#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 $n 12794 ~ | S #0 #SHOPS 0 #REPAIRS 12501 9 5 0 100 1 0 23 ; Steu 0 #SPECIALS M 12500 spec_cast_cleric M 12502 spec_poison M 12503 spec_cast_mage M 12504 spec_cast_mage M 12509 spec_breath_frost M 12510 spec_cast_undead M 12511 spec_breath_fire M 12514 spec_breath_acid M 12516 spec_cast_cleric M 12519 spec_breath_acid M 12521 spec_cast_mage M 12522 spec_cast_cleric M 12524 spec_cast_adept M 12525 spec_cast_mage M 12526 spec_poison M 12527 spec_breath_acid M 12530 spec_cast_cleric M 12531 spec_fido M 12532 spec_fido M 12533 spec_fido M 12534 spec_fido M 12535 spec_poison M 12536 spec_poison M 12541 spec_cast_cleric M 12542 spec_thief M 12544 spec_cast_mage M 12545 spec_breath_gas M 12546 spec_breath_gas M 12547 spec_fido M 12549 spec_cast_undead M 12550 spec_cast_undead M 12552 spec_breath_acid M 12553 spec_poison M 12559 spec_cast_cleric M 12565 spec_breath_gas M 12566 spec_cast_mage M 12569 spec_breath_fire M 12571 spec_cast_adept M 12574 spec_poison M 12583 spec_cast_mage M 12586 spec_cast_adept M 12588 spec_cast_mage M 12590 spec_breath_frost M 12591 spec_breath_frost M 12593 spec_breath_frost M 12596 spec_breath_frost M 12599 spec_breath_frost M 12600 spec_cast_mage M 12601 spec_breath_fire M 12603 spec_fido M 12606 spec_cast_cleric M 12607 spec_fido M 12608 spec_breath_gas M 12753 spec_cast_adept S #$