals stands, alone, praying in solitude to the unspoken deities of
Chaos. A pair of bronze doors lies in each of the four cardinal directions.
The ceiling is criss-crossed by a thick layer of interconnecting spiked
black metal chains, from which various creatures hang, upside down, dead or
dying in excrutiating pain. The smell, the sight, the sounds, it is all
almost too unbearable!
~
0 3153993 0
D0
~
~
1031 -1 12749
D1
~
~
1031 -1 12748
D2
~
~
8389671 -1 12745
D3
~
~
1031 -1 12747
D5
~
statue~
8389679 12524 12772
R M 0 12530 1 12746
R O 0 12605 1 12746
R D 0 12746 0 2
R D 0 12746 1 2
R D 0 12746 2 2
R D 0 12746 3 2
R D 0 12746 5 2
S
#12747
The Embalming Lab~
It was here that the priest king and his chosen servants were preserved,
using the ancient secrets of embalming and mummification, to ensure their
eternal survival in undeath, for though the spirit is immortal, the flesh
that houses it is fragile indeed, and most ephemeral in its duration. So
even the priest king must needs preserve his physicial form to a certain
extent, for it is a long and complex process to find and prepare another
to house his consciousness. This lab is deserted, a thick layer of dust
covers all of the equipment; The priest king slew the scientists after he
achieved what he wanted, so that no others would know the secrets.
~
0 3153993 0
D1
~
~
1031 -1 12746
R M 0 12523 1 12747
R D 0 12747 1 2
S
#12748
A Sacrificial Cell~
Victims destined for sacrifice in the temple are usually Bwani villagers,
or Tech'opi if no Bwani are to be had, dragged here and mutilated for
weeks on end before being finally allowed to perish, their souls consigned
to serve Chaos in whatever manner it desires. Special victims though,
such as lesser gods, representatives of the upper planes or beings of
great goodness, are stored here, in this bare stone cell, for special
ceremonies, for their souls are worth a million mortal ones.
~
0 3153993 0
D3
~
~
1031 -1 12746
R M 0 12524 1 12748
R D 0 12748 3 2
S
#12749
The Northern Passage~
This shadowy passage extends north, from the beating heart portal
to the south to whatever lies in the lower body of the stone reptile
that houses this temple. The heart beat recedes as you venture north,
which is a considerable relief.
~
0 3153993 0
D0
~
~
0 -1 12750
D2
~
~
1031 -1 12746
R M 0 12529 3 12749
R D 0 12749 2 2
S
#12750
The Upper Chambers~
Here are the more important chambers of the temple; few save for the
priest king are allowed this far in the temple. Wooden doors line the
hall to the east and west, leading into rooms of presumably considerable
importance to the priest king. From what little you know, they will
include dark libraries, grim dungeons and fell laboratories abounding
with gruesome experiments. But the real question is, to where has the
priest king fled?
~
0 3153993 0
D0
~
~
0 -1 12753
D1
~
~
3 -1 12752
D2
~
~
0 -1 12749
D3
~
~
3 -1 12751
R D 0 12750 1 1
R D 0 12750 3 1
S
#12751
A Torture Chamber~
Virtually a compulsory feature in any holding of Chaos, you aren't at
all surprised by the gruesome scene that confronts you as you step into
this cold, dank chamber. Rows of various implements of death and torture
line the walls, as do some of the more heavy duty items such as the rack,
the iron maiden and the iron chair. What is unusual is that only two or
three dying victims fill the equipment- it is a sad state for the foul
torturer that he gets few victims; most of the people captured do not
make it past the altar to the south.
~
0 3153993 0
D1
~
~
3 -1 12750
R M 0 12528 1 12751
 R E 1 12608 1 16
 R E 1 12609 1 5
R D 0 12751 1 1
S
#12752
An Experimental Lab~
This small chamber is lined with shelves laden with all manner of
apparatus, ranging from delicate crystal beakers to large, sturdy
stoppered urns filled with unmentionable substances. Though not an
expert in the field, the priest king enjoys dabbling in the alchemical
arts, and used to have several full time alchemists working for him,
until they accidentally blew themselves up when trying to create a more
powerful variant of the legendary dwarven gunpowder, from your time.
~
0 3153993 0
D3
~
~
3 -1 12750
R M 0 12527 1 12752
R D 0 12752 3 1
S
#12753
The End of the Passage~
Here are the more important chambers of the temple; few save for the
priest king are allowed this far in the temple. Wooden doors line the
hall to the east and west, leading into rooms of presumably considerable
importance to the priest king. From what little you know, they will
include dark libraries, grim dungeons and fell laboratories abounding
with gruesome experiments. But the real question is, to where has the
priest king fled?

The passage ends to the north, where the tail would be, at a metal
door that radiates waves of cold.
~
0 3153993 0
D0
~
frostdoor~
1031 -1 12754
D1
~
~
3 -1 12756
D2
~
~
0 -1 12750
D3
~
~
3 -1 12755
R D 0 12753 0 2
R D 0 12753 1 1
R D 0 12753 3 1
S
#12754
Tomb of Vetvarilus~
An unnatural darkness fills this chamber, making it impossible to
accurately determine its dimensions or discern its contents, even with
your powerful light source. Magical light will not even cut through the
gloom, which seems to almost be alive. The tomb of an ancient magic
user of incredible power and strength, it would seem that it has become
as dark as the soul of its dead occupant, who, if the other inhabitants
of this place are any indictation, is most unlikely to be truly dead.
~
0 3153993 0
D2
~
~
1031 -1 12753
R M 0 12525 1 12754
 R E 1 12606 1 6
 R E 1 12607 1 16
R D 0 12754 2 2
S
#12755
A Dark Library~
This foul place was once a repository for the evil tomes of the dark
temple, but all such works have long since been destroyed or moved
elsewhere. Now the room is home only to a variety of molds, growths
and other substances, from which a variety of gasses and odors issue
forth. Sickly sweet at first, the smell quickly becomes overpowering,
and within seconds you are staggering into the walls, and collapsing
to the floor, attempting to draw a breath of fresh air that won't come
in the clouds of spores you are inhaling. Shortly before you die, you
notice piles of skeletons lying beneath the growths, and realize that
yours will soon join them.
~
0 3153999 0
S
#12756
The Summoning Circle~
This simple stone chamber contains only a single pentagram, graven
into the stone by some incredibly strong tool, and filled with a
red glaze that causes it to glow with a diabolic sheen. A guttering
torch burns at each of the five points, as well as around the edges
of the chamber. Dark rituals are carried out here, by foul priests
of Chaos.
~
0 3153993 0
D3
~
~
3 -1 12753
R M 0 12526 1 12756
R D 0 12756 3 1
S
#12757
Raging Energies~
The shifting corridors here are in a constant state of flux. Energy sparks
and surges from the walls on every side, confusing and misdirecting you.
You can see shapes moving about, strange creatures that inhabit this Chaotic
invocation.
~
0 3153993 0
D0
~
~
0 -1 12757
D1
~
~
0 -1 12757
D2
~
~
0 -1 12771
D3
~
~
0 -1 12758
R M 0 12531 10 12757
R M 0 12531 10 12757
S
#12758
Raging Energies~
The shifting corridors here are in a constant state of flux. Energy sparks
and surges from the walls on every side, confusing and misdirecting you.
You can see shapes moving about, strange creatures that inhabit this Chaotic
invocation.
~
0 3153993 0
D0
~
~
0 -1 12759
D1
~
~
0 -1 12759
D3
~
~
0 -1 12771
D9
~
~
0 -1 12758
R M 0 12531 10 12758
R M 0 12532 3 12758
S
#12759
Raging Energies~
The shifting corridors here are in a constant state of flux. Energy sparks
and surges from the walls on every side, confusing and misdirecting you.
You can see shapes moving about, strange creatures that inhabit this Chaotic
invocation.
~
0 3153993 0
D0
~
~
0 -1 12771
D1
~
~
0 -1 12760
D3
~
~
0 -1 12771
D7
~
~
0 -1 12759
D8
~
~
0 -1 12759
S
#12760
Raging Energies~
The shifting corridors here are in a constant state of flux. Energy sparks
and surges from the walls on every side, confusing and misdirecting you.
You can see shapes moving about, strange creatures that inhabit this Chaotic
invocation.
~
0 3153993 0
D2
~
~
0 -1 12757
D3
~
~
0 -1 12761
D6
~
~
0 -1 12771
D9
~
~
0 -1 12758
R M 0 12531 10 12760
R M 0 12531 10 12760
S
#12761
Raging Energies~
The shifting corridors here are in a constant state of flux. Energy sparks
and surges from the walls on every side, confusing and misdirecting you.
You can see shapes moving about, strange creatures that inhabit this Chaotic
invocation.
~
0 3153993 0
D0
~
~
0 -1 12762
D1
~
~
0 -1 12757
D2
~
~
0 -1 12757
D3
~
~
0 -1 12758
D4
~
~
64 -1 12771
D5
~
~
64 -1 12771
R M 0 12532 3 12761
S
#12762
Raging Energies~
The shifting corridors here are in a constant state of flux. Energy sparks
and surges from the walls on every side, confusing and misdirecting you.
You can see shapes moving about, strange creatures that inhabit this Chaotic
invocation.
~
0 3153993 0
D0
~
~
0 -1 12759
D1
~
~
0 -1 12762
D2
~
~
0 -1 12763
D3
~
~
0 -1 12762
D9
~
~
0 -1 12757
S
#12763
Raging Energies~
The shifting corridors here are in a constant state of flux. Energy sparks
and surges from the walls on every side, confusing and misdirecting you.
You can see shapes moving about, strange creatures that inhabit this Chaotic
invocation.
~
0 3153993 0
D1
~
~
0 -1 12764
D3
~
~
0 -1 12758
D5
~
~
0 -1 12771
D7
~
~
0 -1 12758
D8
~
~
0 -1 12760
R M 0 12531 10 12763
R M 0 12531 10 12763
S
#12764
Raging Energies~
The shifting corridors here are in a constant state of flux. Energy sparks
and surges from the walls on every side, confusing and misdirecting you.
You can see shapes moving about, strange creatures that inhabit this Chaotic
invocation.
~
0 3153993 0
D0
~
~
0 -1 12758
D1
~
~
0 -1 12763
D2
~
~
0 -1 12765
D3
~
~
0 -1 12763
D8
~
~
0 -1 12763
S
#12765
Raging Energies~
The shifting corridors here are in a constant state of flux. Energy sparks
and surges from the walls on every side, confusing and misdirecting you.
You can see shapes moving about, strange creatures that inhabit this Chaotic
invocation.
~
0 3153993 0
D0
~
~
0 -1 12771
D1
~
~
0 -1 12759
D2
~
~
0 -1 12759
D3
~
~
0 -1 12766
D8
~
~
0 -1 12759
R M 0 12531 10 12765
S
#12766
Raging Energies~
The shifting corridors here are in a constant state of flux. Energy sparks
and surges from the walls on every side, confusing and misdirecting you.
You can see shapes moving about, strange creatures that inhabit this Chaotic
invocation.
~
0 3153993 0
D0
~
~
0 -1 12761
D1
~
~
0 -1 12762
D2
~
~
0 -1 12760
D3
~
~
0 -1 12758
D9
~
~
0 -1 12767
R M 0 12531 10 12766
R M 0 12531 10 12766
S
#12767
Raging Energies~
The shifting corridors here are in a constant state of flux. Energy sparks
and surges from the walls on every side, confusing and misdirecting you.
You can see shapes moving about, strange creatures that inhabit this Chaotic
invocation.
~
0 3153993 0
D0
~
~
0 -1 12768
D1
~
~
0 -1 12767
D3
~
~
0 -1 12767
D4
~
~
0 -1 12771
D7
~
~
0 -1 12767
D8
~
~
0 -1 12767
S
#12768
Raging Energies~
The shifting corridors here are in a constant state of flux. Energy sparks
and surges from the walls on every side, confusing and misdirecting you.
You can see shapes moving about, strange creatures that inhabit this Chaotic
invocation.
~
0 3153993 0
D0
~
~
0 -1 12769
D1
~
~
0 -1 12757
D3
~
~
0 -1 12757
D6
~
~
0 -1 12757
D7
~
~
0 -1 12757
S
#12769
Raging Energies~
The shifting corridors here are in a constant state of flux. Energy sparks
and surges from the walls on every side, confusing and misdirecting you.
You can see shapes moving about, strange creatures that inhabit this Chaotic
invocation.
~
0 3153993 0
D0
~
~
0 -1 12770
D5
~
~
0 -1 12757
D6
~
~
0 -1 12769
D7
~
~
0 -1 12769
D8
~
~
0 -1 12771
D9
~
~
0 -1 12771
R M 0 12532 3 12769
S
#12770
Raging Energies~
The shifting corridors here are in a constant state of flux. Energy sparks
and surges from the walls on every side, confusing and misdirecting you.
You can see shapes moving about, strange creatures that inhabit this Chaotic
invocation.
~
0 3416269 0
D1
~
~
0 -1 12769
D2
~
~
0 -1 12769
D3
~
~
0 -1 12769
D6
~
~
0 -1 12769
D7
~
~
0 -1 12769
D8
~
~
0 -1 12769
D9
~
~
0 -1 12769
> entry_prog 25~
mea $n Raging energies drag you screaming from the chamber!
mptrans $n 12773
~
> rand_prog 100~
if rand(25)
mea $n Raging energies drag you screaming from the chamber!
mptrans $n 12773
else
mea $n Your vision grows faint as you are stunned by a random shock...
mptrans $n 12772
endif
~
|
S
#12771
A Painful End~
You stumble blindly through the shifting corridors, slowly losing
track of where you are going and what you are doing. Suddenly, you
wander around a corner and the floor disappears beneath your feet!
Staring down in horror, you see only gaping void before you, seconds
before you are swallowed up and sucked to whatever horrid place lies
below the city of the dead.
~
0 3153999 0
S
#12772
A Narrow Corridor~
The statue opens onto a short staircase, which ends here in this
narrow stone corridor, that runs west towards a room filled with sparking,
crackling fields of energy. The hair is standing up on your arms even from
here, and you are wary of proceeding further. Who knows what chaotic anomaly
this is, and what dangers it may hold?
~
0 3153993 0
D3
Strange new terrors await.
~
~
0 -1 12757
S
#12773
The Hall of Fire~
One minute you are stumbling blindly through the shifting halls of
energy. The next you find yourself standing in the middle of a raging
inferno! The massive cave you are in appears to be in the heart of a
volcano; lava flows all around you, generating intense waves of heat.
Fire scorches and burns at piles of debris, left here to be disposed
of by this natural incinerator. A small tunnel heads down, past the
lava, deeper into the volcano. What creature could exist here?
~
0 3153993 0
D5
~
~
0 -1 12774
R M 0 12511 1 12773
> rand_prog 100~
if ispc($r)
mpe _red The intense heat from the lava is overwhelming!
mpdamage $r 100
else
endif
~
> rand_prog 100~
if ispc($r)
mpe Smoke inhalation threatens to overcome you.
mpdamage $r 100
mpforce $r cough
else
endif
~
|
S
#12774
A Dry Tunnel~
A natural tunnel, hollowed out by the flow of lava centuries ago,
runs east from here, heading into the dark undermountain that lies
beneath Xchantharus, the heart of the volcano that will one day erupt
and destroy the fell city. This fate has been forestalled by the
movement of it into null time by the priest king, where it exists in
a state where no harm may befall it in the normal continuum, frozen
as it is in this time period, yet able to access others.
~
0 3219657 0
D1
~
~
0 -1 12779
D4
~
~
0 -1 12773
S
#12775
Gallery of Hell~
This vaulted hall once served some sort of ceremonial purpose, and
it decorated with vile scenes of death, torture and illicit sexual
pleasures. The floor is covered with dust and broken items, which would
seem to indicate that it is uninhabited. However, a high pitched wail
accompanied by a ripping, tearing sound draws your gaze upwards, where
you see a ravaged corpse hanging upside down from a large hooked metal
chain, the latest victim of whatever beast now lurks here.
~
0 3153993 0
D3
~
~
8389671 -1 12778
R M 0 12533 1 12775
 R G 1 12610 1
R M 0 12534 1 12775
 R G 1 12611 1
R D 0 12775 3 2
S
#12776
Repository~
In this room all of the temple's wealth was once kept, and at one
stage this was quite a substantial amount. Now of course, this wealth
is gone, long since moved by the priest king or looted by monsters and
the occasional lucky adventurer. Empty chests and urns gather dust
in each corner, while the roof is obscured by a large tapestry that
sags in the middle, curiously left behind by the looters despite the
presence of large numbers of shiny gems embedded in the cloth. Or are
those really gems...?
~
0 3153993 0
D2
~
~
1031 -1 12778
R M 0 12535 1 12776
R O 0 12612 1 12776
R D 0 12776 2 2
S
#12777
Hall of the Ancients~
The walls inside the doorway of this area are covered with obscene
murals and dire warnings, painted in blood. The hall itself is dark
and musty, and reeks of decay and decandence. Six large stone sarcophagi
line the walls, each containing the remains of former priest kings of
Xchantharus. Likenesses of the former kings have been embossed on the
stone lids, which look to weight a good tonne or so each. It is silent
in here, unnaturally so, and you aren't surprised when you open your
mouth to speak and cannot hear your own voice.

It is at this point that you notice one of the lids has been shoved aside,
revealing the moldering remains of one of the priest kings within.
~
0 3153993 0
D1
~
~
1031 12617 12778
R M 0 12536 1 12777
 R E 1 12614 1 16
 R G 1 12615 1
 R E 1 12616 1 6
 R G 1 12617 1
R D 0 12777 1 2
S
#12778
A Choice of Perils~
Iron doors are set in the northern, eastern and western walls of the
end of this short, wide passage. Each is locked, and bears glyphs
carved in blood and fire, radiating heat and evil, as well as a fair
degree of magic. The runes are totally indecipherable, even to your
trained eye, and you cannot help but wonder if it would be such a good
idea to disturb whatever may lay behind them.
~
0 3219657 0
D0
~
~
1031 -1 12776
D1
~
~
1031 -1 12775
D2
~
~
0 -1 12779
D3
~
~
1027 -1 12777
R M 0 12529 3 12778
R D 0 12778 0 2
R D 0 12778 1 2
R D 0 12778 3 1
S
#12779
Dark Passages~
At this point the lava tunnel is met by a more regular passage of
dressed stone, heading north towards a dead end which contains three
doorways. A dimly flickering torch casts a small degree of illumination
in this section of the tunnel; you find it curious that anyone would
bother illuminating this particular stretch of passage.
~
0 3219656 0
D0
~
~
0 -1 12778
D1
~
~
0 -1 12780
D3
~
~
0 -1 12774
> entry_prog 33~
if ispc($n)
mea $n As you enter, a small hole opens in the ceiling, and oil
mea $n is poured down, splashing all over you just as the torch falls
mea $n from the wall, striking you in the chest, igniting the oil!
mpechoar $n $n suddenly bursts into flames!
mpforce $n scream
mpdamage $n 225
else
endif
~
|
S
#12780
Corridor of Dread~
Nameless terrors shriek at your soul, on a level undiscernable by
mortal eyes, yet tangible and apparent all the same. You feel as if a
thousand devils were dancing 'pon your grave, instead of the proverbial
singular. Fear and dread twists your guts into tense knots, cramping
you and eliciting strange moaning noises from your equally constricted
vocal chords. Yet the surrounds consist merely of a tunnel hollowed from
softer stone by the flow of lava, which is admittedly dark but otherwise
without distinguishing feature. Truly there is some evil force at work
here, some malevolent presence doubtlessly construed by the forces of
Chaos. The priest king is close, you suddenly realize, close and aware
of your approach...
~
0 3154121 0
D1
~
~
0 -1 12781
D3
~
~
0 -1 12779
> act_prog p from the west.~
mpe A deep, booming laugh echoes around the tunnel as you pass.
~
|
S
#12781
A Change of Decor ~
The lava tunnel ends here, suddenly, at a junction, where it meets with
a northward passage that almost literally defies description. Walls of
writhing, shifting substances that bear an uncomfortable resemblance to
human flesh lie to the sides, while the floor appears to be flowing with
rivers of blood. Gore also drips from the ceiling, falling in large chunks
to the floor, where it is quickly assimilated. Shrieks and cries of pain,
faint at first but growing in intensity, echo all around you, and you realize
you are within a construct of Chaos, forged from the bodies and souls of the
damned, bound by evil magic to assume the rough dimensions of the structure
to suit the whims of their controller. You have seen such constructs before,
and are not as horrified as you would be otherwise. Few beings in the world
have the power and strength to bind Chaos to their will; the priest king is
one of those few.
~
0 3219657 0
D0
~
~
0 -1 12793
D3
~
~
0 -1 12780
S
#12782
The Lair of the Queen~
Hanging vilely before you, in a thick mass of webbing that fills the
chamber, is a grotesque array of dessicated corpses, members of all
nationalities represented in this macabre decoration. Grimaces of pain
and anguish contort their blood-drained features; gaping mouths serve
as homes to thousands of tiny arachnids that scramble over and through
the dried husks. The stench is almost overpowering, but nowhere near as
disconcerting as the sight of the foul entity responsible for this
slaughter...
~
0 3153993 0
D2
~
~
0 -1 12783
R M 0 12503 1 12782
S
#12783
A Web-Filled Cavern~
Progress is difficult through these dark caverns, due to the ever present
webs, that hang in thick clumps from the ceiling, obscuring vision and
hindering passage. Various animals and creatures dangle from the webs,
unfortunate victims of the presumably large arachnids that constructed these
webs. Some of them are even minions of the priest king; the spiders are
totally non discriminatory in their choice of meals. Dark exits lie in
numerous directions.
~
0 3219529 0
D0
~
~
0 -1 12782
D3
~
~
0 -1 12785
R M 0 12504 13 12783
S
#12784
A Sticky End~
The corridor ends in a thick mass of sticky webbing, in which various
creatures are coccooned, stored for later feasting. You fervently hope that
you do not form the next meal of the monstrous arachnids that lurk all
around. Coughing on thick dust disturbed by your entrance, you look for
a way back out of this potential death trap.
~
0 3219529 0
D0
~
~
0 -1 12785
R M 0 12504 13 12784
R M 0 12504 13 12784
R M 0 12504 13 12784
R O 0 12519 1 12784
S
#12785
A Web-Filled Cavern~
Scurrying arachnids of all shapes and sizes scurry away as you approach,
disturbed by your light and tread. For no matter how hard you try to pass
unnoticed, it is impossible to avoid eventually treading on one of the
many, many crumbling bones on the floor, crunching the remains to dust
beneath your feet. Additionally, you constantly brush against the webs,
sending small but noticeable vibrations through the lair, alerting the
inhabitants to your presence.
~
0 3219529 0
D1
~
~
0 -1 12783
D2
~
~
0 -1 12784
D3
~
~
0 -1 12791
D7
~
~
0 -1 12789
S
#12786
A Sticky End~
The corridor ends in a thick mass of sticky webbing, in which various
creatures are coccooned, stored for later feasting. You fervently hope that
you do not form the next meal of the monstrous arachnids that lurk all
around. Coughing on thick dust disturbed by your entrance, you look for
a way back out of this potential death trap.
~
0 3219529 0
D7
~
~
0 -1 12788
R M 0 12504 13 12786
R M 0 12504 13 12786
R M 0 12504 13 12786
R O 0 12519 1 12786
S
#12787
A Sticky End~
The corridor ends in a thick mass of sticky webbing, in which various
creatures are coccooned, stored for later feasting. You fervently hope that
you do not form the next meal of the monstrous arachnids that lurk all
around. Coughing on thick dust disturbed by your entrance, you look for
a way back out of this potential death trap.
~
0 3219529 0
D3
~
~
0 -1 12788
R M 0 12504 13 12787
R M 0 12504 13 12787
R M 0 12504 13 12787
R O 0 12519 1 12787
S
#12788
A Web-Filled Cavern~
Scurrying arachnids of all shapes and sizes scurry away as you approach,
disturbed by your light and tread. For no matter how hard you try to pass
unnoticed, it is impossible to avoid eventually treading on one of the
many, many crumbling bones on the floor, crunching the remains to dust
beneath your feet. Additionally, you constantly brush against the webs,
sending small but noticeable vibrations through the lair, alerting the
inhabitants to your presence.
~
0 3219529 0
D1
~
~
0 -1 12787
D2
~
~
0 -1 12789
D8
~
~
0 -1 12786
S
#12789
A Web-Filled Cavern~
Progress is difficult through these dark caverns, due to the ever present
webs, that hang in thick clumps from the ceiling, obscuring vision and
hindering passage. Various animals and creatures dangle from the webs,
unfortunate victims of the presumably large arachnids that constructed these
webs. Some of them are even minions of the priest king; the spiders are
totally non discriminatory in their choice of meals. Dark exits lie in
numerous directions.
~
0 3219529 0
D0
~
~
0 -1 12788
D8
~
~
0 -1 12785
D9
~
~
0 -1 12792
S
#12790
A Sticky End~
The corridor ends in a thick mass of sticky webbing, in which various
creatures are coccooned, stored for later feasting. You fervently hope that
you do not form the next meal of the monstrous arachnids that lurk all
around. Coughing on thick dust disturbed by your entrance, you look for
a way back out of this potential death trap.
~
0 3219529 0
D6
~
~
0 -1 12791
R M 0 12504 13 12790
R M 0 12504 13 12790
R M 0 12504 13 12790
R O 0 12519 1 12790
 R P 0 12618 1 12519
S
#12791
A Web-Filled Cavern~
Progress is difficult through these dark caverns, due to the ever present
webs, that hang in thick clumps from the ceiling, obscuring vision and
hindering passage. Various animals and creatures dangle from the webs,
unfortunate victims of the presumably large arachnids that constructed these
webs. Some of them are even minions of the priest king; the spiders are
totally non discriminatory in their choice of meals. Dark exits lie in
numerous directions.
~
0 3219529 0
D1
~
~
0 -1 12785
D7
~
~
0 -1 12792
D9
~
~
0 -1 12790
S
#12792
Strands of Web~
The gaping hole opens onto a high ceilinged, dark chamber, the roof
of which is covered in thick strands of silvery webbing, similar to
spider webs, save that these webs are as thick as your forearm, or
thicker. The air is damp and musty, and uncomfortably warm. A smell,
the smell of death and decomposition, greets your revulsed nostrils,
and you balk at continuing. Several pairs of red eyes glare at you
from the depths of the caverns, though none of the inhabitants approach
the entrance to their lair.
~
0 3219533 0
D3
~
~
0 -1 12793
D6
~
~
0 -1 12789
D8
~
~
0 -1 12791
S
#12793
A Gaping Hole~
The shifting walls are interrupted here by a gaping hole, which opens
onto a large cave, strewn with bones and other debris. A foul stench,
fouler even than the vile odor of the Chaos-spawned halls, wafts into
the corridor, causing you to gag. You think you can see shapes scuttling
about in the darkness. To the north, the passage glows red as it approaches
a set of stairs, which lead to the heart of this foul lair. Do you wish
to be distracted from your goal by this potential red herring?
~
0 3219657 0
D0
~
~
0 -1 12794
D1
~
~
0 -1 12792
D2
~
~
0 -1 12781
S
#12794
Near the End~
The walls glow red here, as if illuminated by blood red candles. The
writhing surface surges forth randomly, hands and feet protruding in
a vain attempt to grasp you, either in an attempt to haul themselves
out, or drag you in. As you recoil from one side, you almost stumble
into the groping appendages on the other side. Blood drips onto you from
corpses staked to the ceiling, slowly being absorbed into the substance
of which this disgusting place is fashioned. Some of the "corpses" are
actually still alive, despite their horrid injuries, and they moan and
shriek as indescribable agonies are visited upon their ravaged forms.
~
0 3219657 0
D0
~
~
0 -1 12799
D2
~
~
0 -1 12793
> rand_prog 33~
if ispc($r)
mea $r _red Groping appendages flail at you!
mpdamage $r 50
endif
~
|
S
#12795
The Crypt of Txachamitxchual~
It was here, in this chamber, that the priest king Txachamitxchual was
laid to rest by his loyal worshippers, in the massive gold sarcophaus
that fills most of this chaos spawned chamber, before his resurrection by
the forces of Chaos. Writhing humanoids in various stages of dismemberment
are chained to the walls, vicious metal hooks imbedded in their flesh.
They beg to be freed, for the sake of their souls, which are slowly being
leeched by the walls to feed the needs of the priest king. Occasionally
one will let out a bloodcurdling scream as the shifting walls engulf them,
accompanied by the crunching of bones and tearing of flesh, damning their
soul to form more of the substance of which these halls are composed. Each
time this happens the sarcophagus glows slightly, as it absorbs more energy
for its owner, that when he rests here he may draw from it, invigorating
himself.
~
0 3153992 0
D1
~
~
0 -1 12800
R O 0 12516 1 12795
 R P 0 12517 1 12516
R O 0 12506 1 12795
 R P 0 12509 1 12506
 R P 1 12510 1 12509
 R P 2 12511 1 12510
 R P 3 12512 1 12511
 R P 4 12513 1 12512
 R P 5 12514 1 12513
> rand_prog 33~
mpe Voices shriek and moan in a calamitous cacophany of pain and anguish!
mpasound Howls and shrieks echo all around you.
~
> act_prog p has entered the game.~
mea $n Swirling mists whisk you from the room...
mptrans $n 12794
~
> act_prog p has returned from the void.~
mea $n Swirling mists whisk you from the room...
mptrans $n 12794
~
|
S
#12796
A Wing of the Throne Room~
Here the priest king keeps the spoils of his many victories, though he
is far too chaotic to pay close attention to most of the valuables, and
once where there lay magnificent works of art and ornate pieces of
furniture now remain only the moldering remnants, buried beneath tons of
tarnished bronze, tattered bloodstained tapestries and piles of gleaming
coins from faraway worlds. A strong musty odor pervades this chamber, the
stench of rotting cloth and old scents and unguents. Jars of them line the
walls, which buckle and melt over them occasionally, before being jerked back
by the magic that binds the chaotic substance to maintain the throne room's
form.
~
0 3153992 0
D3
~
~
0 -1 12800
> rand_prog 33~
mpe Voices shriek and moan in a calamitous cacophany of pain and anguish!
mpasound Howls and shrieks echo all around you.
~
> act_prog p has entered the game.~
mea $n Swirling mists whisk you from the room...
mptrans $n 12794
~
> act_prog p has returned from the void.~
mea $n Swirling mists whisk you from the room...
mptrans $n 12794
~
|
S
#12797
Repair Room~
~
0 3153924 1
R M 0 12501 1 12797
S
#12798
Drop Room~
~
0 3153924 1
S
#12799
The Halls of the Dead~
The walls of this hall constantly writhe and shift, as if in unbearable
agony, and occasionally a section of wall will boast a shrieking head,
which beseeches you for release before being drawn back by the magic that
eternally binds it. The floor is a constantly shifting pool of blackness,
and more than once you have to stamp your foot to convince yourself you
are not falling into the abyss you perceive to be in this direction. Gutted
corpses, still barely alive, hang from vicious iron hooks attached to long
chains that depend from the reddish ceiling, and you grimace as chunks of
flesh and dripping blood lands on or near you, to be quickly absorbed by the
shifting floor. Bloodcurdling shrieks of pure horror echo about the room, and
you aren't completely sure that one of them isn't your own...

A set of stairs at the end of the hall, of 7 risers, ends at a twisted
metal throne, upon which is seated the master of this domain...
~
0 3153992 0
D0
The source of all that is vile lurks ahead.
~
~
0 -1 12800
D2
~
~
0 -1 12794
R M 0 12502 4 12799
 R E 1 12507 1 1
 R E 1 12508 1 12
R M 0 12502 4 12799
 R E 1 12507 1 1
 R E 1 12508 1 12
R M 0 12502 4 12799
 R E 1 12507 1 1
 R E 1 12508 1 12
R M 0 12502 4 12799
 R E 1 12507 1 1
 R E 1 12508 1 12
> rand_prog 33~
mpe Voices shriek and moan in a calamitous cacophany of pain and anguish!
mpasound Howls and shrieks echo all around you.
~
> act_prog p has entered the game.~
mea $n Swirling mists whisk you from the room...
mptrans $n 12794
~
> act_prog p has returned from the void.~
mea $n Swirling mists whisk you from the room...
mptrans $n 12794
~
|
S
#12800
The Blasted Throne of the Damned Priest King of Xchantharus~
The steps end before a massive throne of blasted metal, blackened and
scarred by magicks beyond mortal ken. Skulls, corpses and maggots have
been intrically carved into the throne, and the light the guttering torches
set in bronze sconces on the walls reflects off them gives the impression
that they are all moving; writhing in an unholy dance about the corpses of
the dead. Howls and shrieks issue forth from the damned throne, and from
the walls, which seem to be in a state of constant flux, the reddish stone
occasionally appearing to melt, and distort into the face of a screaming
humanoid. Sections of the ceiling occasionally melt away as long dangling
pseudopods of unameable materials descend to investigate the new arrivals in
the lord of this Hold of Chaos. The floor beneath your feet squirms under
the pressure of your bootheels, and you swear you can feel many thousands of
sets of tiny teeth attempting to pierce the material of the soles. The hellish
glow of the guttering torches is distracting, and casts everything in a light
that makes it quite difficult to concentrate. O what manner of being would
deign to live in such a chaos-spawned pit of entropy?
~
0 2105416 0 0 0 8
D1
~
~
0 -1 12796
D2
~
~
0 -1 12799
D3
~
~
0 -1 12795
R M 0 12500 1 12800
 R E 1 12501 1 12
 R E 1 12502 1 19
 R E 1 12503 1 20
 R E 1 12500 1 16
R O 0 12506 1 12800
> rand_prog 33~
mpe Voices shriek and moan in a calamitous cacophany of pain and anguish!
mpasound Howls and shrieks echo all around you.
~
> act_prog p has entered the game.~
mea $n Swirling mists whisk you from the room...
mptrans $n 12794
~
> act_prog p has returned from the void.~
mea $n Swirling mists whisk you from the room...
mptrans $n 12794
~
|
S
#0


#SHOPS
0


#REPAIRS
12501    9  5  0         100   1         0 23    ; Steu
0


#SPECIALS
M  12500 spec_cast_cleric
M  12502 spec_poison
M  12503 spec_cast_mage
M  12504 spec_cast_mage
M  12509 spec_breath_frost
M  12510 spec_cast_undead
M  12511 spec_breath_fire
M  12514 spec_breath_acid
M  12516 spec_cast_cleric
M  12519 spec_breath_acid
M  12521 spec_cast_mage
M  12522 spec_cast_cleric
M  12524 spec_cast_adept
M  12525 spec_cast_mage
M  12526 spec_poison
M  12527 spec_breath_acid
M  12530 spec_cast_cleric
M  12531 spec_fido
M  12532 spec_fido
M  12533 spec_fido
M  12534 spec_fido
M  12535 spec_poison
M  12536 spec_poison
M  12541 spec_cast_cleric
M  12542 spec_thief
M  12544 spec_cast_mage
M  12545 spec_breath_gas
M  12546 spec_breath_gas
M  12547 spec_fido
M  12549 spec_cast_undead
M  12550 spec_cast_undead
M  12552 spec_breath_acid
M  12553 spec_poison
M  12559 spec_cast_cleric
M  12565 spec_breath_gas
M  12566 spec_cast_mage
M  12569 spec_breath_fire
M  12571 spec_cast_adept
M  12574 spec_poison
M  12583 spec_cast_mage
M  12586 spec_cast_adept
M  12588 spec_cast_mage
M  12590 spec_breath_frost
M  12591 spec_breath_frost
M  12593 spec_breath_frost
M  12596 spec_breath_frost
M  12599 spec_breath_frost
M  12600 spec_cast_mage
M  12601 spec_breath_fire
M  12603 spec_fido
M  12606 spec_cast_cleric
M  12607 spec_fido
M  12608 spec_breath_gas
M  12753 spec_cast_adept
S


#$