#AREA The Usurpers of Hochenyana~ #VERSION 2 #AUTHOR Rolindar~ #RANGES 20 35 0 116 $ #RESETMSG The silence of this normally bustling village is unnerving...~ #FLAGS 24 10 #ECONOMY 0 25962134 #CLIMATE 2 2 2 #MOBILES #11201 umber hulk~ an umber hulk~ A massive, purple skinned beast with multiple eyes and huge tusks lurks here. ~ These powerfully built creatures are feared foes of any subterranean dwellers, for their muscular arms and huge tusks are capable of rending many creatures in seconds. To find them so boldly outside their natural habitat is bad for two reasons; one, it means all regular methods of monster control have collapsed, making this a perilous place indeed to be. And secondly, umber hulks are usually found outside of their lairs only as lackeys of more powerful evil creatures such as Illithids and Beholders. And if either of those fell creatures is about you could be in serious trouble indeed... ~ 3 552 -600 C 105 0 -50 1d1+32000 0d0+0 0 0 10 0 112 112 0 22 13 13 13 13 13 13 0 0 0 0 0 76 3 0 0 1 1 2 0 0 2360366 3150096 0 0 1048707 2 #11202 illithid mage~ an illithid mage~ A purple skinned illithid clad in the robes of a mage stands here. ~ Three illithid mages assist the beholder mage xyrtog in his insidious schemes. One of them is usually away, recruiting new slaves or similar, while the other two work here on ways to increase the sphere of the ensorcellment's influence. And they are in a state of excitement, as they have finally succeeded. ~ 99 6300200 -600 C 30 0 0 0d0+0 0d0+0 0 12 50 0 112 112 1 13 25 13 22 13 3 3 0 0 0 0 -20 10 0 0 0 8193 8192 0 0 0 271935 16 1055759 0 1107296259 10242 > hitprcnt_prog 20~ mpe The illithid is sorely injured. Closing its eyes, it summons its mpe Considerable psionic power to heal itself. mprestore self 100 ~ > fight_prog 20~ mea $n The illithid launches a devastating psionic assault! mpdamage $n 125 mpforce $n scream if rand(10) mpechoaround $n $n's will has been broken! $n attempts to flee! mpforce $n flee mpforce $n yell LET ME OUT OF HERE!!!! mpforce $n scream else endif ~ > greet_prog 50~ if isimmort($n) else mea $n As you enter, you feel an alien presence enter your mind! mea $n A voice speaks inside your head, telling you it is futile to continue. if wis($n) < 14 mea $n Being a creature of little willpower, you readily agree. mpforce $n say It's hopeless. I must surrender... mpforce $n remove all mpforce $n say I YIELD! cackle else mea $n But you are made of sterner stuff than the weak willed fools of mea $n Hochenyana! Grinning, you marshal your mental reserves and prepare mea $n to do battle with these alien foes. endif endif ~ | #11203 giant two headed troll ~ a giant two-headed troll~ A giant two headed troll stares slackjawed into space. ~ ~ 99 544 -400 C 32 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 22 13 13 13 22 13 13 0 0 0 0 0 8 3 0 0 64 64 2 0 0 47 7488 2097170 129 400 3 > greet_prog 100~ if ispc($n) mpe The troll suddenly notices you, and lurches forward. mpe Its movements are jerky, and uncoordinated (even for a troll); mpe Some sort of enchantment is at work here! , roars in anger, but doesn't seem to have his heart in it. else endif ~ | #11204 half-ogre warrior gaoler~ the gaoler~ A half-ogre of immense size lumbers about. ~ Truly a warrior of formidable strength and skill, the gaoler is not a foe to be easily dismissed. However, his movements are jerky, and sluggish, as if he were doing this against his will, and this lack of co-ordination can only benefit people who would do battle with him. ~ 99 512 -500 C 28 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 22 13 13 8 22 13 13 0 0 0 0 0 6 3 0 0 16 16 1 0 0 2047 2104576 0 0 144 524291 > rand_prog 2~ grunt ~ > fight_prog 33~ bash ~ | #11205 elven noble~ an elven noble~ An elven male attempts to remain dignified amidst the squalor. ~ ~ 3 33280 750 C 30 0 0 0d0+0 0d0+0 0 0 0 0 112 112 1 13 13 13 18 13 18 13 0 0 0 0 0 1 0 0 0 2 2 0 0 0 2031 7168 2097152 0 16 2 > death_prog 100~ mpe As the elf dies, a letter slips from his hand, and floats to the ground. mpoload 11208 ~ > greet_prog 100~ if race($n) == elf say Fellow elf, or friend of the elves, if you can understand, you must aid me. say i am on a mission of great importance, sent by Allethandra of say Malathar. I was sent here to investigate claims of an insurgence say of Chaos. However, what I found was much worse. Please, you must say travel to Malathar, and give this missive to Allethandra. He say will know what to do. I shall remain here and attempt to glean say more information from my captors. For some reason they are most say reluctant to do me any harm, save for their blasted mental probes. say In the name of the Elven nation I beseech thee, go! mpoload 11208 give missive $n else say Stranger, tarry not in this dreadful place of evil... endif ~ | #11206 crazed merchant~ a crazed merchant~ A crazed merchant begs to be freed. ~ This filthy, rag clad human has been imprisoned here for almost a year, after ignorantly attempting to trade with the town. He is being held in the hopes that his wealthy guild will pay a ransom, but it now looks as if that is not going to happen. ~ 3 512 -200 C 22 0 0 0d0+0 0d0+0 0 0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 2 0 0 1 1 0 0 0 47 0 0 0 513 2 > speech_prog p no~ if ispc($n) and isgood($n) say Alas! How could a noble adventurer of good heart abandon me?? cry else sigh say I am not surprised. What else should one expect from amoral say characters such as yourself? endif ~ > speech_prog p yes~ if ispc($n) say You are a saint! grovel $n say Here, take this token to the merchant's guild in Irilian. say They will reward you for rescuing me! mpoload 11207 1 give token $n wink mpe With that, the merchant slips out the door and is away! mpgoto 2 else sigh say You cannot rescue me... endif ~ > greet_prog 100~ scream if ispc($n) say Oh... I thought you were one of THEM... say You aren't.. are you? mpforce $n shake say Thank the Gods! Please, free me from this fell place! say You will be richly rewarded if you do! Will you free me? else faint endif ~ | #11207 peasant~ a peasant~ A peasant grimly awaits his fate. ~ This fellow was unfortunate enough to be made of sterner stuff than most of his neighbours, and resisted the enthrallment of the evil powers who subverted Hochenyana. Thus he has been imprisoned here, and decreed to serve as their next meal... ~ 67 512 400 C 18 0 0 0d0+0 0d0+0 0 0 0 0 112 112 1 13 13 16 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 47 3072 0 0 0 2 > rand_prog 2~ roll ~ > rand_prog 2~ mutter ~ > rand_prog 2~ sigh ~ | #11208 dog~ a village dog~ A sinewy hunting dog wanders the streets in a daze. ~ ~ 65 512 0 C 18 0 0 0d0+0 0d0+0 0 0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 30 3 0 0 513 512 0 0 0 167839277 0 0 0 1 2 #11209 dazed villager~ a dazed villager~ A dazed villager stumbles along. ~ This poor soul appears to have no willpower left. He shuffles along oblivious to his surroundings. ~ 65 512 -200 C 21 0 0 0d0+0 0d0+0 0 0 1 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 1791 0 0 0 16 2 #11210 dazed villager~ a dazed villager~ A dazed villager stares blankly into space. ~ This poor woman has no willpower left; she appears to be in a trance, or a zombie like state. ~ 65 512 -200 C 20 0 0 0d0+0 0d0+0 0 0 1 0 112 112 2 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 1791 0 0 0 16 2 #11211 guard~ a village guard~ A stout human clad in mismatched armor stares into space. ~ This stout, dependable chap was once one of Hochenyana's famed militia, a sturdy guard who have fended off countless orcish raids. But now he seems more interested in studying a passing fly than in well armed intruders in his village... ~ 67 512 -200 C 24 0 0 0d0+0 0d0+0 0 0 2 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 1791 0 2048 0 128 3 > fight_prog 25~ say Gaaaaahhhh... mea $n The guard lurches awkwardly at you, striking clumsily but hard! bash mpdamage $n 25 ~ > greet_prog 100~ mpe The guard doesn't even appear to register your presence. ~ > rand_prog 2~ say Look at the pretty insects... drool ~ | #11212 mayor geoffrey hiln doppleganger~ Geoffrey Hiln~ A heavy-set, bearded man welcomes you into his office. ~ Geoffrey Hiln, veteran of countless battles against Chaos, is by repute a loud spoken bear of a man, who is just as likely to deck someone who insults him as try to talk them down. He is abrupt, curt and rude, but loved and respected by his villagers, whom he would give his life to protect. However, the obsequious panderer who is addressing you now does not exactly fit the bill, even if he is the spitting image of Geoffrey Hiln physically. ~ 67 552 -200 C 32 0 0 0d0+0 0d0+0 0 1 75 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 23 0 0 1 1 1 0 0 2047 1048576 2100480 0 672 3 > act_prog p flys up.~ mpat 0.$n t $n Ahem! mpat 0.$n mea $n The mayor grabs you and firmly escorts you downstairs. mpe The Mayor grabs $n and escorts $m back down. mpat 0.$n mpforce $n d ~ > act_prog p floats up.~ mpat 0.$n t $n Ahem! mpat 0.$n mea $n The mayor grabs you and firmly escorts you downstairs. mpe The Mayor grabs $n and escorts $m back down. mpat 0.$n mpforce $n d ~ > act_prog p leaves up.~ mpat 0.$n t $n Ahem! mpat 0.$n mea $n The mayor grabs you and firmly escorts you downstairs. mpe The Mayor grabs $n and escorts $m back down. mpat 0.$n mpforce $n d ~ > death_prog 100~ mpe As the death blow lands, the mayor's appearance changes radically. mpe Where once lay the dying body of the mayor now lies the corpse of mpe a strange creature with pale white skin, devoid of any physical mpe features. Revolted, you turn away, and realize the awful truth. mpe Someone has replaced the good mayor of Hochenyana with a vile mpe shapeshifter! mpforce $n say Alas! What treachery is afoot here? ~ > hitprcnt_prog 25~ mpe As the injuries mount upon the mayor, a curious change takes place. mpe Sporadic flashes of light flicker across his body, and occasionally mpe his appearance will shift and distort, as if it were being morphed. growl ~ > fight_prog 20~ say Attack the mayor in his own office would you? snarl gouge stun disarm cackle wield broadsword ~ > rand_prog 2~ hum twiddle ~ > act_prog p from the east.~ if ispc($n) say Ah, $n. Well met! Word reached me that you had entered say my humble village, and i was hoping you would stop by here. say We seldom receive visitors of your repute; we are honored. bow $n mea $n Noting the expression on your face, he sighs and continues. say Ah I suppose you are wondering what ails the simple townsfolk? hmm say Well, its a simple... malady, an infection that causes say drowsiness and lethargy... Oh don't worry, it isn't contagious. say Clerics from the Cathedral of St. Pietre are in fact en route say to administer a cure. smile say Now, if that is all, I must return to my work. Good day! else tap say What do you want, $n? endif ~ | #11213 mayor secretary~ the mayor's secretary~ A plump, middle aged woman sits here behind a huge desk. ~ This woman appears to be unusually bright and cheerful, for this place; you wonder for a second if she somehow resisted the malediction plaguing her peers, then you notice that her smile is forced, her eyes emotionless, and realize it is almost as if she is just acting out a preprogrammed series of activities and responses. ~ 3 512 0 C 24 0 0 0d0+0 0d0+0 0 0 0 0 112 112 2 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 1791 0 2100224 0 656 2 > greet_prog 100~ smile say Greetings, $n, I am sorry, you cannot see the mayor today. say He is very busy you know! , busies herself arranging blank sheets of paper. ~ | #11214 giant spider~ a giant spider~ A spider of immense size scuttles across the dusty floor. ~ You cannot believe that such a hideous beast has managed to lurk here undetected for so long; perhaps it has been placed here as a guardian? ~ 97 98816 -400 C 25 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 63 3 0 0 256 256 0 0 0 0 32 0 17 1074003969 2 > fight_prog 20~ mea $n The spider sinks its fangs into your calf! mea $n You feel the venom course through your veins. mpdamage $n 75 ~ | #11215 true mayor geoffrey hiln~ Geoffrey Hiln~ A heavy-set, bearded man sits on a chair, fuming. ~ Geoffrey Hiln, veteran of countless battles against Chaos, is by repute a loud spoken bear of a man, who is just as likely to deck someone who insults him as try to talk them down. He is abrupt, curt and rude, but loved and respected by his villagers, whom he would give his life to protect. His imprisonment has done little to dull his senses, or his temper. ~ 67 552 500 C 32 0 0 0d0+0 0d0+0 0 0 10 0 112 112 1 18 13 13 13 18 13 13 0 0 0 0 0 0 23 0 0 1 1 1 0 0 2047 0 2048 0 672 2 > rand_prog 5~ mpasound Muffled cries for help come from behind the door to the north. ~ > fight_prog 33~ stun scream ~ > speech_prog p no~ if ispc($n) growl say You cowardly vermin! I should tear your guts out! say How can you stand by while evil forces destroy your homes? say Leave, then, and to hell with you! else endif ~ > give_prog missive~ gasp say So Allethandra DID send help! smile say The old dog! Quickly, return this note to him with all due say haste. Even if you manage to destroy the evil here, only he can say help you find the higher enemy at work here. give missive $n ~ > speech_prog p yes~ if ispc($n) say Good! Knew you would, you look the sort. say Let me fill you in- as you probably noticed the villagers say are acting all weird and like... well they are under a spell! nod say Yes, they tried to work their sorceries on me too, but it say didn't work. Being the smart fellow I am, I decided to play say along, pretend it worked and such. THAT was how I found out say some purple skinned muck swilling mind flayers have invaded say MY village! , fumes for a second, then continues. say I sent a call to my friends in Malathar and Maritshome, I know say not whether they received my pleas for aid. I have many friends say in Malathar, I had hoped they would aid me. But now it falls upon say you, and whatever allies you can muster. Seek out the illithids, say and whoever they serve, and destroy them! I know not where they say may lurk, but I overheard them mentioning old Badwick the tailor... say Go now! Hurry! , grimaces and collapses into a half-faint, delirious from pain. else endif ~ > greet_prog 100~ if isnpc($n) snarl else say At last! Someone not under the spell of those accursed illithids! mutter say Come on.. we have a village to save! mpe As Geoffrey Hiln leaps to his feet, he cries out and grasps his leg. wince say The bastards... broke my leg... in my excitement I... curse say You will have to go without me. Will you help stop the evil? endif ~ | #11216 zombie badwick~ the zombie of Badwick~ A decaying corpse lurches across the dusty workshop! ~ Poor Badwick has certainly seen better days; such was the anguish and unnatural nature of his death that the body refused to die, and cannot now rest. ~ 99 552 0 C 28 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 18 13 13 13 13 13 13 0 0 0 0 0 71 3 0 0 1 1 0 0 0 47 1048592 2105094 1 144 3 > greet_prog 100~ drool say Gaaaaaahhh.... no more paiiiiiinnnn.... killllll.... mpe The zombie lurches forward at a good clip, stabbing wildly! ~ | #11217 insane butcher clegg~ Clegg~ An insane butcher foams at the mouth as he hacks into a slab of meat. ~ The butcher was never the most stable of people, having a rather unhealthy attraction to hacking up carcasses, but something has now quite broken what mind he has, and he has become a homicidal maniac. ~ 99 512 -400 C 28 0 0 0d0+0 0d0+0 0 0 0 0 112 112 1 18 13 13 18 18 13 13 0 0 0 0 0 0 21 0 0 1 1 2 0 0 2031 64 3072 0 704 2621443 > fight_prog 5~ mea $n Clegg slashes you deep across the chest, striking bone! mpdamage $n 50 cackle ~ > fight_prog 33~ bash gouge , howls with maniacal glee! mpforce $n say This is surely a most trying foe! ~ > fight_prog 20~ say CHOP CHOP CHOP! CHOP TILL YOU DROP! cackle disarm punch ~ > greet_prog 100~ if isimmort($n) else if ispc($n) yell FRESH MEAT! I LIKE 'EM FRESH! COME AND GET CHOPPED $n! muhaha cackle mea $n The butcher hurls a cleaver at you, striking you in the chest! mpdamage $n 75 else mpforce $n e endif endif ~ > rand_prog 2~ say CHOP! CHOP! CHOP! drool cackle ~ | #11218 mariah woman young~ Mariah~ A young woman is seated here, singing softly to herself. ~ Despite your best efforts to attract her attention, the pretty shopkeeper ignores you, staring into space and singing softly. As you watch, tears begin to flow down her face, as if something was upsetting her greatly, and her voice wavers. ~ 3 512 0 C 24 0 0 0d0+0 0d0+0 0 0 0 0 112 112 2 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 1791 0 3072 0 0 2 #11219 bear~ a brown bear~ A brown bear lumbers out from behind a table, blood on its fur. ~ This bear wandered into town a few days ago, and was astonished at the lack of resistance it met. It decided to devour the family that once lived here, and has laired here since, enjoying the easy meals. ~ 35 512 0 C 26 0 0 0d0+0 0d0+0 0 0 0 0 112 112 1 18 13 13 13 13 13 13 0 0 0 0 0 24 3 0 0 512 512 0 0 0 33818157 16 0 1 3 2 > rand_prog 5~ , rumbles deep in its chest. mpasound A low growl can be heard from a house to the north... ~ | #11220 patron~ a patron~ A sober patron sits silently at one of the long tables. ~ This fellow is seated, as was his wont for years, in the pub, but is not drinking or eating; he just stares into space, as if waiting for something. ~ 67 512 -200 C 21 0 0 0d0+0 0d0+0 0 0 1 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 1791 0 0 0 16 2 #11221 silus bartender~ Silus~ A slender elf, the proprieter of this establishment, stares blankly at you. ~ Silus is the proprieter of what was once a happy and prosperous pub, but now being here makes you depressed and uneasy. He and his patrons just sit and stare into space, no expression gracing their faces. Even slapping and shaking them provokes only the briefest response. ~ 3 512 0 C 24 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 9 3 0 0 3 1 0 0 0 1791 0 3072 0 0 2 #11222 maddax ~ Maddax~ An elderly man clad in wizard's robes hawks his wares. ~ Two things strike you as unusual about this fellow; firstly, he is talking, and no one else in the village you have met has actually addressed you in a polite manner. Secondly, his eyes do not appear to be glazed over as the others are. ~ 3 2105864 760 C 25 0 -76 0d0+0 0d0+0 0 1 57 50 112 112 1 13 20 20 13 13 13 13 0 0 0 0 0 0 0 0 0 1 1 0 0 0 1791 0 7168 0 1107296768 2 > speech_prog p no~ if ispc($n) sigh say Then, we are all doomed... else endif ~ > speech_prog p yes~ if ispc($n) say Excellent! Knew you would! Now listen closely... say Through magical divination I was able to determine that the say mayor is not what he appears! I fear something evil has taken say his place, and may be behind the fell enchantment placed 'pon say Hochenyana, or at least may know who is. Seek out the mayor, the say true mayor, and he may be able to tell you more. Hurry! , digs into his robes and produces a couple of wands. say Here, take these! They may help you... mpoload 11230 mpoload 11231 give wand $n give wand $n else endif ~ > greet_prog 100~ if ispc($n) smile say Welcome, welcome, feel free to browse, or buy! wink , stops suddenly and peers closely. say Psst! You aren't affected either, are you? C'mere! mea $n As you move closer the wizard begins to whisper to you. say I believe some supernatural entity has possessed the souls say of these poor folks. My tower was infested by goblins, and so say I fled, and disguised myself as the alchemist Potrax, the say poor devil who disappeared first. You must help me rid the say village of this evil! Will you? Yes or no will do! else mpe $I stares blankly at $n. endif ~ | #11223 skeleton horse~ a skeletal horse~ The skeleton of a dead horse rises from the ground! ~ Although its physical form is long dead, the remains of the horse arise by the dint of some foul necromancy to assault any who intrude upon its place of death! ~ 35 512 -400 C 26 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 67 3 0 0 8192 8192 0 0 0 0 0 3874 16 33 2 > greet_prog 100~ mpe The bones of a warhorse arise from the ground and form a skeleton! ~ | #11224 insane merchant~ an insane merchant~ A ragged, dishevelled old man sits weeping on the dirty floor. ~ This poor fellow appears to have suffered mightily at the hands of whatever has taken over this town; his mind has been broken by what he has been subjected to. ~ 3 512 0 C 24 0 0 0d0+0 0d0+0 0 0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 1791 0 3072 0 513 2 > fight_prog 12~ say NO! You have taken enough! You shan't take me! scream gouge stun ~ > greet_prog 100~ mpe The poor fellow is so engulfed in his grief he doesn't notice you. ~ > rand_prog 2~ say They took her, took my wife... and slew her... NOOOO!!! scream drool ~ | #11225 edmund armorer~ Edmund~ A short, stocky man is lying on the floor, stunned. ~ Someone or something large has smashed into the armorer, and he lies on the floor, struggling back to consciousness. As you enter, you notice the dazed look that fills the eyes of most of the people here disappearing... ~ 3 512 0 C 26 0 0 0d0+0 0d0+0 0 0 0 0 112 112 1 16 13 13 16 16 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 1791 0 3072 0 128 2 > speech_prog p robed strangers~ say Yes, three of them, didn't say much, not as there is much to say for a stranger in a foreign town. shrug say Wore purple robes, covered their faces and hands too. One of say them didn't seem to have any legs, he just kinda -floated-... boggle say That's about all I can remember... , scratches his head in puzzlement. ~ > speech_prog day~ gasp say I ...it cannot be... I cannot remember the last 4 months! say All I can remember is the robed strangers coming to town... frown ~ > greet_prog 100~ if ispc($n) mpe As you enter $I slowly stands up. say Huh? Who? What? Where am I? Gods, my HEAD! wince peer say Hoi, you there! What date is it? mutter else endif ~ | #11226 otyugh~ an otyugh~ A horrid, tentacled blob arises from the muck. ~ Lurking in this sewer is a horrid otyugh, not at all common to this region, and undoubtledly released here by the infiltrators of the city to dispose of unwanted waste. This foul mobile garbage devouring monster has ultra keen senses, with which it can detect hidden or concealed foes, though magical invisibility still confounds it. ~ 39 544 -400 C 28 0 -50 0d0+0 0d0+0 0 3 65 70 112 112 0 18 13 13 13 13 13 13 0 0 0 0 0 85 3 0 0 8192 8192 0 0 0 9260 2100240 256 0 1074008705 2 > fight_prog 15~ mea $n The otyugh's tentacle catches you in the chest. You begin to feel ill. bash c poison $n mpdamage $n 50 ~ | #11227 englebert~ Englebert~ A balding middle aged man is seated by a blazing fire. ~ This harmless old coot sits by his fire, mumbling about the bitter cold, despite it being hotter than the inside of a smith's forge in his cramped shop. ~ 3 512 0 C 24 0 0 0d0+0 0d0+0 0 0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 1791 0 3072 0 0 2 > rand_prog 2~ say So cold... cold.... shiver ~ | #11228 giant frog~ a giant frog~ A massive frog croaks angrily. ~ This massive amphibian is the size of an alsatian, and has a tongue long enough to wrap three times around you, its favorite method of snaring prey. ~ 35 512 -225 C 25 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 16 13 13 13 13 13 13 0 0 0 0 0 80 3 0 0 512 512 0 0 0 3116 18 0 1 262273 2 > rand_prog 2~ , croaks loudly. mpasound A loud croaking, as of a massive amphibian, can be heard. ~ > fight_prog 100~ if rand(10) mea $n $I's tongue lashes out, snaring you and constricting! disarm mpdamage $n 33 else endif ~ | #11229 thief~ a thief~ A thief cautiously searches the room for any valuables. ~ This amoral rogue is taking advantage of the senseless townsfolk to search for loot; he is a little perturbed by their unusual behaviour, but his greed is overriding his uneasiness, which may be to his regret... ~ 3 98856 -400 C 24 0 0 0d0+0 0d0+0 0 1 30 0 112 112 1 13 13 13 20 13 13 13 0 0 0 0 0 10 2 0 0 524289 1 0 0 0 1791 3328 0 0 1632 524291 > rand_prog 2~ mutter ~ > fight_prog 10~ say No, you won't cut in on my action! snarl mea $n The thief slips in under your guard and delivers a serious blow! mpdamage $n 40 wield dirk ~ | #11230 wild boar~ a wild boar~ A wild boar grunts in displeasure. ~ This aggressive brute wandered into town one day, and was surprised at the lack of resistance and decided to stay to enjoy the easy pickings. Estroglian boars are by nature quite carniverious, and their bloodlust is exacerbated by easy prey. ~ 35 512 -209 C 25 0 -33 0d0+0 0d0+0 0 0 0 0 112 112 0 13 13 13 13 18 13 13 0 0 0 0 0 27 3 0 0 512 512 0 0 0 2164285 0 0 0 128 2 > fight_prog 15~ mea $n The boar charges at you, and gores you with its tusks! gouge bash ~ > rand_prog 2~ grunt ~ | #11231 holst brecker~ Holst Brecker~ A stern, middle aged man stands rigidly at attention here. ~ The constable of Hochenyana, Holst was ironically one of the first to fall under the influence of the foul enchantments placed 'pon this place. Now he stands here, as if nothing was amiss, awaiting further orders. ~ 3 8704 0 C 28 0 -60 0d0+0 0d0+0 0 0 0 0 112 112 1 16 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 1791 3153152 0 0 544 3 > greet_prog 100~ bow $n Say Greetings, citizen. Nothing is amiss. Carry on with your business. , stares into space. ~ | #11232 goblin shaman~ a goblin shaman~ A rather mangy, bedragged goblin covered in white paint screams at the sky. ~ This cunning shaman took advantage of the helplessness of the townsfolk to move his tribe into the mage's tower; accomodations he has long desired. He is dimly aware that something is seriously wrong with the villagers, and that some sort of enchantment is in affect, but ignores it as it has yet ot affect him. ~ 35 680 -800 C 30 0 -100 0d0+0 0d0+0 0 1 75 0 112 112 1 13 16 16 16 13 3 6 0 0 0 0 0 39 0 0 0 16384 16384 0 0 0 263871 1051904 0 0 1107300867 2 > greet_prog 100~ if ispc($n) scream mea $n The shaman hisses menacingly at you. say Gah wa jeri 'nlingreru! cackle else endif ~ > rand_prog 2~ snarl drool ~ > fight_prog 66~ if rand(40) c chill $r c weaken $r c 'faerie fire' $r say Ooga Booga! else if rand(15) gouge wink c blindness $n else if rand(25) c galvanic $n c curse $r c poison $r else endif endif endif ~ | #11233 guard~ a town guard~ A town guard wanders past in a daze. ~ This stout, dependable chap was once one of Hochenyana's famed militia, a sturdy guard who have fended off countless orcish raids. But now he seems more interested in studying a passing fly than in well armed intruders in his village... ~ 67 512 -200 C 24 0 0 0d0+0 0d0+0 0 0 2 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 3 0 0 1 1 0 0 0 1791 0 2048 0 128 3 #11234 grinning goblin~ a grinning goblin~ A grinning goblin cackles maniacally. ~ This fecund member of the Gutripper Clan is here under the auspices of the clan shaman, who took it upon himself to invade the mage's tower when the town came under the influence of whatever malady besets them. Ferocious even by goblin standards, this sinewy foe is quite capable of rending strong adventurers in two. ~ 35 512 -500 C 25 0 0 0d0+0 0d0+0 0 1 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 39 3 0 0 16384 16384 0 0 0 263871 0 0 0 3 2 > greet_prog 33~ cackle say Die die, goodie goodie! snarl ~ > rand_prog 2~ cackle ~ | #11235 goblin~ a small goblin~ A small, but strong, goblin creeps through the hovels. ~ This fecund member of the Gutripper Clan is here under the auspices of the clan shaman, who took it upon himself to invade the mage's tower when the town came under the influence of whatever malady besets them. Ferocious even by goblin standards, this sinewy foe is quite capable of rending strong adventurers in two. ~ 35 512 -500 C 21 0 0 0d0+0 0d0+0 0 0 10 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 39 3 0 0 16384 16384 0 0 0 263871 0 0 0 3 2 > fight_prog 5~ yell Humantypes in the clan place! Die! ~ > greet_prog 25~ snarl say Humantypes! Die! Shaman commands! cackle ~ | #11236 brass golem~ a brass golem~ A brass golem stands before the two doors. ~ Lacking many of the powers and immunities of its more powerful cousins, the brass golem is nevertheless a competent and hardy defender of any mage's chambers. ~ 3 8744 0 C 34 0 -45 0d0+0 0d0+0 0 0 0 0 112 112 0 18 13 13 13 13 13 13 0 0 0 0 0 40 0 0 0 8193 1 0 0 0 0 1048672 2104586 17 528 2 > act_prog p from the north.~ if ispc($n) say My master prohibits any from disturbing his chambers! c gas else say Intruder! mpe $n flees from the golem! mpforce $n n chuckle endif ~ | #11237 fire elemental~ a fire elemental~ A towering pillar of flame fills this chamber with heat. ~ This semi intelligent being from the plane of fire seeks only to destroy by fire all it encounters. ~ 33 34079232 -400 C 32 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 85 3 0 0 8192 8192 0 0 0 0 0 2108673 2 335552640 2 #11238 minion nool~ a minion of No'ol~ A winged demon hovers above the bloodstained altar. ~ Sent by the Chaotic Lord to observe the goings-on in this temple, the minion was pleased to note the extent to which chaos had taken advantage of the evil enchantments placed upon the town. No'ol is aware of who is behind the enchantment, and his priests have hammered out a pact of mutual benefit, though Chaos does not always co operate with forces of purer Evil. ~ 35 268436136 -1000 C 75 0 -100 0d0+0 0d0+0 0 56 40 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 67 2 0 0 1 1 0 0 0 1410623 16 2112906 33 1109660167 3 > greet_prog 100~ if isimmort($n) sneer say Pawn of the higher powers, you may defeat me, but not NO'OL! cackle else if ispc($n) chuckle say Poor, poor pitiful $n. Tell me, how do you wish to die??? cackle mpe _red A hellish glow suffuses $I as $e rises to $s full height. else mpforce $n n endif endif ~ > rand_prog 5~ mpasound Horrid shrieks and howls come from all around you. ~ > rand_prog 2~ mpe The minion infuses its weapon with demonic power. rem whip c enchant whip wield whip cackle ~ > fight_prog 75~ if rand(30) c winter $r c 'frost breath' $r cackle else if rand(10) c chill $r c chill $r c chill $r c weaken $r else if rand(25) gouge bash kick punch else endif endif endif ~ | #11239 wraith~ a wraith~ The enraged spirit of a man who starved to death has returned! ~ This poor soul was doomed to a slow death by starvation, and it now cannot rest due to the indignity of such a death. ~ 35 268968488 -200 C 28 0 -75 0d0+0 0d0+0 0 4 50 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 67 3 0 0 1 1 0 0 0 0 152 2104582 0 1107300352 2 > death_prog 50~ mpoload 11263 ~ > death_prog 100~ mpe _lbl As the death blow is struck, the wrait dissipates, aggrieved. mpgoto 3 ~ > fight_prog 20~ c chill $r c blindness $r c weaken $r ~ | #11240 illithid disguised librarian~ an illithid scientist~ A tall figure shrouded completely in dark robes stands reading a book. ~ This scholar appears to be totally engrossed in his work. As you approach, however, you see a long blue clawed hand protrude from the robe, and a slimy tentacle inches out of the cowled robe... ~ 3 73400872 -800 C 30 0 -50 0d0+0 0d0+0 0 1 57 50 112 112 1 13 22 13 22 13 13 13 0 0 0 0 0 10 0 0 0 524288 524288 0 0 0 0 143 1055744 0 1109398019 1049618 > fight_prog 33~ mea $n $I attacks you with a psionic assault! mpdamage $n 50 mpforce $n scream c blindness $n c weaken $n c 'energy drain' $n ~ > greet_prog 100~ if ispc($n) , hisses angrily! say Intrudersssss! Monks! Repel this creature of Law! mpe $I throws back his cowl, and reveals the hideous features of an illithid! cackle else endif ~ | #11241 dark monk~ a dark monk~ A wizened old man shambles through the aisles, searching. ~ The forces behind the conquest of Hochenyana have brought in the infamous dark monks, collectors and translators of ancient unholy texts, some of which they hope to find in this old library. ~ 97 512 -800 C 28 0 0 0d0+0 0d0+0 0 0 10 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 0 1 0 0 1 1 0 0 0 1791 2105088 0 0 592 3 #11242 rogue~ a rogue~ A svelte elven woman clad in a black catsuit slinks out of the shadows. ~ This evil woman was hired by the powers in control to keep an eye on the library and destroy any unwanted intruders, a task she relishes in. ~ 39 4293162 -675 C 28 0 0 0d0+0 0d0+0 0 0 0 0 112 112 2 13 22 13 22 13 22 22 0 0 0 0 0 0 2 0 0 2 2 0 0 0 1791 2104576 0 0 1600 524291 > rand_prog 33~ sneak hide mpat 3 c invis ~ > fight_prog 20~ circle $n gouge ~ > greet_prog 100~ if isimmort($n) else if ispc($n) snarl mpe $I steps out of the shadows, and strikes! backstab $n cackle else endif endif ~ | #11243 Xeratzl~ Xeratzl~ A short, grumpy demon squats in the middle of null-space. ~ Xeratzl was imprisoned here by an old mage centuries ago, who desired her tome but had not the strength to wrest it from her grasp. He has since entrusted the beast to the library, and the new owners have yet to discover her little prison. ~ 99 390636200 -666 C 50 0 -210 1d1+8500 0d0+0 0 100 0 0 112 112 2 13 13 13 13 13 13 13 0 0 0 0 -10 85 0 0 0 1 1 0 0 0 68519487 1048720 2113285 0 266823 2 > fight_prog 10~ mpe Cracks appear in the void, and gas seeps through them! c earth c gas mpgoto $i c 'frost breath' $r ~ > act_prog circle~ mprestore self 300 say tHe aTtAcK oF a ThIeF iNfUsEs Me WiTh StReNgTh... ~ > fight_prog 100~ if isnpc($n) mpslay $n cackle else endif ~ > fight_prog 33~ disarm wield claw gouge ~ > fight_prog 25~ c chill $r c weaken $r gouge c 'energy drain' $r ~ > rand_prog 33~ rem claw drop claw sac claw c gas ~ > death_prog 100~ mpe A hole is torn in the fabric of this place as $I dies. mpopenpassage 11282 21055 4 ~ > greet_prog 100~ if ispc($n) mea $n A shimmering mass of energy coalesces into a hunched demon. mea $n When it speaks, its voice seems to come from everywhere all at once. say wElcOmE tO mY pRiSoN, mOrTaL... chuckle mpe The air shifts subtly, and the demon arises. say dO uS bOtH a FaVoR aNd SlAy Me... mpe Torrents of energy arc and sizzle about $I's form. mpe $I suddenly moves, and with a mighty effort rips her own hand off! mea $n Your eyes widen as another claw grows to replace it. Smiling she turns. mpoload 11273 48 wield claw mpforce $n faint else endif ~ | #11244 devrel paladin~ Devrel~ A naked man has been tossed into a corner of this room like so much garbage. ~ Once the finest Paladin of Asteh, Devrel is now a quivering wreck, his mind destroyed by the usurpers. However, the rigors did not affect his physical form, and he can still defend himself on an animal like instinctive level. ~ 3 8736 1000 C 32 0 0 0d0+0 0d0+0 0 0 0 0 112 112 1 16 16 16 16 16 16 16 0 0 0 0 0 0 1 0 0 1 1 0 0 0 1791 3146496 3072 0 608 2 > rand_prog 2~ drool ~ > fight_prog 20~ say GAAAAAAAHHHHH! stun ~ > greet_prog 100~ if ispc($n) drool say Gaaaahhhh..... shiver mpe $I's mind has been destroyed by psychic assault. mpe The poor bastard cannot even form a simple sentence... else endif ~ | #11245 shadow~ a shadow~ An indistinct form coalesces from the shadows before you. ~ ~ 35 623144 -670 C 25 0 0 0d0+0 0d0+0 0 1 57 56 112 112 0 13 13 13 25 13 13 13 -5 -5 -5 -5 -5 67 2 0 0 8192 8192 0 0 0 0 1048584 2113286 1 1075843072 2 > fight_prog 33~ mpe The shadow's icy hands grasp you! c chill c weaken c 'energy drain' ~ | #11246 priest no'ol~ A Priest of No'ol~ A naked, screaming female prostrates herself before her god. ~ Utterly evil, inutterably insane, this vile she-witch is a priest of No'ol, and she works herself into unholy frenzies in worship of her deity. ~ 1 33554984 -1000 C 28 0 0 0d0+0 0d0+0 0 12 0 0 112 112 2 17 13 13 22 22 13 13 0 0 0 0 0 0 1 0 0 1 1 0 0 0 263871 1049487 7168 0 1308889091 4 > fight_prog 100~ if isnpc($n) mpe $I shrieks a horrible incantation, causing $n to flee in panic! mpforce $n flee else if rand(20) bite kick gouge else endif endif ~ > greet_prog 100~ if ispc($n) , gibbers madly. say Come witness the power of No'ol! drool faint else endif ~ | #11247 avatar asteh~ an avatar of Asteh~ A glowing humanoid stands trapped behind a shimmering force field. ~ The avatar was summoned during the taking of the temple by the clergy in a last ditch effort to save their church. However the avatar was overcome and entrapped here, where the faithful of No'ol can scorn and deride it. The force field bars only it from moving; all others may pass freely. Her armor bears many dents, and her skin is burned badly in several places, punishment from her captors. ~ 3 533160 450 C 40 0 -100 22d10+3800 0d0+0 0 0 0 0 112 112 2 16 16 16 16 16 25 16 -10 -10 -10 -10 -10 0 1 0 0 1 1 0 0 0 1791 0 2105088 0 1207959968 524423 > rand_prog 5~ mpat 3 c heal wield mace sigh ~ > greet_prog 100~ say if you have come to torment me, save your breath. say Nothing you can say or do can hurt me anymore... stare ~ > fight_prog 25~ say Stepping inside my prison was foolish, $n! say Now I shall destroy you for your cowardly attack! stun c 'frost breath' if rand(25) mpat 3 c heal disarm wield mace else endif ~ | #11248 ghost bishop~ the ghost of the bishop~ The ghost of the bishop of Asteh haunts this place. ~ This poor soul was slain here, and his enraged spirit refuses to rest; indeed it cannot until the evil here has been laid to rest. ~ 3 274735784 1000 C 33 0 -200 0d0+0 0d0+0 0 0 0 0 112 112 1 13 13 13 13 13 13 13 0 0 0 0 0 84 1 0 0 1 1 0 0 0 0 1048825 2113286 0 1243615232 210 > greet_prog 100~ if isgood($n) say Lawful creature, flee this place of evil! , moans loudly. else say Alas, more pawns of evil and darkness... endif ~ | #11249 mud man~ a mud man~ A humanoid form arises from the muck. ~ This magical creature is only semi-intelligent, but it is imbued with a strong desire to destroy anything not like itself. ~ 35 512 -200 C 24 0 0 0d0+0 0d0+0 0 0 10 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 85 3 0 0 8192 8192 0 0 0 32 1048642 2100512 1 144 8194 #11250 giant leech~ a giant leech~ A massive leech rises from the smelly waters. ~ ~ 35 -2145287680 0 C 27 0 0 0d0+0 0d0+0 0 0 0 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 81 3 0 0 512 512 0 0 0 66609 2097424 128 1 6145 2 #11251 beholder mage xyrtog~ Xyrtog~ A beholder of immense size utters an incantation. ~ This foul creature of evil is the ringleader of the evil influence that has taken over the peaceful town of Hochenyana. A mage of considerable power, Xyrtog is also a highly influential force in the Beholder City of Qu'gphtek M'gyhr. With his illithid allies, he intends to expand the range of his ensorcellment, and achieve what chaos has failed to do for centuries, and without even having to spill a drop of blood, though that does not worry the evil tyrant. ~ 99 6300328 -875 C 35 0 -192 10d1+4000 10d2+20 0 17 50 0 112 112 0 13 13 13 13 13 13 13 0 0 0 0 0 85 0 0 0 8193 1 2 0 0 5176 16 3153039 32 1127223297 10242 > fight_prog 100~ if rand(20) cackle say Taste my magical powers, $n! c blazebane c fireball c winter c chill c 'ethereal funnel' c 'black fist' else if rand(25) mpe Beams of energy surge forth from $I's eyestalks, striking randomly! mpdamage $r 50 else if rand(40) c blindness muhaha else c 'colour spray' endif endif endif ~ > death_prog 100~ mpe As the great beholder shrieks and dies, a strip of its skin is torn loose. mpoload 11201 30 ~ > greet_prog 100~ if ispc($n) grin say So, you have caught on to our little ruse, eh? Found us out, say so to speak. Weeeeell, its too late to stop me now, adventurer! cackle say When this latest incantation is finished, I shall have every say soldier along the Walls of Defiance under my sway! And then... muhaha say Guards! Destroy the intruders! mpe Two large Umber Hulks emerge from the shadows, and stride forth. mpmload 11201 mpmload 11201 mpforce umber c poison $n mpforce 2.umber c weaken $n c shadowform c 'eldritch sphere' c blazeward c inner c dragonskin c demonskin else endif ~ | #0 #OBJECTS #11201 beholder skin shield~ beholder skin shield~ A strip of ridged red skin lies here.~ ~ 9 98880 513 22 22 0 0 5 0 50 0 500 A 17 -25 A 5 2 A 1 1 A 12 50 A 13 65 A 18 6 A 19 6 A 27 1048592 #11202 illithid purple robes~ purple robes~ Some long purple robes have been tossed here.~ ~ 9 98880 9 8 0 0 0 2 0 7 50 75 A 3 3 A 12 30 A 24 -3 A 19 2 #11203 adamantium rod~ an adamantium rod~ This rod is used to channel ambient magical energies.~ ~ 9 622658 16385 10 0 0 0 1 0 0 0 0 A 12 50 #11204 barbed whip~ a barbed whip~ A barbed whip is coiled up on the floor.~ ~ 5 0 8193 0 0 0 4 3 0 0 45 4 A 18 4 A 19 3 A 2 1 #11205 stained leather armor~ stained leather armor~ This armor has seen better days. And years.~ ~ 9 262144 9 8 0 0 0 5 0 0 5 0 A 17 -10 A 13 20 #11206 gaol key~ a gaol key~ This key opens a gaol cell.~ ~ 18 524288 1 0 0 0 0 4 0 4 23 42 #11207 guild token~ a guild token~ This token marks the bearer as a friend in high standing of the guild.~ ~ 8 524288 16385 0 0 0 0 1 0 0 50 5 #11208 missive~ a missive~ A letter addressed to Captain Allethandra lies in the dirt.~ ~ 35 262208 1 0 0 0 0 1 0 0 0 0 E missive~ The letter is written in a clear, flowing script, stained in parts by what appears to be blood. It is of course written in elvish. ~ > exa_prog 100~ if race($n) == elf mea $n The letter reads- mea $n My dear friend Allethandra, mea $n The Situation is even worse than we predicted. A vile mea $n beholder, with Illithid help, has ensorcelled the villagers mea $n of Hochenyana with some sort of ancient artifact, the power mea $n of which is greatly enhanced by the mental abilities of the mea $n Illithids. I am not sure who, or what, may be behind these mea $n creatures; whether they are renegades or agents of a greater mea $n power is as yet unclear. I would advise we notify the mea $n Estroglian mage council immediately, and... mea $n The letter suddenly stops here. Hmm... else mea $n You cannot make heads or tails of the elaborate elven script. endif ~ | #11209 sturdy oak club~ a sturdy oak club~ A wooden cudgel lies on the ground.~ ~ 5 262144 8193 0 0 0 7 7 0 1 0 10 A 19 2 #11210 battered iron helmet~ a battered iron helmet~ This helmet has seen better days.~ ~ 9 524288 17 8 0 0 0 10 0 0 0 0 #11211 ring mail coat~ a ring mail coat~ A suit of ring mail armor has been spread out on the floor.~ ~ 9 524288 9 10 0 0 0 18 0 5 0 50 A 5 1 A 31 1 A 13 20 A 19 1 A 22 -2 #11212 wooden shield~ a wooden shield~ A shield made of strips of wood lashed together has been left here.~ ~ 9 262144 513 5 0 0 0 4 0 1 20 12 A 17 -5 A 21 -3 A 23 3 #11213 robes mayor~ the mayor's robes~ A full set of the mayor's official robes lie here.~ ~ 9 8389952 1025 12 0 0 0 12 1 50 0 1500 A 3 1 A 4 1 A 12 25 A 13 25 A 19 3 #11214 broadsword~ a broadsword~ A fine broadsword lies on the ground.~ ~ 13 525376 8193 0 0 0 3 5 0 50 0 500 A 1 1 A 18 3 A 19 5 A 24 -2 #11215 fine chain mail~ fine chain mail~ This chain mail was a gift from the elves to their friend Mayor Hiln.~ ~ 9 8946752 9 8 0 0 0 1 2 50 0 2500 A 5 1 A 13 25 A 17 -20 A 12 30 A 18 3 A 19 3 #11216 study key~ the study key~ A key to the mayor's private office lies here.~ ~ 18 524288 1 0 0 0 0 1 0 0 50 5 #11217 shop counter~ the shop counter~ A wooden shop counter covered in deep gouge marks blocks one corner.~ ~ 37 0 0 0 0 0 0 1 0 0 0 0 E counter~ You notice that the counter is not set flush with the floor, and with a little effort could be pushed aside... ~ > pull_prog 100~ mpe As the shop counter is pulled back into place, it bars a trapdoor. mpclosepassage 11229 5 mpclosepassage 11288 4 ~ > push_prog 100~ mpe As the shop counter is pushed aside, a hidden trapdoor is revealed. mpopenpassage 11229 11288 5 mpopenpassage 11288 11229 4 ~ | #11218 barrel~ a wine barrel~ A large wine barrel rests in one corner.~ ~ 12 0 0 0 0 0 0 1 0 0 0 0 E barrel~ As you peer closely, you note that the lid is loose, and could be easily pried off. The barrel looks large enough to clamber into... ~ #11219 copper lantern~ a copper lantern~ A copper lantern hangs from a wooden beam.~ ~ 1 524289 1 0 0 120 0 1 0 5 0 50 A 12 22 A 21 -2 #11220 shelf~ a shelf laden with empty cans~ A shelf laden with empty cans lines the north wall.~ ~ 12 0 0 0 0 0 0 1 0 0 0 0 E shelf~ The shelf is only a think piece of wood, mounted on a couple of nails. Peering closer, you notice that the shelving actually blocks a door set in the north wall, set so flush that the edges are but barely visible in the poor light. ~ #11221 pinking shears~ pinking shears~ A pair of sharp tailor's shears rest on the dusty floor.~ ~ 5 524288 8193 0 0 0 2 4 0 1 50 15 A 2 1 A 18 3 A 19 4 #11222 embroidered belt~ an embroidered belt~ This belt bears the inscription- 'Seven in one blow'.~ ~ 9 64 2049 32 12 0 0 0 3 0 50 0 500 A 5 2 A 31 2 A 13 10 A 12 10 A 19 2 > wear_prog 100~ c elven $n ~ | #11223 bloodstained cleaver~ a bloodstained cleaver~ A bloodstained butcher's cleaver is buried in the floor.~ ~ 5 524800 8193 0 0 0 1 10 0 5 0 50 A 1 1 A 18 3 A 19 5 A 13 35 > wear_prog 100~ mea $n Visions of blood and mutilation flood your mind. mpforce $n evilgrin mpforce $n cackle ~ | #11224 butcher chain mail glove~ a butcher's glove~ A chain mail glove covered in blood lies on the ground.~ ~ 9 524304 129 5 0 0 0 3 0 15 0 150 A 1 1 A 17 -10 A 19 3 A 27 64 A 25 -3 #11225 butcher apron~ a butcher's apron~ A long leather apron spattered with blood hangs from a hook.~ ~ 9 0 9 8 0 0 0 7 0 1 20 12 A 1 1 A 5 1 A 13 20 A 17 -10 #11226 cupboard~ a cupboard~ A large cupboard rests against one wall.~ ~ 15 0 0 500 13 11227 0 1 0 0 0 0 #11227 key tiny brass~ a tiny brass key~ A tiny brass key lies on the floor.~ ~ 18 524288 16385 0 0 0 0 1 0 1 0 10 #11228 tea pot~ a tea pot~ An empty tea pot rests on the oak table.~ ~ 15 0 16385 11 1 -1 0 1 0 1 50 15 #11229 diamond earring~ a diamond earring~ A diamond earring with a gold clasp lies here.~ ~ 9 65 65537 5 0 0 0 1 15 0 0 15000 A 3 1 A 4 1 A 12 15 A 13 15 A 24 -3 #11230 wand~ a wand of silver~ A silver wand has been dropped here.~ ~ 3 524352 16385 20 1 1 -1 1 0 15 0 150 'know alignment' #11231 wand~ a wand of gold~ A gold wand has been dropped here.~ ~ 3 524352 16385 20 1 1 -1 1 0 15 0 150 'detect evil' #11232 fountain~ a fountain~ A small stone fountain bubbles with fresh water.~ ~ 25 0 0 50 50 0 0 500 0 30 0 300 E fountain~ It is very nice. Made from fine white marble. ~ #11233 corpse smith~ the corpse of the smith~ A decaying corpse is slumped over the anvil.~ ~ 15 0 0 1000 1 -1 0 1 0 0 0 0 #11234 silver hammer~ a silver hammer~ A large silver hammer lies on the ground.~ ~ 5 8946752 8193 0 0 0 0 24 1 57 50 1575 A 1 2 A 12 30 A 18 4 A 19 4 #11235 signet ring merchant guild maritshome~ A Merchant's Guild Signet Ring~ A signet ring lies in the dust.~ ~ 9 524352 3 3 0 0 0 1 4 50 0 4500 A 2 1 A 3 1 A 12 25 A 19 1 #11236 pile rubbish~ a pile of rubbish~ A large pile of rubbish fills most of the street here.~ ~ 12 0 0 0 0 0 0 1 0 0 0 0 E pile rubbish~ As you poke through the debris, you notice an iron grate half buried in the muck, which leads down into a sewer. Evidently at some stage someone must empty this rubbish into the sewers below. But who..? ~ #11237 shiny steel leggings~ shiny steel leggings~ A pair of shiny steel leggings lies half-buried in the muck.~ ~ 9 524352 33 11 0 0 0 10 0 5 0 50 A 1 1 A 2 1 A 5 1 A 17 -20 A 19 2 #11238 silver greaves~ silver greaves~ A pair of silver greaves lies in a puddle of water.~ ~ 9 524352 33 6 0 0 0 10 1 50 0 1500 A 2 2 A 12 20 A 18 1 A 19 2 A 24 -1 #11239 thieves dirk~ a thieves' dirk~ A sharp narrow blade has been dropped here.~ ~ 5 524288 8193 0 30 3 2 1 0 4 50 45 A 18 2 A 19 3 #11240 bladed boots~ bladed boots~ A pair of boots with daggers imbedded in the toes rests here.~ ~ 9 0 65 5 0 0 0 4 0 10 0 100 A 19 3 A 47 5 A 14 -45 #11241 camoflagued cape~ a camoflagued cape~ A camoflague cape has been dropped here. You can hardly see it.~ ~ 9 96 1025 4 0 0 0 4 1 54 0 1540 A 2 1 A 36 5 A 37 5 A 22 -2 > wear_prog 2~ c invis $n ~ | #11242 weatherbeaten sign~ a weatherbeaten sign~ A weatherbeaten sign bearing a name and a symbol swings in the breeze.~ ~ 12 0 0 0 0 0 0 1 0 0 0 0 E sign~ The sign reads, in an ornate script- Badwick the Tailor, purveyor of fine clothing and repair of the same Below that is a picture of a coiled belt embossed with the words- FIVE IN ONE BLOW. ~ #11243 a foul nest~ a foul nest~ A foul nest fills most of this burnt out pub.~ ~ 15 0 0 1000 0 -1 0 1 0 0 0 0 #11244 leather wristband~ a leather wristband~ This simple wristband is covered in druidic runes.~ ~ 9 8684608 4097 4 0 0 0 1 0 15 3 150 A 1 1 A 4 1 A 12 10 A 24 -3 #11245 mace~ a mithril mace~ A sturdy mithril headed mace lies here.~ ~ 5 8946752 8193 0 0 0 8 14 2 50 0 2500 A 3 1 A 4 1 A 12 30 A 18 5 A 19 5 A 24 -2 #11246 leather jerkin~ a leather jerkin~ A stout leather jerkin lies here.~ ~ 9 262144 9 8 0 0 0 5 0 0 5 0 A 17 -10 A 13 20 #11247 goblin totem~ a goblin totem~ A miniature totem of skulls and feathers lies here.~ ~ 9 262226 16385 8 0 0 0 1 0 1 0 10 A 1 1 A 3 2 A 12 40 A 18 3 A 19 3 A 24 -3 > wear_prog 100~ c sagacity $n ~ | #11248 evil eye~ the evil eye~ A bloody eye stares up at you from the ground.~ ~ 9 4692 131073 4 0 0 0 1 0 5 0 50 A 25 -3 A 3 1 A 4 1 A 12 20 A 18 2 A 19 2 A 26 24 A 31 -3 > wear_prog 100~ mea $n As you wear the eye, it sinks into your own eye, absorbing it! ~ | #11249 head stag~ a stag's head~ A massive stag's head is mounted on the west wall.~ ~ 15 0 0 1000 5 -1 0 1 0 0 0 0 E head~ You think you can see a small panel near the Stag's thick neck. ~ #11250 key mayor bedroom~ the key to the mayor's bedroom~ A small key has been dropped here.~ ~ 18 0 1 0 0 0 0 1 0 0 10 1 #11251 iron bound chest~ an iron bound chest~ A heavy iron bound chest rests near the bed.~ ~ 15 524354 0 275 13 11250 0 1 0 0 0 0 #11252 shield douglas~ the Shield of Douglas~ The shield of Geoffrey's grandfather rests here.~ ~ 9 3392 513 11 0 0 0 22 17 50 0 17500 A 17 -20 A 5 2 A 4 2 A 12 45 A 19 2 A 22 -2 A 23 -2 A 24 -2 #11253 bethesda almanac book~ A volume of Bethesda's Almanac~ A volume of Bethesda's Almanac has fallen from its shelf.~ ~ 2 64 16385 40 -1 36 152 5 0 4 0 40 'inner warmth' 'blazeward' 'grounding' E almanac~ Leafing through a few pages, you note that the volume details the history and culture of a place known as "Daggerfall"; from what little you peruse, you decide that it must be a very colorful and interesting place! You make a vow to one day venture to this strange world. ~ #11254 spell book~ the mage's spell book~ A torn, stained tome lies on the floor.~ ~ 2 98371 16385 33 -1 262 210 20 1 50 0 1500 'shield' 'stone skin' 'pass door' A 12 50 A 24 -5 A 3 2 A 4 2 > exa_prog 100~ if class($n) == mage mea $n As you scan the runes enscribed within, you trigger them! mpforce $n recite spell chuckle say Silly me...;) else mea $n You cannot make heads or tails of the cryptic runes. endif ~ | #11255 crate~ a long metal crate~ A long metal crate rests on one of the benches.~ ~ 15 524352 0 10000 5 -1 0 1000 0 0 0 0 #11256 wand good health~ a wand of good health~ A slender wooden wand lies here.~ ~ 3 64 16385 30 5 5 -1 1 0 57 50 575 'heal' #11257 wand poor health~ a wand of poor health~ A slender wooden wand lies here.~ ~ 3 64 16385 30 5 5 -1 1 0 57 50 575 'poison' #11258 wand perception~ a wand of perception~ A slender wooden wand lies here.~ ~ 3 64 16385 30 1 1 -1 1 0 57 50 575 'true sight' #11259 sigil no'ol nool~ the Sigil of No'ol~ A glowing sigil hovers in mid-air.~ ~ 1 627 1 0 0 -1 0 1 15 75 0 15750 A 26 2097160 A 13 20 A 12 20 A 18 2 A 19 2 A 25 -3 A 31 -3 > damage_prog 50~ mpe The sigil reforms even as it is damaged! mpoload 11259 drop nool mpforce $n get nool mpforce $n wear nool ~ | #11260 razor whip~ razor whip~ A leather cat-o-nine tails set with razor blades lies here.~ ~ 5 17433088 8193 0 12 7 4 1 0 15 40 154 A 24 -8 A 22 -6 A 20 -5 A 13 75 A 12 100 A 18 7 A 19 21 #11261 cell key~ cell keys~ A ring of metal keys lies here.~ ~ 18 524288 16385 0 0 0 0 10 0 1 0 10 #11263 wraith light~ a wraith light~ A shimmering sphere of energy hovers here.~ ~ 1 609 1 0 0 -1 0 1 0 0 0 0 A 18 2 A 19 2 A 12 30 A 24 -3 A 31 -3 #11264 dark robes~ dark robes~ These magical robes seem to absorb all light.~ ~ 9 98880 1025 6 0 0 0 3 1 50 0 1500 A 3 1 A 12 60 A 13 10 A 24 -5 #11265 dark cowl~ a dark cowl~ This dark cowl appears to absorb all the light in the room.~ ~ 9 98880 17 5 0 0 0 1 1 55 0 1550 A 3 2 A 4 2 A 12 25 A 19 3 A 27 2048 #11266 iron shod staff~ an iron shod staff~ An iron shod staff lies on the floor.~ ~ 5 623104 8193 0 0 0 6 4 0 50 0 500 A 1 1 A 5 1 A 12 50 A 18 2 A 19 2 A 29 4 #11267 unholy tome~ an unholy tome~ A blackened book covered in glowing red runes lies here.~ ~ 9 100864 16385 11 0 0 0 12 1 75 0 1750 A 4 2 A 12 60 A 19 2 A 21 -3 #11268 ebony dagger~ an ebony dagger~ A short ebony blade with an adamantium handle lies here.~ ~ 5 16974358 8193 0 0 0 11 2 17 50 0 17500 A 2 1 A 13 25 A 12 25 A 18 4 A 19 4 > wear_prog 100~ c slink $n ~ | #11269 desk~ a desk~ A desk piled high with books fills most of this room.~ ~ 12 0 0 0 0 0 0 1 0 0 0 0 E desk~ There is at least six months of paperwork and cataloguing to be done just on this desk alone. If everything ever does return to normal here, someone is going to have one hell of a job before them in here! ~ #11270 torn page~ a page torn from a book~ A page torn from some old book lies on the floor.~ ~ 2 64 16385 30 -1 246 170 1 0 1 0 10 'fireshield' 'shockshield' 'iceshield' #11271 hat stand~ a hat stand ~ A hat stand sits near the encumbered desk.~ ~ 37 0 0 0 0 0 0 1 0 0 0 0 E stand~ This hat stand is curiously unencumbered by hats. It doesn't appear too sturdy, a good shove would send it tumbling over, it seems... ~ > push_prog 100~ mea $n As you shove the hatstand around, a secret panel opens! mpechoar $n A panel suddenly opens in the north wall! mpopenpassage 11272 11282 0 ~ > pull_prog 100~ mea $n A panel slides shut in the north wall. mpclosepassage 11272 0 ~ | #11272 necronomicon~ the Necronomicon~ A black book filled with vile text stains the air around it.~ ~ 9 16878163 16385 12 0 0 0 22 13 75 0 13750 A 3 2 A 12 125 A 25 -5 A 24 -5 A 21 -5 A 20 -5 A 19 7 A 13 80 A 27 1048576 #11273 twisted claw ~ the twisted claw of Xeratzl~ A claw torn from a demon's arm lies here.~ ~ 5 2576 8193 0 0 0 5 1 0 0 0 0 E claw~ Xeratzl regenerates missing limbs, and one day decided to hack her own claw off and use it as a weapon. ~ A 1 1 A 2 1 A 13 88 A 18 8 A 19 8 #11274 gloves thievery~ gloves of thievery~ Some black silk gloves lie here.~ ~ 9 25378880 129 5 0 0 0 1 5 0 0 5000 A 2 2 A 18 6 A 19 2 A 35 5 A 33 5 A 32 5 #11275 book knowledge~ the Book of Knowledge~ A tome of inestimable knowledge lies here.~ ~ 9 33652800 16385 4 0 0 0 12 75 0 0 75000 A 3 2 A 4 2 A 12 100 A 24 -3 A 21 -3 A 27 1024 #11276 shadow ring~ a shadow ring~ An indistinct loop of black energy hums quietly.~ ~ 9 16974432 3 4 0 0 0 1 1 27 50 1275 A 3 1 A 2 1 A 5 1 #11277 portal shadow cache~ shadow cache~ A shimmering portal, three feet by three feet, hovers here.~ ~ 15 112 0 10000 1 -1 0 1 0 0 0 0 #11278 mound garbage~ a towering mound of garbage~ A towering mound of garbage, both organic and inorganic, fills the room.~ ~ 12 0 0 0 0 0 0 1 0 0 0 0 E garbage~ Yuck. Piles and piles of splintered wood and mutilated corpses. The stench is almost as bad as an orc latrine. Almost. ~ > exa_prog 100~ mea $n As you stick your head in to have a look around, a rather large mea $n rat leaps out and bites you on the nose, then scurries away! mpforce $n say OUCH! Damn rats! mpdamage $n 10 mpechoar $n $n rubs $s nose ruefully. ~ | #11279 necklace bones~ a necklace of bones~ This necklace has been designed to rend the flesh of its wearer.~ ~ 9 262160 5 6 0 0 0 4 0 1 0 10 A 12 25 A 13 25 A 19 2 A 29 32 A 27 1 #11280 black opal stud~ black opal stud~ A tiny black opal earring lies here.~ ~ 9 534 65537 3 0 0 0 1 2 50 0 2500 A 17 -13 A 12 33 A 13 -10 A 14 -25 A 19 2 A 29 1024 #11281 mace asteh~ the Mace of Asteh~ A white metal mace lies abandoned here.~ ~ 5 527616 8193 0 0 0 7 10 5 67 50 5675 A 4 2 A 12 30 A 18 5 A 19 5 #11282 plate air~ Plate of the Air~ A suit of shimmering white metal armor rests here.~ ~ 9 8963392 9 22 0 0 0 2 50 0 0 50000 A 17 -30 A 13 50 A 12 50 A 18 6 A 19 6 A 24 -5 > wear_prog 100~ if deity($n) == asteh mea $n The power of your god fills you with strength! c kin $n c troll $n else endif ~ | #11283 rosary beads~ rosary beads~ A priest's rosary beads have been dropped here.~ ~ 9 8422720 5 5 0 0 0 2 0 12 30 123 A 12 50 A 24 -6 #11284 boulder~ a boulder~ A large boulder blocks a hole in the south wall.~ ~ 12 0 0 0 0 0 0 1 0 0 0 0 #11285 potion black~ a black potion~ A vial of thick black liquid lies on the floor.~ ~ 10 68 1 30 -1 79 79 2 0 15 0 150 'stone skin' 'cure light' 'cure light' #11286 staff ensorcellment~ the staff of ensorcellment~ A long metal staff is leaned up against a wall.~ ~ 4 590402 16385 50 20 13 -1 7 15 0 0 15000 'charm person' A 25 5 #0 #ROOMS #11201 The Village of Hochenyana~ As you cross the bridge and enter Hochenyana, you are immediately struck by the lack of activity in the traditionally bustling village. Certainly there are citizens about, walking slowly up and down the clean streets, but there is a jerkiness about their movements, and a dazed expression in their glazed eyes. Even the wildlife seems wistless and dull. Something is amiss here, by Anagar, and you determine to find out what! ~ 0 4 1 D0 ~ ~ 0 -1 10661 D2 ~ ~ 0 -1 11202 R M 0 11211 1 11201 R E 1 11209 1 16 R E 1 11210 1 6 R E 1 11211 1 5 R E 1 11212 1 11 S #11202 Main Street~ You pass into Hochenyana, and arrive at Main Street, the quadrangle of avenues off of which all of the principal businesses and residences of the thriving community rest. Normally the street would be abuzz with activity, but today you see only a few emaciated townsfolk, staggering in a daze up and down the street. Turning to greet some of them, you are taken aback when they utterly ignore you. ~ 0 0 1 D0 ~ ~ 0 -1 11201 D1 ~ ~ 0 -1 11219 D3 ~ ~ 0 -1 11203 R M 0 11209 11 11202 R M 0 11210 11 11202 R M 0 11233 5 11202 R E 1 11209 1 16 R E 1 11210 1 6 R E 1 11211 1 5 R E 1 11212 1 11 R M 0 11233 5 11202 R E 1 11209 1 16 R E 1 11210 1 6 R E 1 11211 1 5 R E 1 11212 1 11 S #11203 Main Street ~ Main Street runs west here, past several shops and houses. The street is clean, and free of any debris or even a cracked cobblestone. Everything seems to be in order, except for the zombie like villagers of course. A foul smell wafts in from the north, while to the south you can hear someone singing. ~ 0 0 1 D0 ~ ~ 0 -1 11204 D1 ~ ~ 0 -1 11202 D2 ~ ~ 0 -1 11205 D3 ~ ~ 0 -1 11206 S #11204 The Butchery~ A nauseating smell, one of dead meat left to rot, assaults your nostrils as you enter, almost (but not quite) distracting you from the horrid spectacle of dozens of mutilated corpses littering the bloodstained floor and shop counter. The walls drip with gore and blood; even the ceiling has been splattered with the stuff. You feel fairly certain that this is not a healthy place to be... ~ 0 8 0 D2 ~ ~ 0 -1 11203 R M 0 11217 1 11204 R E 1 11223 1 16 R E 1 11224 1 9 R E 1 11225 1 5 S #11205 A General Store~ The shelves in this little shop are filled, but as you peer closer you notice that the items that fill them are rubbish, odds and ends no one would ever want to buy. Confused, you wonder who in hades would be able to prosper with such a business? Odd business is afoot in Hochenyana, to be sure. ~ 0 8 0 D0 ~ ~ 0 -1 11203 R M 0 11218 1 11205 S #11206 Main Street~ You have reached a corner of the rectangular street of Hochenyana, where it heads east and south. Shops and houses line each direction, though there is little evidence of activity in them. Several lie nearby, their doors open or missing entirely... A weatherbeaten sign hangs over a small business to the west, marking it as an inn or tavern of some sort. ~ 0 0 1 D0 ~ ~ 0 -1 11207 D1 ~ ~ 0 -1 11203 D2 ~ ~ 0 -1 11209 D3 ~ ~ 0 -1 11208 R M 0 11209 11 11206 R M 0 11210 11 11206 S #11207 Animal Attack~ The furniture in this dwelling has been smashed to flinders, the blood stained remains a testament to the strength and ferocity of whatever slew the hapless townsfolk who once resided here. The smell of rotting meat is strong here, as is the fecund odor of a wild animal. Little of use seems to have survived the assault. ~ 0 8 0 D2 ~ ~ 0 -1 11206 R M 0 11219 1 11207 S #11208 The Laughing Eagle~ The interior of this town pub has been recently swept clean, and the tables are all neatly arranged and free from empty mugs, plates of half eaten food or the like. The entire place is fresh and clear of any mess; in other words it's damned unusual for a pub... The patrons just sit at the tables, reacting to little. The proprieter stands behind the bar, absently wiping the counter top repeatedly, heedless of what he is doing. ~ 0 8 0 D1 ~ ~ 0 -1 11206 R M 0 11220 1 11208 R M 0 11221 1 11208 S #11209 Main Street~ Main street runs south here, past several neatly manicured gardens and more spacious, comfortable dwellings, while to the north it bends eastward, heading towards the entrance to the town. You notice a dog, sitting listlessly in the gutter, ignoring your attempts to provoke him into playing with stick or ball. The air here is still, and the ambient noise level is contributed to only by you or the noise of shuffling villagers' feet. ~ 0 0 1 D0 ~ ~ 0 -1 11206 D1 ~ ~ 0 -1 11211 D2 ~ ~ 0 -1 11212 D3 ~ ~ 0 -1 11210 R M 0 11208 6 11209 R M 0 11208 6 11209 S #11210 Potrax's Potions~ This is a well appointed alchemist's shop; the shelves are overburdened with all manner of elixirs, potions, flasks and philters. Essential oils fill jars and containers near the counter, upon which a smoky oil lamp casts a smoky luminescence. Heaven to mages, the aroma and surrounds tend to make others feel rather claustrophobic and uncomfortable. ~ 0 8 0 D1 ~ ~ 0 -1 11209 R M 0 11222 1 11210 S #11211 An Empty House~ This comfortable little dwelling boasts several plush easy chairs, a small table covered in trinkets, a cupboard stacked with all manner of cups and saucers, and a hearth, which has been packed for a cheery blaze. There is no sign of any occupants, however, nor does anyone come running when you yell out. Shrugging, you settle down in one of the chairs to rest for a short while. ~ 0 8 0 D3 ~ ~ 0 -1 11209 R O 0 11226 1 11211 R P 0 11229 1 11226 R O 0 11228 1 11211 R P 0 11227 1 11228 S #11212 Main Street~ Main Street bends here again, branching to the north and east, past yet more houses and shops. The monotony of the lifeless townsfolk and the empty houses is beginning to tell on you; it is with a heavy heart that you continue into the depressing place. Nary a smile or a wave from any of the cheerless folk; something terrible is indeed amiss... ~ 0 0 1 D0 ~ ~ 0 -1 11209 D1 ~ ~ 0 -1 11215 D2 ~ ~ 0 -1 11214 D3 ~ ~ 0 -1 11213 R M 0 11209 11 11212 R M 0 11210 11 11212 R M 0 11209 11 11212 R O 0 11232 1 11212 S #11213 An Abandoned Smithy~ Where once there was a fine smithy, a place of the purchasing and repairing of items of war, now there is only a cold forge, some rusted tools and a couple of suits of shoddy armor. Bloodstains carpet the straw floor, and the walls bear deep gouges, as if a terrific battle took place here. ~ 0 8 0 D1 ~ ~ 0 -1 11212 R O 0 11233 1 11213 R P 0 11234 1 11233 S #11214 The Stables~ The poor beasts that were stabled here have not been fed in months, and abandoned thusly they slowly died of starvation. A foul occurence, and undoubtedly will result in the lingering of some malevolent manifestation of misfortune and doom. The rancid air carries the stench of death, as well as something more sinister. ~ 0 8 0 D0 ~ ~ 0 -1 11212 R M 0 11223 1 11214 S #11215 Main Street~ Main Street runs east and west here, past more deserted dwellings and shops fallen into states of disrepair and ruination. A lingering stench of decaying foodstuffs wafts in from the north, while to the south you can hear someone gibbering, in fear or madness, or both. ~ 0 0 1 D0 ~ ~ 0 -1 11216 D1 ~ ~ 0 -1 11218 D2 ~ ~ 0 -1 11217 D3 ~ ~ 0 -1 11212 S #11216 The Ruined Fruit Stand~ Piles of rotting fruit and vegetables are piled waist high in moldering sacks and broken wooden crates, creating the sickly sweet aroma of decay you detected earlier. No one is present here; perhaps the sight and smell of such decay was too much even for the ensorcelled townsfolk. ~ 0 8 0 D2 ~ ~ 0 -1 11215 S #11217 An Abandoned Tenement~ Smashed furniture covered in dust and cobwebs litters the floor of this house, accompanied by bloodstains and scraps of cloth. It would appear that not all of the residents of Hochenyana succumbed easily to the evil sorcery worked upon this place, and paid for their willpower with their lives. The senselessness of all of this angers you; when will it stop? ~ 0 8 0 D0 ~ ~ 0 -1 11215 R M 0 11224 1 11217 R E 1 11235 1 1 S #11218 A Junction~ Here, Main Street is met by another street, Heroes' Walk, which runs south towards some larger structures in the town. Named for the annual march which used to traditionally take place here to celebrate the defeat of the Chaos Hordes at this point by the townsfolk, it has not seen such a parade in some time. ~ 0 0 1 D1 ~ ~ 0 -1 11231 D2 ~ ~ 0 -1 11234 D3 ~ ~ 0 -1 11215 R M 0 11209 11 11218 R M 0 11210 11 11218 R M 0 11209 11 11218 R M 0 11210 11 11218 R M 0 11233 5 11218 R E 1 11209 1 16 R E 1 11210 1 6 R E 1 11211 1 5 R E 1 11212 1 11 R M 0 11233 5 11218 R E 1 11209 1 16 R E 1 11210 1 6 R E 1 11211 1 5 R E 1 11212 1 11 S #11219 Main Street~ You advance cautiously along this stretch of Main Street, wary of the eerie silence of the town, and the shuffling zombie like citizens who occasionally pass soundlessly by. Something is amiss here, be it malady or curse. Shops to the north and south boast little signs of trade; no one seems interested in anything here. ~ 0 0 1 D0 ~ ~ 0 -1 11220 D1 ~ ~ 0 -1 11222 D2 ~ ~ 0 -1 11221 D3 ~ ~ 0 -1 11202 S #11220 Edmund's Armory~ Someone or something large has recently given this shop the once-over, taking anything of value and smashing the rest to flinders. Fist marks the size of your torso scar the stone walls, while the floor is stained with blood, some of it fresh. A pile of smoldering rags in one corner marks the point where an oil lamp fell and shattered during the fracas, igniting a pile of cleaning cloths. ~ 0 8 0 D2 ~ ~ 0 -1 11219 R M 0 11225 1 11220 S #11221 The Footman's Pike~ This weaponsmith has been thoroughly looted and trashed, whatever force that did it taking advantage of the poor mental state of the townsfolk and the absence of any obvious security. Broken and smashed weapons of all sorts litter the bloodsoaked floor, along with several corpses of giant rats, goblins and even a large toad. What odd findings in a suburban residental area! ~ 0 8 0 D0 ~ ~ 0 -1 11219 S #11222 Main Street~ Main Street ends at a corner here, where it bends sharply to the west and south, the two roads meeting at right angles forming one corner of the quadrangle street that most of Hochenyana depends on. Piles of debris are all about here, in stark contrast to the clean swept street west of here. It is as if someone or something had swept all of the rubbish into this one section of road. ~ 0 0 1 D0 ~ ~ 0 -1 11223 D1 ~ ~ 0 -1 11224 D2 ~ ~ 0 -1 11225 D3 ~ ~ 0 -1 11219 D5 ~ grate~ 11 -1 11281 R M 0 11209 11 11222 R M 0 11210 11 11222 R M 0 11208 6 11222 R M 0 11208 6 11222 R O 0 11236 1 11222 R D 0 11222 5 1 S #11223 The Flawed Diamond~ Once a propserous jewellery store, this empty building now only contains smashed and broken cases, the valuable gemstones long since stolen by many rampagers and monsters. With no one to defend them, they were easy pickings. The jeweller himself remains oblivious to all of this, seeming intent only on how awful the weather is... ~ 0 8 0 D2 ~ ~ 0 -1 11222 R M 0 11227 1 11223 S #11224 An Empty Building~ This abandoned tenement shows signs of a recent battle, blood stains and broken weapons littering the dirty floor. A couple of decaying corpses add an unwholesome odor to this unpleasant scene, and a hint that whoever died here did so battling fecund goblins and orcs. Strange indeed, as you have noticed no other sign of the evil humanoids thus far. ~ 0 8 0 D3 ~ ~ 0 -1 11222 S #11225 Main Street~ The shops and houses along this section of Main Street appear for the most part to be deserted and in serious need of repair. Unpleasant odors waft in occasionally from several of these structures, hinting at death and decay. None of the shambling villagers seem to notice this unusual state of affairs. ~ 0 0 1 D0 ~ ~ 0 -1 11222 D1 ~ ~ 0 -1 11227 D2 ~ ~ 0 -1 11228 D3 ~ ~ 0 -1 11226 S #11226 A Ruined Dwelling~ The roof of this house has collapsed, allowing the elements to wreak havoc on the interior. Waterlogged furniture sits in a knee deep pool of dirty water covered in insect larvae, and you begin to feel mosquitoes biting you through your clothes almost as soon as you enter. Swatting at yourself, you are suddenly aware of something much larger that lives in here as well... ~ 0 8 0 D1 ~ ~ 0 -1 11225 R M 0 11228 1 11226 R O 0 11238 1 11226 S #11227 A Ruined Dwelling~ Little of value has survived unscathed whatever has ravaged this town. Piles of moldering cloth crawling with large insects fill the corners, while huge spiderwebs cover the cracked and peeling ceiling. Pools of dried blood mark the floor, and a foul odor taints your nostrils, making you want to leave. ~ 0 8 0 D3 ~ ~ 0 -1 11225 R M 0 11229 1 11227 R E 1 11239 1 16 R E 1 11240 1 8 R E 1 11241 1 12 S #11228 Main Street~ You have reached a bend in Main Street, where it heads north and west. None of the houses nearby show any signs of occupation, save one to the east, the door to which is shut, unlike the rest of the dwellings you have passed. A weatherbeaten wooden sign hangs above the door, signifying the purpose of this structure. ~ 0 0 1 D0 ~ ~ 0 -1 11225 D1 ~ ~ 7 -1 11229 D2 ~ ~ 0 -1 11230 D3 ~ ~ 0 -1 11231 R M 0 11209 11 11228 R M 0 11209 11 11228 R M 0 11210 11 11228 R M 0 11210 11 11228 R M 0 11208 6 11228 R O 0 11242 1 11228 R D 0 11228 1 2 S #11229 The Old Tailor Shop~ The interior of this boarded up structure is filled with smashed furniture and long strips of torn cloth, covered in blood stains. The walls and floors are covered in deep gouges, as if someone had gone spare with a knife, hacking and stabbing wildly. Once a tailor shop, it used to be an inn before that, until the owner went broke and sold it to its current occupant (who was at the time a little healthier). ~ 0 13 0 D3 ~ ~ 7 -1 11228 D5 ~ ~ 4096 -1 11288 R M 0 11216 1 11229 R E 1 11221 1 16 R E 1 11222 1 13 R O 0 11217 1 11229 R D 0 11229 3 2 S #11230 A Foul Nest~ Some wild animal has constructed a nest in the ruined remains of this burnt out pub, furnishing its accomodations with the bones of its many victims and various other objects. Blood and scraps of flesh litter the floor, interspersed with the tattered remnants of the unfortunate victims' possessions. ~ 0 8 0 D0 ~ ~ 0 -1 11228 R M 0 11230 1 11230 R O 0 11243 1 11230 R P 0 11244 1 11243 S #11231 Main Street~ This section of Main Street appears to have been the scene of a mighty battle, between humans and whatever huge creatures possessed the strength to tear them limb from limb and deposit the remains haphazardly about the bloodstained cobblestone street. Not one of the foes they fought appears to have perished in the struggle, making you wonder what sort of creatures now lurk in this accursed town. ~ 0 0 1 D0 ~ ~ 0 -1 11232 D1 ~ ~ 0 -1 11228 D2 ~ ~ 0 -1 11233 D3 ~ ~ 0 -1 11218 S #11232 The Source of the Carnage~ As you enter this corpse-strewn dwelling you realize that whatever it was that lay waste to the villagers who resisted the ensorcellment of their home now dwells here, occasionally dragging in bodies from outside to feast upon. The walls are deeply scored, as by the claws of some mammoth beast, doubtless the one that now lives here. ~ 0 8 0 D2 ~ ~ 0 -1 11231 R M 0 11201 1 11232 S #11233 The Constable's Office~ Slaughter without, order within; what sort of constable could just sit here while his fellow guards and the citizens were being senselessly slaughtered outside? Strange indeed, considering that by all accounts Holst Brecker is a fine upstanding man with a deep seated sense of honor and justice. But he stands here, behind his desk, staring outside at apparently nothing. ~ 0 8 0 D0 ~ ~ 0 -1 11231 R M 0 11231 1 11233 R E 1 11245 1 16 R E 1 11246 1 5 S #11234 Heroes' Walk~ Normally this broad tree-lined thoroughfare would be abuzz with activity; the townsfolk rushing to and fro on various errands. But now nary a soul stirs, and those that do seem to be in a deep trance, from which even harsh words and strong blows cannot awaken them. The buildings to either side appear to be ones of importance, especially the residence of the Mayor to the southwest of here. To the southeast, a large white tower rises from the huddle of dwellings. ~ 0 0 1 D0 ~ ~ 0 -1 11218 D2 ~ ~ 0 -1 11235 S #11235 A Choice of Directions~ Small side roads branch off of Heroes' Walk here, heading east and west towards the major structures in the town of Hochenyana- the mage's tower and the mayor's house, respectively. Few townsfolk can be seen here, and there is no sign of any sort of guard near either residence. To the south Heroes' Walk continues towards the Temple of Asteh, deity of this town. ~ 0 0 1 D0 ~ ~ 0 -1 11234 D1 ~ ~ 0 -1 11243 D2 ~ ~ 0 -1 11249 D3 ~ ~ 0 -1 11236 R M 0 11209 11 11235 R M 0 11210 11 11235 R M 0 11233 5 11235 R E 1 11210 1 6 R E 1 11212 1 11 R E 1 11211 1 5 R E 1 11209 1 16 S #11236 Outside the Mayoral Residence~ The side road ends before a sturdy oak door that marks the entrance to an imposing two storey brick structure, with stained glass windows and a tiled roof. Expensive in construction, its design signifies the importance of its resident, as well as marks him as a man of power and respect. It shows no sign of deterioration like many of the other structures in this place, but you do still feel very uneasy, as if something were seriously amiss. ~ 0 4 1 D1 ~ ~ 0 -1 11235 D2 ~ ~ 3 -1 11237 R D 0 11236 2 1 S #11237 A Hallway~ You pass through the doorway into a long narrow hallway, lined with bookshelves, portraits and various other paraphenalia of the Mayors of this fine town. A thick rug covers most of the floor, and a neat doormat has been discreetly positioned near the entrance to allow visitors to clean their boots and save the quality of the doubtlessly expensive rug. The ceiling is supported by thick exposed beams of oak, from which chandeliers depend, affixed to sturdy iron chains as thick as your forearm. ~ 0 8 0 D0 ~ ~ 3 -1 11236 D3 ~ ~ 0 -1 11238 R D 0 11237 0 1 S #11238 The Reception Area~ The hall ends in a spacious office, dominated by a massive cedar table, which serves as a desk for the Mayor's busy secretary. It is covered with piles of official documents, but from here it looks as if most of them are either blank or covered in meaningless scribbles. A plush chair rests behind the desk, for the convenience of the Mayor's secretary, as does a large lantern, which burns continuously, the result of a minor but strong dweomer. A stout wooden door to the west leads into the Mayor's office. ~ 0 8 0 D1 ~ ~ 0 -1 11237 D3 ~ ~ 3 -1 11239 R M 0 11213 1 11238 R D 0 11238 3 1 S #11239 The Office of the Mayor~ The Mayor's office is a well-appointed study, the walls of which are panelled with expensive wood, which is mostly obscured by the many shelves of heavy books and trophies, including some fine hunting trophies; the head of a massive stag hangs above the polished wooden desk that is the Mayor's. A narrow staircase heads up to the second level, and whatever is contained there; most likely the private rooms of the Mayor. ~ 0 8 0 D1 ~ ~ 3 -1 11238 D4 ~ ~ 0 -1 11240 R M 0 11212 1 11239 R E 1 11213 1 12 R E 1 11214 1 16 R E 1 11215 1 5 R G 1 11216 1 R O 0 11249 1 11239 R P 0 11250 1 11249 R D 0 11239 1 1 S #11240 A Landing~ The stairs end at a landing from which two wooden doors, both locked, lead. The door to the north appears to have been damaged somehow, and a makeshift lock has been affixed to it. The door to the west shows signs of an attempted forced entry, which obviously failed, as it still holds. ~ 0 8 0 D0 ~ ~ 7 11216 11242 D3 ~ ~ 8388647 11250 11241 D5 ~ ~ 0 -1 11239 R D 0 11240 0 2 R D 0 11240 3 2 S #11241 The Mayor's Bedroom~ This room has yet to be tampered with by whatever has taken over the town. For whatever reason, the door was securely locked with a pickproof device that is both rare and expensive. Evidently not much more force was brought to bear by the villains, for the interior remains undamaged, including a fine iron chest which bears one word- Grandfather's. ~ 0 8 0 D1 ~ ~ 8388647 11250 11240 R O 0 11251 1 11241 R P 0 11252 1 11251 R D 0 11241 1 2 S #11242 The Real Mayor of Hochenyana~ This room is the Mayor's private study, not an office to receive visitors like the one downstairs. As such it is far less cluttered, boasting only a few slim volumes of "Bethesda's Almanac", dating from 458-467, and a small reading chair, which has been damaged during a melee. ~ 0 9 0 D2 ~ ~ 7 11216 11240 R M 0 11215 1 11242 R O 0 11253 1 11242 R D 0 11242 2 2 S #11243 Carnage~ The path here is littered with the corpses of small animals, vermin and the occasional humanoid, including humans, elves and goblins. Bloodstains mar the cobblestones, as well as piles of flyblown decaying guts. A foul odor assaults your nostrils, and you do not doubt that serious evil is afoot here. ~ 0 4 1 D2 ~ ~ 0 -1 11244 D3 ~ ~ 0 -1 11235 S #11244 A Haphazard Encampment~ Rows of small lean-tos and shanties have been built here, by some filthy tribe of humanoids that has taken over this area. The vile smell you were hit with earlier is even more prevalent here, and you find yourself wishing that you were in a cleaner place than this; even an abbatoir would be easier on the eyes and nose. ~ 0 0 1 D0 ~ ~ 0 -1 11243 D1 ~ ~ 0 -1 11245 R M 0 11235 6 11244 R M 0 11235 6 11244 R M 0 11235 6 11244 S #11245 The Entrance to the Tower~ The shanties and hovels end before the doors to the white tower, above which a crude grinning skull has been carved, scarring the fine marble of this towering edifice. You utter an oath and vow to destroy the vermin who have infested this region. The tower itself is nearly thirty feet tall, and boasts no windows or other visible entrances; simply sheer walls of white marble. ~ 0 0 1 D1 ~ ~ 3 -1 11246 D3 ~ ~ 0 -1 11244 R M 0 11235 6 11245 R M 0 11235 6 11245 R M 0 11235 6 11245 R D 0 11245 1 1 S #11246 Inside the Tower~ The first notion that strikes you as you enter the tower is that whoever originally constructed it would not have intended it to be in the state it is now. Smashed furniture and shredded books cover the grimy floor, and piles of mangled tapestries have been built into large nests for a variety of vermin. The stench is unbearable, and unmistakably goblin. Your hatred for these savage brutes grows as you continue through the carnage. To the east, a stone staircase continues to the next level, while to the south a long corridor heads to other chambers. ~ 0 12 0 D2 ~ ~ 0 -1 11276 D3 ~ ~ 3 -1 11245 D4 ~ ~ 0 -1 11247 R D 0 11246 3 1 S #11247 A Summoning Circle~ The stairs pass through a large circular chamber here, originally some sort of summoning area, which has been converted to sleeping quarters for more goblins, bodyguards no doubt for whatever has taken over the mage's private chambers at the top of the tower, which lies at the end of the stair. ~ 0 8 0 D4 ~ ~ 0 -1 11248 D5 ~ ~ 0 -1 11246 R M 0 11234 3 11247 R M 0 11234 3 11247 R M 0 11234 3 11247 S #11248 The Mage's Study~ The stairs end in a small, cramped laboratory, the majority of which remains in relatively good condition, as the shaman who has taken over this place wishes to learn more magical secrets from the mage's work. Two long tables crammed with a variety of alchemical equipment line the walls, while a small cot has been sandwiched in between tall shelves overburdened with books to the north. Some of these books have been scattered on the floor in disgust by the shaman, who was not intelligent enough to decipher their secrets. ~ 0 3153928 0 0 0 4 D5 ~ ~ 0 -1 11247 R M 0 11232 1 11248 R E 1 11247 1 17 R E 1 11248 1 20 R O 0 11254 1 11248 S #11249 Heroes' Walk~ Each side of this broad street is lined with small hedges that have grown wild during these recent times of neglect. Occasionally one will rustle, and a frightened animal will come scampering out, its rest disturbed by your approach. Blood stains can be seen occasionally on the stones, as well as the occasional broken weapon. ~ 0 0 1 D0 ~ ~ 0 -1 11235 D2 ~ ~ 0 -1 11250 S #11250 The Town Gaol~ To the west rests a small but imposing stone structure with barred windows and thick steel doors. The town prison, you surmise, and you instantly wonder what state the prisoners must be in, considering the neglect the enchantment has caused the townsfolk to exhibit. No noise comes from within, though that in itself is far from a good sign. ~ 0 0 1 D0 ~ ~ 0 -1 11249 D2 ~ ~ 0 -1 11255 D3 ~ ~ 8388615 -1 11251 R D 0 11250 3 2 > act_prog p bashes against the door, but it holds strong.~ mea $n Are you crazy? That door is solid iron! mpechoar $n Someone better stop $n before $e injures $mself... ~ | S #11251 The Gaol ~ The iron door opens onto a small guard room, filled with shelves bearing manacles, leg irons, guard rosters and other paraphenalia. Three cell doors lead off from this room, to the north, west and south, and a large desk marks the place where the duty guard usually sits. ~ 0 12 0 D0 ~ ~ 8388615 11261 11253 D1 ~ ~ 8388615 -1 11250 D2 ~ ~ 8388615 11261 11254 D3 ~ ~ 8388615 11261 11252 R O 0 11261 1 11251 R D 0 11251 0 2 R D 0 11251 1 2 R D 0 11251 2 2 R D 0 11251 3 2 S #11252 A Cell~ This cell is small, simple and relatively clean. A huddled body in one corner is all that remains of the unfortunate soul trapped in here and left to die of starvation after the townsfolk fell under the sway of the evil spell. Now their enraged spirits linger, however, thirsting for revenge! ~ 0 77 0 D1 ~ ~ 8388615 11261 11251 R M 0 11239 3 11252 R D 0 11252 1 2 S #11253 A Cell~ This cell is small, simple and relatively clean. A huddled body in one corner is all that remains of the unfortunate soul trapped in here and left to die of starvation after the townsfolk fell under the sway of the evil spell. Now their enraged spirits linger, however, thirsting for revenge! ~ 0 76 0 D2 ~ ~ 8388615 11261 11251 R M 0 11239 3 11253 R D 0 11253 2 2 S #11254 A Cell~ This cell is small, simple and relatively clean. A huddled body in one corner is all that remains of the unfortunate soul trapped in here and left to die of starvation after the townsfolk fell under the sway of the evil spell. Now their enraged spirits linger, however, thirsting for revenge! ~ 0 77 0 D0 ~ ~ 8388615 11261 11251 R M 0 11239 3 11254 R D 0 11254 0 2 S #11255 Heroes' Walk~ The walk continues south towards the temple of Asteh, to the south, past the great Library of Hochenyana, a famed mage's retreat in the empire. You shudder to think what will have happened to this once great center of learning in these times of neglect. ~ 0 0 1 D0 ~ ~ 0 -1 11250 D2 ~ ~ 0 -1 11256 R M 0 11208 6 11255 R M 0 11209 11 11255 R M 0 11210 11 11255 R M 0 11210 11 11255 S #11256 The Library of Hochenyana~ To the east looms the impressive marble building that houses the repository of knowledge that is the Library of Hochenyana, renowned the world over as a fine example of achievement in the Arts. Scholars from across the Empire used to travel here to study at this place, but these days none come, for word of the strange goings-on has begun to spread among the academic community. ~ 0 0 1 D0 ~ ~ 0 -1 11255 D1 ~ ~ 0 -1 11266 D2 ~ ~ 0 -1 11257 S #11257 Before the Temple of Asteh~ Rising to the south, like a great marble beast emerging from an ocean of homes, is the impressive two tiered temple of Asteh, patron deity of Hochenyana. Long wings of stone lead off of the main structure, which is a large hemispherical marble building, supported by thick doric columns spaced evenly about the perimeter. Elegant murals cover the walls within these pillars, which protect the interior from the elements, though the orginial architects protested, intending to have the central worship area exposed, as a deity of the winds and air would wish. However, common sense and the typically wet Estroglian weather prevailed. ~ 0 0 1 D0 ~ ~ 0 -1 11256 D2 ~ ~ 0 -1 11258 S #11258 The Antechamber~ Nary a whisper can be heard as you pass into the vaulted halls of Asteh; it takes a while for you to realize that some sort of magical enchantment is in place, cast here by the clerics of old to subdue boisterous worshippers as they entered. You must admit one soon loses the desire to be noisy when one cannot hear the result! The walls are bare here, starkly white with faint traces of silvery runes, which mark two barely visible doors to the east and west. To the south lies the central worship area, while the open entrance of the temple lies to the north. ~ 0 98312 0 D0 ~ ~ 0 -1 11257 D1 ~ ~ 3 -1 11260 D2 ~ ~ 0 -1 11261 D3 ~ ~ 3 -1 11259 R D 0 11258 1 1 R D 0 11258 3 1 S #11259 A Guard Room~ Even temples have need of security, in these times of trouble, and the Temple of Asteh is not staffed by naive fools. Here they quarter a stout guardian, whose purpose is to repel unwanted invaders. Unfortunately he was easily overcome by the magical powers of the usurpers of Hochenyana, and stuffed in here until they decide what to do with him. ~ 0 8 0 D1 ~ ~ 3 -1 11258 R M 0 11244 1 11259 R D 0 11259 1 1 S #11260 An Empty Chamber~ The interior of this small room is dark, unnaturally so; even your strong light cannot penetrate far into the gloom. You are able to make out vague shapes of abandoned furniture and something small moving furtively amongst them. The effect is eerie, and you unconsciously tighten your grip on your weapon. ~ 0 9 0 D3 ~ ~ 3 -1 11258 R M 0 11245 1 11260 R O 0 11277 1 11260 R P 0 11276 1 11277 R D 0 11260 3 1 S #11261 The Central Worship Area~ The passage opens onto the center of the hemispherical chamber, the ceiling of which is elaborately decorated with murals depicting an open sky, filled with birds and other creatures. A slight breeze blows continually around the chamber, reminding you of a fresh spring morning. All of the pews that normally rest on the blue stone floor here have been smashed to flinders, however, and piled in the center of the room. Rats and maggots crawl about the furniture, and the corpses of the clergy interred within. ~ 0 8 0 D0 ~ ~ 0 -1 11258 D1 ~ ~ 0 -1 11265 D2 ~ ~ 0 -1 11273 D3 ~ ~ 0 -1 11262 R O 0 11278 1 11261 S #11262 A Ravaged Corridor~ Once the site of beautiful paintings and elegantly carved sculptures, this wing of the temple is now a scene of carnage and destruction. Dead priests, some of whom appear to have been partially devoured, litter the floor, as well as the corpses of rats, goblins and other fecund creatures. A vile smell, the unmistakable stench of death, fills the air. To the west lies the offices of the clergy. ~ 0 8 0 D1 ~ ~ 0 -1 11261 D3 ~ ~ 3 -1 11263 R M 0 11246 5 11262 R E 1 11279 1 3 R E 1 11280 1 19 R D 0 11262 3 1 S #11263 Offices of the Clergy~ The desks and chairs in this area remain untouched by the ravages that beset the rest of the temple; the reason for this is readily apparent in the form of a shimmering force field, which imprisons a magical being in the room where it was summoned, as a last ditch effort to defeat the evil forces that beset this place. ~ 0 8 0 D1 ~ ~ 3 -1 11262 R M 0 11247 1 11263 R E 1 11282 1 5 R E 1 11281 1 16 R D 0 11263 1 1 S #11264 The Ruined Confessionary~ A horrid fate befell the kindly bishop of Asteh in this place, evidenced by the mutilated body slumped over a badly damaged oak chair. Several arrows and daggers protrude from the corpse, further indication of the poor soul's violent and messy fate. ~ 0 8 0 D3 ~ ~ 3 -1 11265 R M 0 11248 1 11264 R E 1 11283 1 3 R D 0 11264 3 1 S #11265 A Ravaged Corridor~ Once the site of beautiful paintings and elegantly carved sculptures, this wing of the temple is now a scene of carnage and destruction. Dead priests, some of whom appear to have been partially devoured, litter the floor, as well as the corpses of rats, goblins and other fecund creatures. A vile smell, the unmistakable stench of death, fills the air. What used to be the confessionary lies to the east. ~ 0 8 0 D1 ~ ~ 3 -1 11264 D3 ~ ~ 0 -1 11261 R M 0 11246 5 11265 R E 1 11279 1 3 R E 1 11280 1 19 R D 0 11265 1 1 S #11266 The Steps of the Library~ A flight of broad marble steps leads up to the towering oak portals that mark the entrance to the library. Flanked by massive Corinthian columns which support a splendid marble plinth, the doors are nearly twenty feet tall and almost as wide. The frieze above the plinth depicts scholars and artisans entering a hall similar to this one, flanked by symbols of learning and knowledge, such as the ruler, the compass, a thick book, quills and jars of ink. ~ 0 4 1 D0 ~ ~ 3 -1 11267 D3 ~ ~ 0 -1 11256 R D 0 11266 0 1 S #11267 The Entrance Hall~ A long corridor flanked by statues and shelves full of dusty tomes runs north here, towards the many shelves of books that stretch up to the domed ceiling, which is decorated with beautifully rendered murals. To the south beckon the doors that lead out of the library, though with such knowledge before you to peruse you find yourself reluctant to leave quickly. A small door to the east is marked "Staff Only". ~ 0 8 0 D0 ~ ~ 0 -1 11268 D1 ~ ~ 3 -1 11272 D2 ~ ~ 3 -1 11266 R M 0 11242 1 11267 R E 1 11268 1 16 R E 1 11274 1 9 R D 0 11267 1 1 R D 0 11267 2 1 S #11268 The Central Storage Area~ Dozens of high shelves crammed with texts in every language conceivable fill this long hall, reaching up to the high domed ceiling on all sides, making you feel as if you were within a fortress of books. The air is thick and musty, and smells strongly of old leather and crumbling parchment. Dog eared manuscripts lie scattered all across the floor, tossed aside by someone engaged in a frenetic search for a particular tome. The wealth of knowledge concentrated here is beyond quanitifiable measure; you have no doubt that, if you searched long and hard enough, you would find information on just about any subject under the sun. ~ 0 8 0 D0 ~ ~ 0 -1 11270 D1 ~ ~ 0 -1 11269 D2 ~ ~ 0 -1 11267 D3 ~ ~ 0 -1 11271 R M 0 11240 1 11268 R E 1 11264 1 12 R E 1 11265 1 6 R O 0 11275 1 11268 S #11269 Browsing the Shelves~ Shelves filled with dusty tomes dealing with every imaginable subject, from Algebra to Zoology, line the walls, restricting your vision to the point where it is hard to truly appreciate the size of the library. You can hear other people moving about within the shelves, and realize that you are definitely not alone here... ~ 0 8 0 D3 ~ ~ 0 -1 11268 R M 0 11241 3 11269 R E 1 11266 1 16 R E 1 11267 1 17 S #11270 Browsing the Shelves~ Shelves filled with dusty tomes dealing with every imaginable subject, from Algebra to Zoology, line the walls, restricting your vision to the point where it is hard to truly appreciate the size of the library. You can hear other people moving about within the shelves, and realize that you are definitely not alone here... ~ 0 8 0 D2 ~ ~ 0 -1 11268 R M 0 11241 3 11270 R E 1 11266 1 16 R E 1 11267 1 17 S #11271 Browsing the Shelves~ Shelves filled with dusty tomes dealing with every imaginable subject, from Algebra to Zoology, line the walls, restricting your vision to the point where it is hard to truly appreciate the size of the library. You can hear other people moving about within the shelves, and realize that you are definitely not alone here... ~ 0 8 0 D1 ~ ~ 0 -1 11268 R M 0 11241 3 11271 R E 1 11266 1 16 R E 1 11267 1 17 S #11272 The Librarian's Office~ This small office is cluttered with shelves full of books awaiting cataloguing and/or reshelving, and since the strange events that started recently in the town these tasks have remained unfinished. There is no sign of the head librarian, or any librarians for that matter, which is indeed strange. ~ 0 8 0 D0 ~ ~ 4096 -1 11282 D3 ~ ~ 3 -1 11267 R O 0 11269 1 11272 R O 0 11270 1 11272 R O 0 11271 1 11272 R D 0 11272 3 1 S #11273 Before the Altar~ A shimmering field of black energy suffuses this section of the temple, its source the new towering black monolith that serves an altar to the vile demon No'ol and also suffices in a role as a sacrifical table. You feel ill at ease here, and realize that the magical forces here will make escape difficult from whatever may lie ahead, behind the massive bloodsoaked altar. You dodge around mangled corpses dangling from barbed hooks attached to long rusted metal chains depending from the arched ceiling, which has been blackened by fire. ~ 0 3153928 0 D0 ~ ~ 0 -1 11261 D2 ~ ~ 0 -1 11274 R M 0 11246 5 11273 R E 1 11279 1 3 R E 1 11280 1 19 R M 0 11246 5 11273 R E 1 11280 1 19 R E 1 11279 1 3 R M 0 11246 5 11273 R E 1 11280 1 19 R E 1 11279 1 3 S #11274 The Gaping Pit~ Here, an evil block of black stone rises from a gaping hole in the earth, which leads into some netherworld from which the vile beast that conducts operations here was spawned. To enter it would mean no return, and you are certain that not even you could survive long when exposed to the pure chaos that surely lurks at the bottom of this void. A shrill shrieking emanates from all sides; its source hundreds of faces that press against the walls, as if they belonged to people imprisoned within the shifting surface of the stone. You had heard that all structures of Chaos were formed from the unwilling souls of sacrifical victims, bound to eternal excruciating pain as building blocks for Chaos. ~ 0 3153993 0 D0 ~ ~ 0 -1 11273 D5 ~ ~ 0 -1 11275 R M 0 11238 1 11274 R E 0 11259 1 0 R E 0 11260 1 16 > act_prog p from the north.~ mea $n You feel a slight tugging, as if something was seeking to drag mea $n You down into the gaping pit at your feet. ~ | S #11275 A Gruesome Death~ As you descend into the sacrificial pit that has been gouged into the temple, thousands of pairs of scabby, claws arms reach out and grab at you, dragging you down into the inky blackness of the bottomless pit, and subjecting you to thousands of interesting new sensations of pain as they slowly slay and devour you... ~ 0 3153935 0 S #11276 A Shadowy Corridor~ This corridor extends southwards towards two doors set at the end. There is little evidence of goblin occupation in this place; indeed it doesn't appear that they have ventured very far at all down this passageway, as goblins have a habit of making it rather obvious with their debris where they have been. ~ 0 3153928 0 D0 ~ ~ 0 -1 11246 D2 ~ ~ 0 -1 11277 S #11277 A Shadowy Corridor~ Presently you find the reason for the conspicuous absence of the goblins; a massive pedestal rests here, upon which stands a guardian, placed here by the mage some time ago to guard his most treasured possessions. It has unfortunately been away from the guidance of its creator for too long, however, and now berserkly attacks anything that enters here, which thus far has only been many goblins, the corpses of which litter the floor. ~ 0 3153928 0 D0 ~ ~ 0 -1 11276 D2 ~ ~ 0 -1 11279 R M 0 11236 1 11277 S #11278 The Arsenel~ The mage constructed this chamber to bear an impressive array of magical devices he one day hoped to acquire; unfortunately for any avaricious visitors his collection thus far is rather small. Two plain benches support long metal crates, which the mage planned to fill with his items. Perhaps, however, there are one or two lying around... ~ 0 3153928 0 D1 ~ ~ 3 -1 11279 R O 0 11255 1 11278 R P 0 11256 1 11255 R P 1 11257 1 11256 R P 2 11258 1 11257 R D 0 11278 1 1 S #11279 Two Doors~ The corridor ends here, before two plain metal doors, bearing no obvious locks or bars; evidently the mage had sufficient confidence in his golem as to consider such precautions superfluous and unnecessary, not to mention a hindrance should he need to frequent these chambers. Runes are carved into each door, denoting its purpose and contents. ~ 0 3153928 0 D0 ~ ~ 0 -1 11277 D2 The runes read "The Dungeon" ~ ~ 3 -1 11280 D3 The runes read- "Arsenel" ~ ~ 3 -1 11278 R D 0 11279 2 1 R D 0 11279 3 1 S #11280 The Dungeon~ The mage used this chamber to house a rather irascible elemental he inadvertently summoned one day while experimenting on a faster way to brew coffee. It is unhappy, tremendously so, at its enforced imprisonment, and this leaves it in a state of mind you can no doubt expect to be at the least rather poor... ~ 0 3153928 1 D0 ~ ~ 3 -1 11279 R M 0 11237 1 11280 R D 0 11280 0 1 S #11281 A Stinking Sewer~ The grate opens onto a stinking sewer, the place where residents of the town deposit their waste. Why in the seven hells would you want to venture forth into here? You shake your head in amazement at your avarice, which drives you to such insane places. ~ 0 3153933 13 D0 ~ ~ 0 -1 11283 D2 ~ ~ 0 -1 11285 D4 ~ grate~ 3 -1 11222 R M 0 11226 1 11281 R G 1 11237 1 R D 0 11281 4 1 S #11282 An Extradimensional Space~ The panel opens onto a hole in the space-time continuum, much like those used by magical containers and the like to store the items placed within them. You have never been INSIDE one of those items before; it is a curious experience, being outside of all normal space and time. It seems rather... empty. ~ 0 3145741 1 D4 ~ ~ 4096 -1 21055 R M 0 11243 1 11282 R E 1 11272 1 17 S #11283 A Bend in the Tunnel~ Trudging through the disgusting sludge, you find yourself having to stop several times to retch, the stench being literally unbearable. You don't want to think about what you may be inhaling down here. Turning back seems very attractive now, but you aren't entirely convinced that there is nothing of value down here. ~ 0 3153929 13 D2 ~ ~ 0 -1 11281 D3 ~ ~ 0 -1 11284 S #11284 A Dead(?) End~ The tunnel ends abruptly here, at a large pool of thick black muck, even thicker and more disgusting than the sludge elsewhere. You think you can see something moving about in the mess... ~ 0 3153929 13 D1 ~ ~ 0 -1 11283 R M 0 11249 3 11284 R G 1 11285 1 R M 0 11249 3 11284 R G 1 11285 1 R M 0 11249 3 11284 R G 1 11285 1 S #11285 A Narrow Tunnel~ You have been in more pleasant latrines than this cesspit of humanoid waste. You wince at the various ...things... that brush against you in the water, which is thick with excrement and other, even more disgusting, objects. You see, to your abject horror, human hands and feet drift past, as well as stinking entrails. ~ 0 3153929 13 D0 ~ ~ 0 -1 11281 D2 ~ ~ 0 -1 11286 S #11286 Deep Waters~ The sludge grows suddenly deeper here, wuickly rising to your chest, and you find yourself incapable of continuing without a boat or magical means. Something large, and slimy, is moving around in the fetid waters beneath your feet, and you panic, not knowing what to expect. ~ 0 3153929 7 D0 ~ ~ 0 -1 11285 D2 ~ ~ 0 -1 11287 R M 0 11250 1 11286 S #11287 The End~ The sludge stops here, as the ground rises sharply, and the tunnel ends at a large boulder, which is wedged into a hole in the south wall, which leads into the basement of one of the many houses on Main Street. No sound comes from the far side. ~ 0 3153933 13 D0 ~ ~ 0 -1 11286 D2 ~ boulder~ 2059 -1 11288 R O 0 11284 1 11287 R D 0 11287 2 1 S #11288 A Dusty Storeroom~ Beneath the old inn lies a storeroom, used to store items such as casks of wine, barrels of ale and mead, and dried meats. Judging by the thick layer of dust and cobwebs, it has not been frequented recently. Some of those cobwebs look pretty big; you wonder what sort of spider spun webs with strands as thick as an ogre's wrist... ~ 0 9 0 D0 ~ ~ 2059 -1 11287 D4 ~ ~ 4096 -1 11229 D5 ~ barrel~ 134155 -1 11294 R M 0 11214 1 11288 R O 0 11218 1 11288 R O 0 11219 1 11288 R D 0 11288 0 1 R D 0 11288 5 1 S #11289 A Filthy Cell~ The stone walls of this dank and miserable cell are covered with innumerable stains of various disgusting origins. The floor is of packed earth, and is littered with bones and scraps of cloth. Whatever is kept here is evidently not cared for very well. A foul odor not surprisingly fills the room. ~ 0 9 13 D3 ~ ~ 7 11206 11292 R M 0 11206 1 11289 R D 0 11289 3 2 S #11290 A Filthy Cell~ The stone walls of this dank and miserable cell are covered with innumerable stains of various disgusting origins. The floor is of packed earth, and is littered with bones and scraps of cloth. Whatever is kept here is evidently not cared for very well. A foul odor not surprisingly fills the room. ~ 0 9 13 D0 ~ ~ 7 11206 11292 R M 0 11207 3 11290 R M 0 11207 3 11290 R M 0 11207 3 11290 R D 0 11290 0 2 S #11291 A Filthy Cell~ The stone walls of this dank and miserable cell are covered with innumerable stains of various disgusting origins. The floor is of packed earth, and is littered with bones and scraps of cloth. Whatever is kept here is evidently not cared for very well. A foul odor not surprisingly fills the room. ~ 0 9 13 D2 ~ ~ 7 11206 11292 R M 0 11205 1 11291 R D 0 11291 2 2 S #11292 A Miserable Dungeon~ It is here that whatever powers hold Hochenyana in thrall keep those who resisted their magic or otherwise proved intractable. Normally they would be slain; but perhaps they are worth a sizeable ransom, or hold valuable information? Barred doors lead to the north, east and south, behind which can be heard people moaning and weeping. ~ 0 8 0 D0 ~ ~ 7 11206 11291 D1 ~ ~ 7 11206 11289 D2 ~ ~ 7 11206 11290 D3 ~ ~ 0 -1 11293 R M 0 11204 1 11292 R E 1 11204 1 16 R E 1 11205 1 5 R G 1 11206 1 R D 0 11292 0 2 R D 0 11292 1 2 R D 0 11292 2 2 S #11293 A Stone Corridor~ The door opens onto a long stone corridor, dimly lit by smoldering brands supported on each wall by rusted iron sconces. The moans and cries are much louder here, and appear to be coming from a large chamber to the east. ~ 0 8 0 D1 ~ ~ 0 -1 11292 D3 ~ ~ 3 -1 11294 R D 0 11293 3 1 S #11294 A Secret Chamber~ The floor of this secret chamber is hard, packed earth, which is stained with blood and other substances. A trapdoor is set in the ceiling; presumably it opens onto the storeroom of one of the shops of Hochenyana. A door lies in the wall to the east; from behind it emerge moans and cries for help. ~ 0 9 13 D0 The shelf appears to bar a door in the north wall. ~ shelf~ 1035 -1 11295 D1 ~ ~ 3 -1 11293 D4 ~ trapdoor~ 3 -1 11288 R O 0 11220 1 11294 R D 0 11294 0 1 R D 0 11294 1 1 R D 0 11294 4 1 S #11295 A Secret Tunnel~ The secret door opens onto a rough tunnel, carved from the rock beneath Hochenyana by something with powerful claws; the rock appears to have been rended as if it were butter. The floor of the tunnel is composed of fresh soil, either a product of the excavation or a deliberate covering, you know not. It bears a number of tracks, some humanoid, some unrecognizable. It runs at an angle away from the secret door, to the northeast. ~ 0 3153929 13 D2 ~ ~ 3 -1 11294 D6 ~ ~ 0 -1 11296 R D 0 11295 2 1 S #11296 A Bend in the Tunnel~ The tunnel twists sharply here, heading due north, towards what you know not, but one thing is certain- somewhere down here lurks the cause of the problems besetting the good citizens of Hochenyana, and stop it you must! Besides, what manner of magical artifacts may a being capable of such enchantments be in possession of? An avaricious gleam comes to your eyes as you peer about the rough walled tunnels. ~ 0 3153929 13 D0 ~ ~ 0 -1 11298 D9 ~ ~ 0 -1 11295 S #11297 Research Center~ The tunnel ends in a large cave, which is filled end to end with long wooden benches that strain under the weight of magical apparatus of all sorts, ranging from bubbling beakers and hissing alembics of fluid to heavy bronze bound tomes resting on iron bookstands. A vile smell fills the air, one that is not unfamiliar to a seasoned adventurer who has trespassed into many an alchemical laboratory. ~ 0 3153929 13 D3 ~ ~ 0 -1 11298 R M 0 11202 2 11297 R E 1 11202 1 5 R E 1 11203 1 17 R M 0 11202 2 11297 R E 1 11202 1 5 R E 1 11203 1 17 S #11298 The Final Battle~ As you continue through the twisting caverns, you grow more and more confident that the end of your quest is near. Reaching a junction, you pause to decide where to proceed. A low chanting can be heard to the east, while to the north you hear someone shouting orders, though you cannot for the life of you understand what language they are using. However, this room contains something that draws your attention back to your immediate surrounds... ~ 0 3153929 13 D0 ~ ~ 0 -1 11299 D1 ~ ~ 0 -1 11297 D2 ~ ~ 0 -1 11296 R M 0 11203 1 11298 S #11299 The Root of all Evil~ At last! A grim smile of triumph twists your battle weary face as you stride boldly into the lair of the evil behind the madness that has taken ahold of Hochenyana. For it is here, in this bare, unremarkable chamber, that the foul tyrant plots his diabolical schemes, and came extremely close to subjugating half the empire! Now you have arrived to thwart his evil schemes! A surge of elation courses through your veins and you grip your weapon firmly. ~ 0 3153929 13 D2 ~ ~ 0 -1 11298 R M 0 11251 1 11299 R G 1 11286 1 S #0 #SHOPS 0 #REPAIRS 0 #SPECIALS M 11202 spec_cast_mage M 11205 spec_cast_mage M 11214 spec_fido M 11222 spec_cast_mage M 11226 spec_breath_gas M 11229 spec_thief M 11232 spec_cast_mage M 11236 spec_breath_gas M 11237 spec_breath_fire M 11238 spec_breath_frost M 11239 spec_breath_frost M 11240 spec_cast_mage M 11242 spec_cast_mage M 11243 spec_breath_gas M 11245 spec_thief M 11246 spec_cast_cleric M 11247 spec_cast_cleric M 11248 spec_breath_frost M 11251 spec_cast_mage S #$