Kerkerkruip
Victor Gijsbers
achievements adjustable difficulty ATTACK collaboration cover art druid Dungeon Crawl fantasy generated content GPL I7 source available IF Comp 2011 IFComp Game magic parser procgen Random Combat randomized Roguelike room-name navigation rpg spells Xyzzy Awards 2011 XYZZY Best Supplemental Materials XYZZY Best Use of Innovation
Kerkerkruip is a short-form roguelike in the interactive fiction medium, featuring meaningful tactical and strategic depth, innovative game play, zero grinding, and a sword & sorcery setting that does not rehash tired clichés.
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When you claimed that you were tough enough to take on Malygris single-handedly, everyone knew you had been drinking much more than was good for you. And the prince is not one to let an opportunity pass. Before you could so much as protest, his court mage opened a portal and you were shoved through. Predictably, the portal immediately disappeared. You doubt they're going to open it up again -- but at least you can try to make good on your boast and kill Malygris, the Wizard of Kerkerkruip!

The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

Thin clouds of smoke fill the room.

Exits lead west, up and down.
You look at the rubies
They have been filled with the power of suns long extinct, and are now fixed to the ceiling of the wizard's domain. You cannot bear to look at them.
You look at the smoke
The smoke makes it harder to see clearly.
About you
You have fought many men and quite a few women, but fighting Malygris is something else. Your hairs are raised on end, and your body quivers with fear.
Status
Health: 17 of 17
Attack: 2
Defence: 8
Perception: 6
Dexterity: 5
Willpower: 6
You check your inventory
-weapons:
a gilded rapier (readied)
-other:
three packages of ment
You examine the ment
Carefully folded in paper, this is just enough ment to get you pumped up for combat. You could snort it whenever you wish -- though you are a little hesitant to start your habit again.
You examine rapier
You took it from the body of the young Count of Poitier, that fateful night in Maurice's whorehouse. He would nevermore plot against you.

Combat statistics: 1d5 + 0 damage; +0 attack modifier.
You take the rubies
They are secured to the ceiling by magic more powerful than you can break.
Up
Hundreds of books line the walls of this magnificent library, a bigger collection than the already legendary one of the marquis of Savon. Malygris even has a scroll analyser installed.

A swarm of small daggers is flying through the air like a flock of birds, their sharp points eagerly seeking your flesh.

You can also see a scroll labelled HERMEI LE SCHIM and the goggles of acuity here.

Exits lead east and down (to Entrance Hall).
You look at the analyser
This weird machine can identify scrolls, and seems ready for operation. Just put a scroll in it, and it will do its magic.
You look at the swarm
Animated by some dark magic, these daggers purposefully seek to undo you.

The swarm of daggers is a level one hostile creature.
You look at the goggles
These goggles have been magically enchanted to grant sharper eyesight to the wearer. They were made for the marquis of Savon, who wasted his eyes poring over ancient tomes in his ill-lit library. (They grant a +2 bonus on perception checks.)
Parry
You strike up a defensive pose.

Rolling 6 + 3 (inherent bonus) - 0 (cannot parry against sharp points) + 1 (tension) = 10, the swarm of daggers beats your defence rating of 8.

The swarm of daggers deals 4 = 4 damage, wounding you to 13 health.

You lose your concentration!
Attack
(the swarm of daggers)
The swarm of daggers attempts to outmaneuver the attack.

Rolling 1 + 2 (inherent bonus) - 2 (defender dodging) = 1, you do not overcome the swarm of daggers's defence rating of 4.

The swarm of daggers launches itself at you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 10 + 3 (inherent bonus) - 3 (defender dodging) + 1 (tension) = 11, the swarm of daggers beats your defence rating of 8.

The swarm of daggers deals 3 = 3 damage, wounding you to 10 health.

The swarm of daggers bears down upon you.
Attack
(the swarm of daggers)
The swarm of daggers attempts to outmaneuver the attack.

Rolling 9 + 2 (inherent bonus) + 2 (concentration) - 2 (defender dodging) + 1 (tension) = 12, you beat the swarm of daggers's defence rating of 4.

You deal 4 = 4 damage, wounding the swarm of daggers to 4 health.

The impact of the blow scatters the swarm of daggers. They will need to spend one action regrouping themselves.
Attack
(the swarm of daggers)
The swarm of daggers attempts to outmaneuver the attack.

Rolling 5 + 2 (inherent bonus) + 2 (concentration) - 2 (defender dodging) + 1 (tension) = 8, you beat the swarm of daggers's defence rating of 4.

You deal 3 + 1 (tension) = 4 damage, killing the swarm of daggers.

All life suddenly goes out of the daggers. For a moment they hang still in the air, but then the planet below pulls them inexorably downwards.

As the daggers fall down, you feel the soul that animated them absorbed into your own body. You are sharp. You are deadly. (Power of the daggers: +2 attack, +1 damage, -1 defence, +6 health, +1 dexterity, and the pierce skill.)

Absorbing a soul has fully healed you.

You have been awarded the Assistant dungeoneer achievement!
Status
Health: 23 of 23
Attack: 4
Defence: 7
Perception: 6
Dexterity: 6
Willpower: 6
You can pierce an enemy, accepting one damage for a chance to deal one damage to the enemy. (Level 1)
You take the goggles
Taken.
You take the scroll
(the scroll labelled HERMEI LE SCHIM)
Taken.
You put the scroll in the analyzer
(the scroll labelled HERMEI LE SCHIM in the scroll analyser)
It is a scroll of identify!
Wear the goggles
You put on the goggles of acuity.
You take the identify
You already have that.
You describe your surroundings
Hundreds of books line the walls of this magnificent library, a bigger collection than the already legendary one of the marquis of Savon. Malygris even has a scroll analyser installed.

Exits lead east and down (to Entrance Hall).
Examine books
That's hardly portable.

>These tomes appear to be written in many different alphabets, but none you can make any sense of.
Go east
The only feature breaking the monotony of the circular room made of polished white marble is a huge statue. Hewn from flawless mountain crystal, it portrays the goddess Sul.

An exit leads west (to Library).
You look at the statue
This is the crystal-clear statue of Sul, goddess of blessings and purification. She has been known to lift curses; but she has also been rumoured to hate spurious prayers.
You go to the west
Hundreds of books line the walls of this magnificent library, a bigger collection than the already legendary one of the marquis of Savon. Malygris even has a scroll analyser installed.

Exits lead east (to Temple of Sul) and down (to Entrance Hall).
Down
The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

Thin clouds of smoke fill the room.

Exits lead west, up (to Library) and down.
You remember
You have not yet explored:
- the west exit of the Entrance Hall (where you currently are)
- the down exit of the Entrance Hall (where you currently are)

You have visited the following rooms: Entrance Hall (here), Temple of Sul (up), Library (up).

Tip: "look", "examine" and "inventory" are free actions, so use them often.
Go west
Several large pipes continuously spew forth vapours into this room.

Thick clouds of smoke fill the room.

A skull-sized ball of gooish, undulating flesh jumps up and down ponderously. It is a jumping bomb, gathering speed and preparing to launch itself at one of its enemies.

Exits lead east (to Entrance Hall), west and down.
You examine the Flesh
(the jumping bomb)
Connoisseurs consider these jumping balls of red meat to be among the most exciting spectacles of Yahvinna's annual Feast of Flesh. To the slaves and convicts down in the arena, whose limbs the spectators hope to have blown into their lap, the jumping bombs also bring excitement, though of a wholly different type.

The jumping bomb is a level two hostile creature.
Retreat
Deciding that discretion is the better part of valour, you bravely run away.

The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

Thin clouds of smoke fill the room.

Exits lead west (to Hall of Vapours), up (to Library) and down.
Go downward
This otherwise unremarkable room has been decorated with a fascinating drawing.

A stunning young woman in a simple monk's robe awaits you.

You can also see a scroll labelled CHETNAK here.

Exits lead west, up (to Entrance Hall) and down.
You look at the woman
Although she is currently working as one of Malygris's guards, Miranda dreams about a bright future as a famous adventurer.

Miranda is a level one hostile creature. Miranda carries a pair of nunchucks. Miranda wears a monk's robe.
You do
You get ready for quick evasive maneuvers.

Rolling 10 + 2 (concentration) - 2 (defender dodging) + 2 (tension) = 12, Miranda beats your defence rating of 7.

Miranda deals 6 + 1 (tension) - 2 (stunning) = 5 damage, wounding you to 18 health.

You lose your concentration!

You are stunned!
Pierce
(Miranda)
You transform part of your own flesh into a magical dagger, which then speeds towards Miranda of its own accord. Miranda rolls 1 + 7 (dexterity score) = 8 against a target number of 13, failing the dexterity check. The dagger hits, dealing 1 damage and reducing Miranda to 7 health.

You are no longer stunned.
Attack
(Miranda)
Miranda seeks the calm within.

Rolling 9 + 4 (inherent bonus) = 13, you beat Miranda's defence rating of 7.

You deal 3 + 2 (inherent bonus) = 5 damage, wounding Miranda to 2 health.

Miranda loses concentration!

Miranda seeks the calm within.
Attack
(Miranda)
Miranda attempts to ward off the attack.

Rolling 8 + 4 (inherent bonus) - 2 (defender parrying) + 1 (tension) = 11, you beat Miranda's defence rating of 7.

You deal 1 + 2 (inherent bonus) = 3 damage, killing Miranda.

"But... my adventure was only just beginning!" cries Miranda.

As Miranda dies, you feel her soul absorbed into your own body. (Power of Miranda: +1 attack, +1 defence, +5 health, +1 perception, and the stun skill.)

The violence of the absorption drives the power of the daggers out of your body. Absorbing a soul has fully healed you.
Status
Health: 22 of 22
Attack: 3
Defence: 9
Perception: 7
Dexterity: 5
Willpower: 6
You have the stun skill: you can try to stun an enemy; this means you attack with a -2 damage penalty, but if you hit you will decrease the opponent's effectiveness for several rounds. (Level 1)
You examine the drawing
The artist has skillfully drawn a battle scene involving you, a chain golem, a jumping bomb, a mindslug, Fafhrd, Mouser, a healer of Aite, a tormentor of Aite and a defender of Aite. In the background, Malygris rises triumphant over all.
You look at the aite
Who do you mean, the 1) tormentor of Aite, the 2) healer of Aite or the 3) defender of Aite?
Healer
This white-robed priest is a healer of Aite. Their task is to support the other fanatics in their never-ending crusade.

The healer of Aite is part of a level four group and hostile. The healer of Aite carries a healer's sword.
You take the scroll
(the scroll labelled CHETNAK)
Taken.
You look at your surroundings
This otherwise unremarkable room has been decorated with a fascinating drawing.

You can see a pair of nunchucks and a monk's robe here.

Exits lead west, up (to Entrance Hall) and down.
You examine the nunchucks
These two pieces of wood with a metal chain between them can be surprisingly dangerous.

Combat statistics: 1d6 + 0 damage; +0 attack modifier; good at parrying.
You examine Malygris
His white eyebrows are contracted to a single line on the umber parchment of his face, and beneath them his eyes are cold and green as the ice of ancient floes; his beard, half white, half of a black with glaucous gleams, falls nearly to his knees and hides many of the writhing serpentine characters inscribed in woven silver athwart the bosom of his violet robe. -- Clark Ashton Smith, The Last Incantation.

Malygris is a level five hostile creature. Malygris carries a dagger of draining.
You check your inventory
-weapons:
a gilded rapier (readied)
-clothing:
the goggles of acuity (being worn)
-scrolls:
a scroll labelled CHETNAK
a scroll of identify
-other:
three packages of ment
You look at the robe
A plain and simple robe. You doubt is it useful for any purpose but modesty.
You wield the nunchucks
You ready the pair of nunchucks.
You go to the Library
The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

Thin clouds of smoke fill the room.

Exits lead west (to Hall of Vapours), up (to Library) and down (to Drawing Room).
You go to the Library
Hundreds of books line the walls of this magnificent library, a bigger collection than the already legendary one of the marquis of Savon. Malygris even has a scroll analyser installed.

Exits lead east (to Temple of Sul) and down (to Entrance Hall).
You put CHETNAK in the analyzer
It is a scroll of shadows! As you take back your scroll, something snaps within the analyser. It will probably never work again.
You look in the analyzer
The scroll analyser is empty.
You examine the analyzer
This weird machine can identify scrolls, but it seems to have broken down.
You remember
You have not yet explored:
- the down exit of the Hall of Vapours (which lies down from here)
- the west exit of the Drawing Room (which lies down from here)
- the west exit of the Hall of Vapours (which lies down from here)
- the down exit of the Drawing Room (which lies down from here)

You have visited the following rooms: Entrance Hall (down), Temple of Sul (east), Hall of Vapours (down), Library (here), Drawing Room (down).

You have seen the following creatures in these locations:
- the jumping bomb (level 2) in Hall of Vapours (which lies down from here)

Tip: additional information can be gotten with "status", "trophies" and (once you have defeated enough monsters) "sense".
Trophies
The following creatures have been vanquished:
- the swarm of daggers (level 1)
- Miranda (level 1)
Go downwards
The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

Thin clouds of smoke fill the room.

Exits lead west (to Hall of Vapours), up (to Library) and down (to Drawing Room).
Go downwards
This otherwise unremarkable room has been decorated with a fascinating drawing.

Exits lead west, up (to Entrance Hall) and down.
Go west
This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again. You see flaming bolts, fired by huge ballistae, flying right over your head -- but the scene changes before you can focus on any details.

Thin clouds of smoke fill the room.

Exits lead east (to Drawing Room), west and up (to Hall of Vapours).
Look around
This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again. You see a hopeful party of sixteen year old adventurers getting slaughtered by a defender of Aite -- but the scene changes before you can focus on any details.

Thin clouds of smoke fill the room.

Exits lead east (to Drawing Room), west and up (to Hall of Vapours).
You look around
This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again. You see vast armies of skeletons clash while their masters pray for the help of forbidden deities -- but the scene changes before you can focus on any details.

Thin clouds of smoke fill the room.

Exits lead east (to Drawing Room), west and up (to Hall of Vapours).
You look around
This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again. You see fountains of fire erupting in the middle of a contingent of archers -- but the scene changes before you can focus on any details.

Thin clouds of smoke fill the room.

Exits lead east (to Drawing Room), west and up (to Hall of Vapours).
You look at your surroundings
This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again. You see shrieking ghosts being whipped into a frenzy by a necromancer thousands of years old -- but the scene changes before you can focus on any details.

Thin clouds of smoke fill the room.

Exits lead east (to Drawing Room), west and up (to Hall of Vapours).
Describe the surroundings
This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again. You see a hopeful party of sixteen year old adventurers getting slaughtered by a mindslug -- but the scene changes before you can focus on any details.

Thin clouds of smoke fill the room.

Exits lead east (to Drawing Room), west and up (to Hall of Vapours).
You go west
With a huge crash, the corridor collapses behind you!

A vast staircase spirals up and down. In a pinch, you would be able to jump down to the room below, although this might not be particularly healthy.

Equipped with a small sword and a huge shield, a heavily armoured man awaits any attacks.

A black-robed mage stalks through the room.

A white-robed healer of Aite is chanting in praise of his goddess.

You can also see a war mask here.

Exits lead up and down.
You examine mage
You immediately recognise the black-robed mage as a tormentor of Aite, savage priests who specialise in inflicting pain on all who oppose their faith.

The tormentor of Aite is part of a level four group and hostile. The tormentor of Aite carries a tormentor's staff.
You examine healer
This white-robed priest is a healer of Aite. Their task is to support the other fanatics in their never-ending crusade.

The healer of Aite is part of a level four group and hostile. The healer of Aite carries a healer's sword.
You look at the man
This heavily armoured priest is a defender of Aite, one of the front-line troops of the armies of this horrible faith.

The defender of Aite is part of a level four group and hostile. The defender of Aite carries a defender's sword.
You look at the mask
This warlike metal mask is painted with the holy symbols of Aite, and is a sacred object of her religion.
You jump
You jump on the spot, fruitlessly.

The tormentor raises her staff towards you, preparing a magical attack.
You jump down
You jump down into Workshop of the Blademaster, receiving 9 damage in the process.

The famous workshop of the master of Algir has been transported here in all its glory. A huge forge dominates the room.

Malygris, perhaps the greatest of all living sorcerers, is standing here.

You can also see two fragmentation grenades, two flash grenades and the robe of the dead mage here.

Exits lead north and up (to Vast Staircase).
You examine the robe
(the monk's robe)
A plain and simple robe. You doubt is it useful for any purpose but modesty.
You examine the dead mage
Dominique, marquis of Savon, one of the great mages of his generation, was so fed up with losing his concentration when he was hit that he developed this robe. When the wearer is damaged in combat, he will not lose his concentration; but the protection comes from his life force, and the damage dealt to him is increased by 25% for every level of concentration. People say that nobody ever died with as much concentration as Dominique.
You examine Malygris
His white eyebrows are contracted to a single line on the umber parchment of his face, and beneath them his eyes are cold and green as the ice of ancient floes; his beard, half white, half of a black with glaucous gleams, falls nearly to his knees and hides many of the writhing serpentine characters inscribed in woven silver athwart the bosom of his violet robe. -- Clark Ashton Smith, The Last Incantation.

Malygris is a level five hostile creature. Malygris carries a dagger of draining.
You look at the grenade
Which do you mean, a 1) flash grenade or a 2) fragmentation grenade?
You look at the flash grenade
When thrown, this magical grenade emits a pulse of searing light so strong that it will blind anyone in its vicinity, even if they close their eyes. The device is universally judged to be Metastasio's most useless invention.
You examine the fragmentation grenade
When thrown, the fragmentation grenade will explode into many sharp fragments. These are guaranteed to deal damage to everyone in the location. You cannot handle these items without a feeling of national pride; for it was this invention of Metastasio's that allowed the outnumbered forces of Louis VIII to defeat the Algirian hordes.
Retreat
Deciding that discretion is the better part of valour, you bravely run away.

A vast staircase spirals up and down. In a pinch, you would be able to jump down to the room below, although this might not be particularly healthy.

Equipped with a small sword and a huge shield, a heavily armoured man awaits any attacks.

A black-robed mage stalks through the room.

A white-robed healer of Aite is chanting in praise of his goddess.

You can also see a war mask here.

Exits lead up and down (to Workshop of the Blademaster).

The healer of Aite concentrates, and is now mildly concentrated.

The defender of Aite concentrates, and is now mildly concentrated.

The tormentor raises her staff towards you, preparing a magical attack.
You examine the nunchucks
These two pieces of wood with a metal chain between them can be surprisingly dangerous.

Combat statistics: 1d6 + 0 damage; +0 attack modifier; good at parrying.
Parry
You strike up a defensive pose.

Rolling 3 + 3 (inherent bonus) - 0 (cannot parry against tormentor's staff) + 1 (tormentor's staff bonus) + 3 (tension) = 10, the tormentor of Aite beats your defence rating of 9.

The tormentor of Aite deals 3 + 2 (tension) = 5 damage, wounding you to 8 health.
Up
You decide to run past your enemies.

Rolling 5 + 1 (inherent bonus) + 2 (concentration) + 1 (tension) + 4 (you are running) = 13, the defender of Aite beats your defence rating of 9.

The defender of Aite deals 3 + 2 (you are running) = 5 damage, wounding you to 3 health.

Rolling 10 + 3 (inherent bonus) + 1 (tormentor's staff bonus) + 4 (you are running) = 18, the tormentor of Aite beats your defence rating of 9.

The tormentor of Aite deals 2 + 2 (you are running) = 4 damage, killing you.

"Aite be praised!" These are the last words you hear as magical pain racks your body.
You look at the crown
This harsh and heavy crown was once worn by one of the emperors of Yahvinna, a line of rulers known for their unbending willpower. (It grants a +2 bonus on willpower checks.)
You wear the crown
You put on the crown of the empire.
You take the scrolls
scroll labelled HERMEI LE SCHIM: Taken.
scroll labelled TWAN METIER: Taken.
You look at the goggles
These goggles have been magically enchanted to grant sharper eyesight to the wearer. They were made for the marquis of Savon, who wasted his eyes poring over ancient tomes in his ill-lit library. (They grant a +2 bonus on perception checks.)
Inventory
-weapons:
a gilded rapier (readied)
-clothing:
the goggles of acuity (being worn)
the crown of the empire (being worn)
-scrolls:
a scroll labelled TWAN METIER
a scroll labelled HERMEI LE SCHIM
-other:
three packages of ment
Go east
Centuries ago, Malygris captured the great alchemist Metastasio and forced him to work in this laboratory. Most of his equipment is now gone, but one curious machine remains.

A small simian creature aggressively displays its strength.

Exits lead north and west (to Entrance Hall).
You look at the simian
It looks like a gorilla, except that is has an intensely red fur and is perhaps even more muscular. Thankfully, the ape is somewhat smaller than you are.

The blood ape is a level one hostile creature.
Attack
(the blood ape)
The blood ape tries to jump out of the way.

Rolling 3 + 2 (inherent bonus) + 2 (concentration) - 2 (defender dodging) + 1 (tension) = 6, you do not overcome the blood ape's defence rating of 8.

The blood ape concentrates, and is now quite concentrated.
Attack
(the blood ape)
The blood ape tries to jump out of the way.

Rolling 1 + 2 (inherent bonus) - 2 (defender dodging) + 2 (tension) = 3, you do not overcome the blood ape's defence rating of 8.

The blood ape swings at your head.
Attack
(the blood ape)
The blood ape tries to jump out of the way.

Rolling 3 + 2 (inherent bonus) + 2 (concentration) - 2 (defender dodging) + 2 (tension) = 7, you do not overcome the blood ape's defence rating of 8.

The blood ape concentrates, and is now quite concentrated.
Dodge
You get ready for quick evasive maneuvers.

Rolling 1 + 4 (concentration) - 2 (defender dodging) + 3 (tension) = 6, the blood ape does not overcome your defence rating of 8.
Attack
(the blood ape)
The blood ape tries to jump out of the way.

Rolling 8 + 2 (inherent bonus) + 4 (concentration) - 2 (defender dodging) + 4 (tension) = 16, you beat the blood ape's defence rating of 8.

You deal 2 + 2 (concentration) + 3 (tension) = 7 damage, wounding the blood ape to 1 health.

The blood ape concentrates, and is now mildly concentrated.
Dodge
You get ready for quick evasive maneuvers.

Rolling 8 + 2 (concentration) - 2 (defender dodging) + 3 (tension) = 11, the blood ape beats your defence rating of 8.

The blood ape deals 5 + 2 (tension) = 7 damage, wounding you to 2 health.

You lose your concentration!

The ape immediately licks the blood of its enemy from its knuckles. Nourished by this substance, it grows to large size!
Dodge
You get ready for quick evasive maneuvers.

Rolling 6 + 1 (inherent bonus) + 2 (concentration) - 3 (defender dodging) + 3 (tension) = 9, the blood ape beats your defence rating of 8.

The blood ape deals 2 + 2 (tension) + 2 (large size) = 6 damage, killing you.

The blood ape pounds you into a pulp with its fists, then feasts on your body.
You wear the crown
(first taking the crown of the empire)
You put on the crown of the empire.
You go east
This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again. You see two naked male slaves fighting to the death for the pleasure of their reptile mistress -- but the scene changes before you can focus on any details.

A small simian creature aggressively displays its strength.

Exits lead north, south and west (to Entrance Hall).

Suddenly, a drowning knight, crying for his god, appears. While only an image that flickers and then disappears, it startles you and the blood ape.
You look at the simian
It looks like a gorilla, except that is has an intensely red fur and is perhaps even more muscular. Thankfully, the ape is somewhat smaller than you are.

The blood ape is a level one hostile creature.
Dodge
You get ready for quick evasive maneuvers.

Rolling 1 + 2 (concentration) - 1 (defender dodging) + 2 (tension) = 4, the blood ape does not overcome your defence rating of 8.
Attack
(the blood ape)
The blood ape concentrates, and is now mildly concentrated.

Rolling 8 + 2 (inherent bonus) + 4 (concentration) + 2 (tension) = 16, you beat the blood ape's defence rating of 8.

You deal 5 + 2 (concentration) + 1 (tension) = 8 damage, killing the blood ape.

The blood ape topples over with a small grunt.

The blood-hungry soul that animated the ape is absorbed into your own body. You are strong. You hunger for blood. (Power of the ape: +1 attack, +1 defence, +2 health; when you score a hit, your damage will increase for a short time.)

Absorbing a soul has fully healed you.
Describe the surroundings
This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again. You see shrieking ghosts being whipped into a frenzy by a necromancer thousands of years old -- but the scene changes before you can focus on any details.

Exits lead north, south and west (to Entrance Hall).
Go south
Mirrors surround you on all sides in an impossible geometry. Myriad reflections follow your every movement -- though some, always in the corner of your eyes, seem to behave differently.

Equipped with a small sword and a huge shield, a heavily armoured man awaits any attacks.

A black-robed mage stalks through the room.

A white-robed healer of Aite is chanting in praise of his goddess.

You can also see two scrolls labelled CHETNAK here.

Exits lead north (to Phantasmagoria) and west.
You examine mage
You immediately recognise the black-robed mage as a tormentor of Aite, savage priests who specialise in inflicting pain on all who oppose their faith.

The tormentor of Aite is part of a level four group and hostile. The tormentor of Aite carries a tormentor's staff.
Retreat
Deciding that discretion is the better part of valour, you bravely run away.

This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again. You see flaming bolts, fired by huge ballistae, flying right over your head -- but the scene changes before you can focus on any details.

Exits lead north, south (to Hall of Mirrors) and west (to Entrance Hall).
You go north
A huge magical portal dominates the room.

You can see a dimensional anchor here.

An exit leads south (to Phantasmagoria).
You examine the anchor
The tiny anchor made of marble may seem nothing but a sailor's souvenir, but appearances deceive. It has been imbued with a powerful spell that makes it impossible to teleport away from the room it is in. An ornate "N" at the bottom designates it as the work of the mysterious sorcerer Ningauble.
You take the anchor
Taken.
You go south
This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again. You see several knights in plate armour struggling to reach the shores of a swamp, while the land retreats before them as if it were alive -- but the scene changes before you can focus on any details.

Exits lead north (to Portal Room), south (to Hall of Mirrors) and west (to Entrance Hall).
Go west
The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

Exits lead south, east (to Phantasmagoria), west and up.
You go west
The exactly elliptical room is dominated by a towering statue of Nomos, built out of harsh geometrical forms.

A stunning young woman in a simple monk's robe awaits you.

You can also see the robe of the dead mage here.

Exits lead north, east (to Entrance Hall) and up.
You look at the woman
Although she is currently working as one of Malygris's guards, Miranda dreams about a bright future as a famous adventurer.

Miranda is a level one hostile creature. Miranda carries a pair of nunchucks. Miranda wears a monk's robe.
Dodge
You get ready for quick evasive maneuvers.

Rolling 7 + 2 (concentration) - 2 (defender dodging) + 1 (tension) = 8, Miranda does not overcome your defence rating of 9.
Dodge
You get ready for quick evasive maneuvers.

Rolling 7 - 2 (defender dodging) + 2 (tension) = 7, Miranda does not overcome your defence rating of 9.
Dodge
You get ready for quick evasive maneuvers.

Rolling 1 - 2 (defender dodging) + 3 (tension) = 2, Miranda does not overcome your defence rating of 9.
Attack
(Miranda)
Miranda attempts to ward off the attack.

Rolling 5 + 3 (inherent bonus) + 8 (concentration) - 2 (defender parrying) + 4 (tension) = 18, you beat Miranda's defence rating of 7.

You deal 5 + 4 (concentration) + 2 (tension) + 1 (inherent bonus) = 12 damage, killing Miranda.

"But... my adventure was only just beginning!" cries Miranda.

As Miranda dies, you feel her soul absorbed into your own body. (Power of Miranda: +1 attack, +1 defence, +5 health, +1 perception, and the stun skill.)

The violence of the absorption drives the power of the ape out of your body. Absorbing a soul has fully healed you.
You look around
The exactly elliptical room is dominated by a towering statue of Nomos, built out of harsh geometrical forms.

You can see a pair of nunchucks, a monk's robe and the robe of the dead mage here.

Exits lead north, east (to Entrance Hall) and up.
You examine the dead mage
Dominique, marquis of Savon, one of the great mages of his generation, was so fed up with losing his concentration when he was hit that he developed this robe. When the wearer is damaged in combat, he will not lose his concentration; but the protection comes from his life force, and the damage dealt to him is increased by 25% for every level of concentration. People say that nobody ever died with as much concentration as Dominique.
You look at the monk's robe
A plain and simple robe. You doubt is it useful for any purpose but modesty.
You take all
pair of nunchucks: Taken.
monk's robe: Taken.
robe of the dead mage: Taken.
You go north
Centuries ago, Malygris captured the great alchemist Metastasio and forced him to work in this laboratory. Most of his equipment is now gone, but one curious machine remains.

You can see two flash grenades here.

Exits lead north and south (to Temple of Nomos).
You look at the grenade
When thrown, this magical grenade emits a pulse of searing light so strong that it will blind anyone in its vicinity, even if they close their eyes. The device is universally judged to be Metastasio's most useless invention.
You take the grenades
flash grenade: Taken.
flash grenade: Taken.
You put monk's robe in the machine
You put the monk's robe in the curious machine. It starts clicking and beeping, and after a short while, a rust grenade drops on the ground.
You examine the rust grenade
When thrown, this grenade will release a thick cloud of rust spores -- a nasty fungus that rusts away iron. Its use is forbidden in all civilised and most uncivilised countries.
You take the grenade
(the rust grenade)
Taken.
Look around
Centuries ago, Malygris captured the great alchemist Metastasio and forced him to work in this laboratory. Most of his equipment is now gone, but one curious machine remains.

Exits lead north and south (to Temple of Nomos).
Go south
The exactly elliptical room is dominated by a towering statue of Nomos, built out of harsh geometrical forms.

Exits lead north (to Alchemical Laboratory), east (to Entrance Hall) and up.
You examine Nomos
While neither cruel nor evil, Nature as Law is the most uncaring and least merciful of all gods. His dictates are obeyed, not out of fear, but out of necessity. Praying to Nomos can be beneficial -- if you are willing to submit to his commands.
Pray
A deep voice inside your head speaks: "You will attack 3 turns from now. The law will be with you."
Go north
You stand on an exceedingly narrow bridge crossing a seething lake of lava. Dodging would be suicidal.

You can see the boots of the war dance, the Blessed Grenade and a fungicide contraption here.

Exits lead north and south (to Alchemical Laboratory).

(Remember: Nomos has told you to attack this turn.)
Attack
What do you want to attack?
Attack boots
Things are not your enemies.

(Remember: Nomos has told you to attack this turn.)
You attack yourself
>Unable to go automatically: you haven't provided a destination yet. Please use a command like "go to Entrance Hall" first.
Look around
You stand on an exceedingly narrow bridge crossing a seething lake of lava. Dodging would be suicidal.

You can see the boots of the war dance, the Blessed Grenade and a fungicide contraption here.

Exits lead north and south (to Alchemical Laboratory).
You go to the south
Centuries ago, Malygris captured the great alchemist Metastasio and forced him to work in this laboratory. Most of his equipment is now gone, but one curious machine remains.

Exits lead north (to Bridge of Doom) and south (to Temple of Nomos).
You look at the boots
These graceful boots, supposedly made by the master of Algir, will grant you impeccable footwork in combat. This will undoubtedly grant you extra turns now and then.
You wear boots
(first taking the boots of the war dance)
You put on the boots of the war dance.
You look at the contraption
This weird contraption contains a powerful fungus killing substance. Spraying it will immediately clear a room of all spores.
You examine blessed
This grenade is rumoured to be extremely effective against undead.
You take all
Blessed Grenade: Taken.
fungicide contraption: Taken.
You go north
The black stones have been scratched in a million fights, and will nevermore lose the faint colour of blood. This is the temple of Aite, whose laughing statue rises above all.

Malygris, perhaps the greatest of all living sorcerers, is standing here.

An exit leads south (to Bridge of Doom).
Retreat
Deciding that discretion is the better part of valour, you bravely run away.

You stand on an exceedingly narrow bridge crossing a seething lake of lava. Dodging would be suicidal.

Exits lead north (to Temple of Aite) and south (to Alchemical Laboratory).
You go to the south
Centuries ago, Malygris captured the great alchemist Metastasio and forced him to work in this laboratory. Most of his equipment is now gone, but one curious machine remains.

Exits lead north (to Bridge of Doom) and south (to Temple of Nomos).
Go south
The exactly elliptical room is dominated by a towering statue of Nomos, built out of harsh geometrical forms.

Exits lead north (to Alchemical Laboratory), east (to Entrance Hall) and up.
Status
Health: 25 of 25
Attack: 3
Defence: 9
Perception: 5
Dexterity: 5
Willpower: 5
You have the stun skill: you can try to stun an enemy; this means you attack with a -2 damage penalty, but if you hit you will decrease the opponent's effectiveness for several rounds. (Level 1)
Up
The only feature breaking the monotony of the circular room made of polished white marble is a huge statue. Hewn from flawless mountain crystal, it portrays the goddess Sul.

A vast slug covered in green ooze has positioned itself in this room.

You can also see Mouser, Fafhrd, an unguentum argenti and a war mask here.

Exits lead east and down (to Temple of Nomos).
Examine slug
It is of the dreaded race of mindslugs, abominations that use their telepathic powers to enslave others.

The mindslug is a level three hostile creature.
You remember
You have not yet explored:
- the up exit of the Entrance Hall (which lies down from here)
- the east exit of the Temple of Sul (where you currently are)
- the south exit of the Entrance Hall (which lies down from here)
- the west exit of the Hall of Mirrors (which lies down from here)

You have visited the following rooms: Entrance Hall (down), Hall of Mirrors (down), Phantasmagoria (down), Bridge of Doom (down), Temple of Nomos (down), Temple of Aite (down), Temple of Sul (here), Alchemical Laboratory (down), Portal Room (down).

You have seen the following creatures in these locations:
- the mindslug (level 3) in Temple of Sul (where you currently are)
- Fafhrd (level 0) in Temple of Sul (where you currently are)
- Mouser (level 0) in Temple of Sul (where you currently are)
- the healer of Aite (level 4) in Hall of Mirrors (which lies down from here)
- the tormentor of Aite (level 4) in Hall of Mirrors (which lies down from here)
- the defender of Aite (level 4) in Hall of Mirrors (which lies down from here)
- Malygris (level 5) in Temple of Aite (which lies down from here)

Tip: you can move one room towards a location by typing "go to location".
Retreat
Deciding that discretion is the better part of valour, you bravely run away.

The exactly elliptical room is dominated by a towering statue of Nomos, built out of harsh geometrical forms.

Exits lead north (to Alchemical Laboratory), east (to Entrance Hall) and up (to Temple of Sul).
You go to Entrance Hall
The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

Exits lead south, east (to Phantasmagoria), west (to Temple of Nomos) and up.
You go south
The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.

You can see an executioner's axe and an asbestos vest here.

Exits lead north (to Entrance Hall), east (to Hall of Mirrors) and down.
You examine the parts
A gruesome collection of legs, arms, heads, intestines, and all other parts of the human body. If you really wanted to, you could search it for treasures.
Search parts
As you search the pile, a rotting corpse jumps out!
You look at the corpse
This corpse has definitely seen better times and it smells awfully.

The rotting corpse is a levelless undead creature.
You look at the axe
This is the blade that chopped off the head of Philip the Traitor after he had been found guilty of murdering his brother, Charles IV. Ever since, pilgrims have flocked to Montenoir's temple of Nomos to see and revere it. How it has ended up in this dungeon is anyone's guess.

Combat statistics: 1d7 + 4 damage; -3 attack modifier; hard to parry; bad at parrying; better tension damage bonus.
Look around
The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.

You can see an executioner's axe and an asbestos vest here.

Exits lead north (to Entrance Hall), east (to Hall of Mirrors) and down.
You take all
executioner's axe: Taken.
asbestos vest: Taken.
You examine the vest
While it doesn't provide much protection against weapons, this vest could be useful for its fire resistance. It bears the signs of the Montenoir alchemist guild.
You wear the vest
You put on the asbestos vest.
You look at the axe
This is the blade that chopped off the head of Philip the Traitor after he had been found guilty of murdering his brother, Charles IV. Ever since, pilgrims have flocked to Montenoir's temple of Nomos to see and revere it. How it has ended up in this dungeon is anyone's guess.

Combat statistics: 1d7 + 4 damage; -3 attack modifier; hard to parry; bad at parrying; better tension damage bonus.
Wield axe
You ready the executioner's axe.
Look around
You hum a battle hymn.

>Quartering Room
The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.

Exits lead north (to Entrance Hall), east (to Hall of Mirrors) and down.
Go downwards
This otherwise unremarkable room has been decorated with a fascinating drawing.

The room is dominated by a chain golem, a moving mass of iron and copper chains, both thick and thin, that hulks in its center.

You can also see a scroll labelled NAAR OD ERAE, a smoke grenade and three flash grenades here.

An exit leads up (to Quartering Room).
You examine the golem
A hulking form made of metal chains and animated by a soul bound to it through dark magics.

The chain golem is a level two hostile creature.
Retreat
Deciding that discretion is the better part of valour, you bravely run away.

The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.

Exits lead north (to Entrance Hall), east (to Hall of Mirrors) and down (to Drawing Room).
Inventory
-weapons:
an executioner's axe (readied)
a pair of nunchucks
a gilded rapier
-clothing:
an asbestos vest (being worn)
the boots of the war dance (being worn)
the robe of the dead mage
the crown of the empire (being worn)
-grenades:
a rust grenade
two flash grenades
-other:
a fungicide contraption
a dimensional anchor
three packages of ment
You drop the axe
Dropped.
You drop the crown
(first taking the crown of the empire off)
Dropped.
Inventory
-clothing:
an asbestos vest (being worn)
the boots of the war dance (being worn)
the robe of the dead mage
-grenades:
a rust grenade
two flash grenades
-other:
a fungicide contraption
a dimensional anchor
three packages of ment
You look at your surroundings
The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.

You can see a pair of nunchucks, the crown of the empire, a gilded rapier and an executioner's axe here.

Exits lead north (to Entrance Hall), east (to Hall of Mirrors) and down (to Drawing Room).
Down
This otherwise unremarkable room has been decorated with a fascinating drawing.

The room is dominated by a chain golem, a moving mass of iron and copper chains, both thick and thin, that hulks in its center.

You can also see a scroll labelled NAAR OD ERAE, a smoke grenade and three flash grenades here.

An exit leads up (to Quartering Room).

The chain golem starts rotating slowly, spinning its chains around its core.
You throw the rust grenade
You throw the rust grenade, and it immediately releases a cloud of rust spores!

The chain golem speeds up, its chains whirling through the air.

As rust spores whirl around the room, the flash grenade rusts.
You throw the flash grenade
You throw the flash grenade, and a blinding light burns away the retinae of anyone unlucky enough to look at it, that is, you.

As rust spores whirl around the room, the flash grenade rusts.

Several of the spinning chains attempt to smash themselves into you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 3 + 1 (inherent bonus) + 4 (concentration) - 2 (defender dodging) + 2 (tension) + 2 (defender blind) = 10, the chain golem beats your defence rating of 9.

The chain golem deals 2 + 1 (tension) + 4 (golem spinning) = 7 damage, wounding you to 18 health.
You look at the fungicide
This weird contraption contains a powerful fungus killing substance. Spraying it will immediately clear a room of all spores.
Retreat
Deciding that discretion is the better part of valour, you bravely run away.

Rolling 3 + 1 (inherent bonus) + 2 (defender blind) = 6, the chain golem does not overcome your defence rating of 9.

The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.

You can feel a pair of nunchucks, the crown of the empire, a gilded rapier and an executioner's axe here.

Exits lead north (to Entrance Hall), east (to Hall of Mirrors) and down (to Drawing Room).
Status
Health: 18 of 25
Attack: 3
Defence: 9
Perception: 5
Dexterity: 5
Willpower: 5
You are blind.
You have the stun skill: you can try to stun an enemy; this means you attack with a -2 damage penalty, but if you hit you will decrease the opponent's effectiveness for several rounds. (Level 1)
You remember
You have not yet explored:
- the up exit of the Entrance Hall (which lies north from here)
- the east exit of the Temple of Sul (which lies north from here)

You have visited the following rooms: Entrance Hall (north), Hall of Mirrors (east), Phantasmagoria (north), Bridge of Doom (north), Temple of Nomos (north), Temple of Aite (north), Temple of Sul (north), Alchemical Laboratory (north), Portal Room (north), Drawing Room (down), Quartering Room (here).

You have seen the following creatures in these locations:
- the chain golem (level 2) in Drawing Room (which lies down from here) - the mindslug (level 3) in Temple of Sul (which lies north from here) - Fafhrd (level 0) in Temple of Sul (which lies north from here)
- Mouser (level 0) in Temple of Sul (which lies north from here)
- the healer of Aite (level 4) in Hall of Mirrors (which lies east from here)
- the tormentor of Aite (level 4) in Hall of Mirrors (which lies east from here)
- the defender of Aite (level 4) in Hall of Mirrors (which lies east from here)
- Malygris (level 5) in Temple of Aite (which lies north from here)

Tip: if a fight proves too much for you, try to "retreat". On entering a room for the first time, you can always retreat for free.
You take all
pair of nunchucks: Taken.
crown of the empire: Taken.
gilded rapier: Taken.
executioner's axe: Taken.
Wield axe
You ready the executioner's axe.
You go to Entrance Hall
The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

Exits lead south (to Quartering Room), east (to Phantasmagoria), west (to Temple of Nomos) and up.
Up
Hundreds of books line the walls of this magnificent library, a bigger collection than the already legendary one of the marquis of Savon. Malygris even has a scroll analyser installed.

A skull-sized ball of gooish, undulating flesh jumps up and down ponderously. It is a jumping bomb, gathering speed and preparing to launch itself at one of its enemies.

You can also feel two scrolls labelled CISTROB JIRSGEV, a scroll labelled MORT EILYSH and a fragmentation grenade here.

Exits lead west (to Temple of Sul) and down (to Entrance Hall).
You examine the Flesh
(the jumping bomb)
Connoisseurs consider these jumping balls of red meat to be among the most exciting spectacles of Yahvinna's annual Feast of Flesh. To the slaves and convicts down in the arena, whose limbs the spectators hope to have blown into their lap, the jumping bombs also bring excitement, though of a wholly different type.

The jumping bomb is a level two hostile creature.
Status
Health: 18 of 25
Attack: 3
Defence: 9
Perception: 5
Dexterity: 5
Willpower: 5
You are blind.
You have the stun skill: you can try to stun an enemy; this means you attack with a -2 damage penalty, but if you hit you will decrease the opponent's effectiveness for several rounds. (Level 1)
Attack
(the jumping bomb)
Attacking is an action, not a reaction.
Dodge
You get ready for quick evasive maneuvers.

Rolling 5 - 2 (inherent penalty) + 4 (concentration) - 3 (defender dodging) + 3 (tension) + 2 (defender blind) - 4 (lower concentration bonus for jumping bomb) = 5, the jumping bomb does not overcome your defence rating of 9.
Attack
(the jumping bomb)
The jumping bomb attempts to bump out of the way.

Rolling 5 + 3 (inherent bonus) + 8 (concentration) - 3 (defender dodging) - 3 (executioner's axe penalty) + 3 (tension) - 3 (blindness) = 10, you beat the jumping bomb's defence rating of 8.

You deal 7 + 4 (concentration) + 2 (tension) + 2 (executioner's axe benefits from tension) = 15 damage, killing the jumping bomb.

As the last of its blood flows out of the jumping bomb, it goes limp and falls to the floor like a punctured balloon.

As the bomb deflates, you feel its insane, beastly soul absorbed into your own body. (Power of the bomb: +2 attack, +2 defence, +10 health, and you will now explode when killed, giving you a last chance to defeat your enemy and perhaps absorb his soul in the process.)

The violence of the absorption drives the power of Miranda out of your body. Absorbing a soul has fully healed you.

You have been awarded the Adventurer achievement!
Describe the surroundings
Hundreds of books line the walls of this magnificent library, a bigger collection than the already legendary one of the marquis of Savon. Malygris even has a scroll analyser installed.

You can feel two scrolls labelled CISTROB JIRSGEV, a scroll labelled MORT EILYSH and a fragmentation grenade here.

Exits lead west (to Temple of Sul) and down (to Entrance Hall).
You take all
scroll labelled CISTROB JIRSGEV: Taken.
scroll labelled CISTROB JIRSGEV: Taken.
scroll labelled MORT EILYSH: Taken.
fragmentation grenade: Taken.
You look at the fragmentation
When thrown, the fragmentation grenade will explode into many sharp fragments. These are guaranteed to deal damage to everyone in the location. You cannot handle these items without a feeling of national pride; for it was this invention of Metastasio's that allowed the outnumbered forces of Louis VIII to defeat the Algirian hordes.
You put CISTROB in the analyzer
It is a scroll of shadows!
You put MORT in analyzer
It is a scroll of identify!
You check your inventory
-weapons:
an executioner's axe (readied)
a gilded rapier
a pair of nunchucks
-clothing:
the crown of the empire
an asbestos vest (being worn)
the boots of the war dance (being worn)
the robe of the dead mage
-scrolls:
a scroll of identify
two scrolls of shadows
-grenades:
a fragmentation grenade
a rusted flash grenade
-other:
a fungicide contraption
a dimensional anchor
three packages of ment
You wear the crown
You put on the crown of the empire.
You remember
All locations have been explored.

You have visited the following rooms: Entrance Hall (down), Hall of Mirrors (down), Phantasmagoria (down), Bridge of Doom (down), Temple of Nomos (down), Temple of Aite (down), Temple of Sul (west), Alchemical Laboratory (down), Portal Room (down), Library (here), Drawing Room (down), Quartering Room (down).

You have seen the following creatures in these locations:
- the rusted chain golem (level 2) in Drawing Room (which lies down from here)
- the mindslug (level 3) in Temple of Sul (which lies west from here)
- Fafhrd (level 0) in Temple of Sul (which lies west from here)
- Mouser (level 0) in Temple of Sul (which lies west from here)
- the healer of Aite (level 4) in Hall of Mirrors (which lies down from here)
- the tormentor of Aite (level 4) in Hall of Mirrors (which lies down from here)
- the defender of Aite (level 4) in Hall of Mirrors (which lies down from here)
- Malygris (level 5) in Temple of Aite (which lies down from here)

Tip: additional information can be gotten with "status", "trophies" and (once you have defeated enough monsters) "sense".
Go west
The only feature breaking the monotony of the circular room made of polished white marble is a huge statue. Hewn from flawless mountain crystal, it portrays the goddess Sul.

A vast slug covered in green ooze has positioned itself in this room.

You can also feel Mouser, Fafhrd, an unguentum argenti and a war mask here.

Exits lead east (to Library) and down (to Temple of Nomos).

Mouser concentrates, and is now mildly concentrated.

Fafhrd rushes towards you.
You look at Mouser
Mouser is a small, fast man. You know his type from the alleys and alehouses of Montenoir.

Mouser is a levelless enslaved creature. Mouser carries Mouser's sword.
You examine Fafhrd
This male barbarian is strong and muscular. He looks like an able and shrewd fighter.

Fafhrd is a levelless enslaved creature. Fafhrd carries Fafhrd's sword.
You examine the argenti
An expensive alchemical salve that can be rubbed on iron objects to turn them into silver.
Dodge
You get ready for quick evasive maneuvers.

Rolling 4 + 1 (inherent bonus) - 2 (defender dodging) + 1 (tension) + 2 (defender blind) = 6, Fafhrd does not overcome your defence rating of 10.
Dodge
You get ready for quick evasive maneuvers.

Rolling 8 + 2 (inherent bonus) - 3 (defender dodging) + 2 (tension) + 2 (defender blind) = 11, the mindslug beats your defence rating of 10.

The mindslug deals 1 + 1 (tension) = 2 damage, wounding you to 28 health.

You lose your concentration!

Mouser concentrates, and is now quite concentrated.

Fafhrd rushes towards you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 2 + 1 (inherent bonus) - 2 (defender dodging) + 1 (tension) + 2 (defender blind) = 4, Fafhrd does not overcome your defence rating of 10.

The mindslug concentrates, and is now mildly concentrated.

Fast as a snake, Mouser lashes out at you.
You look around
The only feature breaking the monotony of the circular room made of polished white marble is a huge statue. Hewn from flawless mountain crystal, it portrays the goddess Sul.

A vast slug covered in green ooze has positioned itself in this room.

You can also feel Mouser, Fafhrd, an unguentum argenti and a war mask here.

Exits lead east (to Library) and down (to Temple of Nomos).
Dodge
You get ready for quick evasive maneuvers.

Rolling 7 + 4 (concentration) - 2 (defender dodging) + 2 (tension) + 2 (defender blind) = 13, Mouser beats your defence rating of 10.

Mouser deals 6 + 2 (concentration) + 1 (tension) = 9 damage, wounding you to 19 health.
Snort ment
There is absolutely no way you could pull that off in a combat situation. The ment would get spilled everywhere.
Attack mouser
Deftly, Mouser rolls aside to avoid the attack.

Rolling 2 + 4 (inherent bonus) - 3 (defender dodging) - 3 (executioner's axe penalty) - 3 (blindness) + 2 (defender uninterested in own safety) = -1, you do not overcome Mouser's defence rating of 9.

Raising its hideous body, the mindslug bears down on you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 9 + 2 (inherent bonus) + 2 (concentration) - 3 (defender dodging) + 1 (tension) + 2 (defender blind) = 13, the mindslug beats your defence rating of 10.

The mindslug deals 2 = 2 damage, wounding you to 17 health.

Fafhrd concentrates, and is now mildly concentrated.

Mouser concentrates, and is now mildly concentrated.

The mindslug blasts you with psionic energy. You roll 2 + 5 (willpower score) + 2 (crown of the empire) = 9 against a target number of 10, failing the willpower check. You fail to resist the mindslug's mental blast, and your willpower decreases to 4.
Retreat
Deciding that discretion is the better part of valour, you bravely run away.

Rolling 3 + 2 (concentration) + 2 (tension) + 2 (defender blind) = 9, Mouser does not overcome your defence rating of 10.

Rolling 10 + 1 (inherent bonus) + 2 (concentration) + 2 (tension) + 2 (defender blind) = 17, Fafhrd beats your defence rating of 10.

Fafhrd deals 2 + 1 (tension) = 3 damage, wounding you to 14 health.

Rolling 5 + 2 (inherent bonus) + 2 (defender blind) = 9, the mindslug does not overcome your defence rating of 10.

Hundreds of books line the walls of this magnificent library, a bigger collection than the already legendary one of the marquis of Savon. Malygris even has a scroll analyser installed.

Exits lead west (to Temple of Sul) and down (to Entrance Hall).
Snort ment
You take a small mirror, a razor and a straw from one of your pockets, and carefully cut the ment on the surface of the mirror. The light blue powder is looking very good. Using the straw, you manage to get almost all of it in your nose. You inhale sharply a few times -- and feel the ment do its awesome work.

Everything becomes clear, sharp, easy. You feel strong. You feel focused.
Status
Health: 14 of 30
Attack: 4
Defence: 10
Perception: 4
Dexterity: 5
Willpower: 4
You are blind.
You are under the influence of ment: +1 attack, +1 damage, -1 enemy damage, +1 defence, +1 to all abilities.
When you die, you explode, dealing as much damage to your enemy as the enemy dealt to you. This gives you a last chance to kill your enemy, and perhaps absorb his soul and come back to life in the process. (Level 2)
Go west
The only feature breaking the monotony of the circular room made of polished white marble is a huge statue. Hewn from flawless mountain crystal, it portrays the goddess Sul.

A vast slug covered in green ooze has positioned itself in this room.

You can also feel Mouser, Fafhrd, an unguentum argenti and a war mask here.

Exits lead east (to Library) and down (to Temple of Nomos).

Fafhrd rushes towards you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 1 + 1 (inherent bonus) - 2 (defender dodging) + 2 (defender blind) - 1 (your defence increased by ment) = 1, Fafhrd does not overcome your defence rating of 10.
Dodge
You get ready for quick evasive maneuvers.

Rolling 3 + 2 (inherent bonus) - 3 (defender dodging) + 2 (tension) + 2 (defender blind) - 1 (your defence increased by ment) = 5, the mindslug does not overcome your defence rating of 10.

Clouds of rust spores drift into the room.

As rust spores whirl around the room, the fragmentation grenade rusts.

Fafhrd rushes towards you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 4 + 1 (inherent bonus) - 2 (defender dodging) + 2 (tension) + 2 (defender blind) - 1 (your defence increased by ment) = 6, Fafhrd does not overcome your defence rating of 10.

As rust spores whirl around the room, the executioner's axe rusts.
Attack fafhrd
Fafhrd ducks aside.

Rolling 6 + 4 (inherent bonus) + 2 (concentration) - 3 (defender dodging) - 3 (executioner's axe penalty) + 3 (tension) - 3 (blindness) + 1 (ment) + 2 (defender uninterested in own safety) = 9, you beat Fafhrd's defence rating of 7.

You deal 7 + 2 (tension) - 2 (rust) + 2 (executioner's axe benefits from tension) + 1 (ment) = 10 damage, wounding Fafhrd to 3 health.

Mouser concentrates, and is now quite concentrated.

The mindslug concentrates, and is now mildly concentrated.

As rust spores whirl around the room, the war mask rusts.

Fast as a snake, Mouser lashes out at you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 2 + 4 (concentration) - 2 (defender dodging) + 2 (tension) + 2 (defender blind) - 1 (your defence increased by ment) = 7, Mouser does not overcome your defence rating of 10.

As rust spores whirl around the room, Mouser's sword rusts.
Dodge
You get ready for quick evasive maneuvers.

Rolling 5 + 1 (inherent bonus) - 2 (defender dodging) + 3 (tension) + 2 (defender blind) - 1 (your defence increased by ment) = 8, Fafhrd does not overcome your defence rating of 10.

As rust spores whirl around the room, the gilded rapier rusts.

The mindslug blasts you with psionic energy. You roll 5 + 4 (willpower score) + 2 (crown of the empire) + 1 (ment) = 12 against a target number of 11, succeeding at the willpower check. You resist the mindslug's influence!
Attack fafhrd
Fafhrd ducks aside.

Rolling 2 + 4 (inherent bonus) + 2 (concentration) - 3 (defender dodging) - 3 (executioner's axe penalty) + 4 (tension) - 3 (blindness) + 1 (ment) + 2 (defender uninterested in own safety) = 6, you do not overcome Fafhrd's defence rating of 7.

Fast as a snake, Mouser lashes out at you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 6 - 2 (defender dodging) + 4 (tension) + 2 (defender blind) - 1 (your defence increased by ment) = 9, Mouser does not overcome your defence rating of 10.

Fafhrd rushes towards you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 2 + 1 (inherent bonus) - 2 (defender dodging) + 5 (tension) + 2 (defender blind) - 1 (your defence increased by ment) = 7, Fafhrd does not overcome your defence rating of 10.

The mindslug blasts you with psionic energy. You roll 10 + 4 (willpower score) + 2 (crown of the empire) + 1 (ment) = 17 against a target number of 10, succeeding at the willpower check. You resist the mindslug's influence!
Dodge
You get ready for quick evasive maneuvers.

Rolling 8 - 2 (defender dodging) + 6 (tension) + 2 (defender blind) - 1 (your defence increased by ment) = 13, Mouser beats your defence rating of 10.

Mouser deals 5 + 4 (tension) - 2 (rust) - 1 (ment makes you shrug off damage) = 6 damage, wounding you to 8 health.

You lose your concentration!
Inventory
-weapons:
a rusted executioner's axe (readied)
a rusted gilded rapier
a pair of nunchucks
-clothing:
the rusted crown of the empire (being worn)
an asbestos vest (being worn)
the boots of the war dance (being worn)
the robe of the dead mage
-scrolls:
a scroll of identify
two scrolls of shadows
-grenades:
a rusted fragmentation grenade
a rusted flash grenade
-other:
a fungicide contraption
a dimensional anchor
two packages of ment
You look at the fragmentation
When thrown, the fragmentation grenade will explode into many sharp fragments. These are guaranteed to deal damage to everyone in the location. You cannot handle these items without a feeling of national pride; for it was this invention of Metastasio's that allowed the outnumbered forces of Louis VIII to defeat the Algirian hordes.
You examine the nunchucks
These two pieces of wood with a metal chain between them can be surprisingly dangerous.

Combat statistics: 1d6 + 0 damage; +0 attack modifier; good at parrying.
You throw flash
You throw the flash grenade, and a blinding light burns away the retinae of anyone unlucky enough to look at it, that is, Mouser, Fafhrd and the mindslug.

Fafhrd rushes towards you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 6 + 1 (inherent bonus) - 2 (defender dodging) + 4 (tension) - 3 (blindness) + 2 (defender blind) - 1 (your defence increased by ment) = 7, Fafhrd does not overcome your defence rating of 10.

Raising its hideous body, the mindslug bears down on you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 1 + 2 (inherent bonus) - 3 (defender dodging) + 5 (tension) - 3 (blindness) + 2 (defender blind) - 1 (your defence increased by ment) = 3, the mindslug does not overcome your defence rating of 10.

Mouser concentrates, and is now mildly concentrated.
You wield the nunchucks
You ready the pair of nunchucks.

Fafhrd rushes towards you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 7 + 1 (inherent bonus) - 2 (defender dodging) + 6 (tension) - 3 (blindness) + 2 (defender blind) - 1 (your defence increased by ment) = 10, Fafhrd does not overcome your defence rating of 10.

The mindslug blasts you with psionic energy. You roll 3 + 4 (willpower score) + 2 (crown of the empire) + 1 (ment) = 10 against a target number of 10, succeeding at the willpower check. You resist the mindslug's influence!
Dodge
You get ready for quick evasive maneuvers.

Rolling 7 + 2 (concentration) - 2 (defender dodging) + 8 (tension) - 3 (blindness) + 2 (defender blind) - 1 (your defence increased by ment) = 13, Mouser beats your defence rating of 10.

Mouser deals 5 + 5 (tension) - 2 (rust) - 1 (ment makes you shrug off damage) = 7 damage, wounding you to 1 health.

You lose your concentration!

The mindslug blasts you with psionic energy. You roll 2 + 4 (willpower score) + 2 (crown of the empire) + 1 (ment) = 9 against a target number of 10, failing the willpower check. You fail to resist the mindslug's mental blast, and your willpower decreases to 3.

Fafhrd rushes towards you.
You throw the fragmentation grenade
The grenade explodes, dealing 5 damage to you (which is lethal); 3 damage to Mouser; 5 damage to Fafhrd (which is lethal); and 4 damage to the mindslug.
You check your inventory
-weapons:
a gilded rapier (readied)
-other:
three packages of ment
Go west
You stand on an exceedingly narrow bridge crossing a seething lake of lava. Dodging would be suicidal.

A pale man in dark robes, wielding a huge scythe, stands here. It is the Reaper, a serial killer who believes he is Death himself.

You can also see the goggles of acuity here.

Exits lead east (to Entrance Hall) and west.

"Do not be afraid, for I will end your suffering!" the Reaper exclaims.
You look at Reaper
He once used to be a man like any other, but his vocation has left him unnaturally pale and gaunt.

The Reaper is a level two hostile creature. The Reaper carries a scythe of slaying.
Retreat
Deciding that discretion is the better part of valour, you bravely run away.

The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

Exits lead north and west (to Bridge of Doom).
Go north
This otherwise unremarkable room has been decorated with a fascinating drawing.

A stunning young woman in a simple monk's robe awaits you.

Exits lead north, south (to Entrance Hall) and west.
You concentrate
You concentrate, and are now mildly concentrated.

Miranda seeks the calm within.
You concentrate
You concentrate, and are now quite concentrated.

Miranda jumps towards you, intent on stunning.
Dodge
You get ready for quick evasive maneuvers.

Rolling 4 + 2 (concentration) - 2 (defender dodging) + 2 (tension) = 6, Miranda does not overcome your defence rating of 8.
Attack
(Miranda)
Miranda attempts to ward off the attack.

Rolling 6 + 2 (inherent bonus) + 8 (concentration) - 2 (defender parrying) + 3 (tension) = 17, you beat Miranda's defence rating of 7.

You deal 2 + 4 (concentration) + 2 (tension) = 8 damage, killing Miranda.

"But... my adventure was only just beginning!" cries Miranda.

As Miranda dies, you feel her soul absorbed into your own body. (Power of Miranda: +1 attack, +1 defence, +5 health, +1 perception, and the stun skill.)

Absorbing a soul has fully healed you.
Look around
This otherwise unremarkable room has been decorated with a fascinating drawing.

You can see a pair of nunchucks and a monk's robe here.

Exits lead north, south (to Entrance Hall) and west.
You get all
pair of nunchucks: Taken.
monk's robe: Taken.
Look around
This otherwise unremarkable room has been decorated with a fascinating drawing.

Exits lead north, south (to Entrance Hall) and west.
You examine Drawing
The artist has skillfully drawn a battle scene involving you, a blood ape, a jumping bomb, a Reaper, a giant tentacle, a healer of Aite, a tormentor of Aite and a defender of Aite. In the background, Malygris rises triumphant over all.
You look at the tentacle
Aeons ago, the Knight of the Dawn fought and killed a great tentacled horror known as Tooloo. So great was Tooloo's tenacity, however, that each of his tentacles continued to live on separately -- and this is one of them.

The giant tentacle is a level three hostile creature.
You examine healer
This white-robed priest is a healer of Aite. Their task is to support the other fanatics in their never-ending crusade.

The healer of Aite is part of a level four group and hostile. The healer of Aite carries a healer's sword.
You look at Reaper
He once used to be a man like any other, but his vocation has left him unnaturally pale and gaunt.

The Reaper is a level two hostile creature. The Reaper carries a scythe of slaying.
Status
Health: 23 of 23
Attack: 3
Defence: 9
Perception: 5
Dexterity: 5
Willpower: 7
You have the stun skill: you can try to stun an enemy; this means you attack with a -2 damage penalty, but if you hit you will decrease the opponent's effectiveness for several rounds. (Level 1)
You go south
The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

Exits lead north (to Drawing Room) and west (to Bridge of Doom).
You go to the west
You stand on an exceedingly narrow bridge crossing a seething lake of lava. Dodging would be suicidal.

A pale man in dark robes, wielding a huge scythe, stands here. It is the Reaper, a serial killer who believes he is Death himself.

You can also see the goggles of acuity here.

Exits lead east (to Entrance Hall) and west.

The Reaper contemplates the meaning of Death.
You concentrate
You concentrate, and are now quite concentrated.

The Reaper advances towards you, saying "Et in Arcadia ego!" in a booming voice.
Parry
You strike up a defensive pose.

Rolling 4 + 1 (inherent bonus) + 8 (concentration) - 1 (defender parrying) - 2 (scythe of slaying penalty) + 3 (tension) = 13, the Reaper beats your defence rating of 9.

The Reaper deals 2 + 4 (concentration) + 2 (tension) - 2 (silver weapon) = 6 damage, wounding you to 17 health.

You lose your concentration!
You concentrate
You concentrate, and are now mildly concentrated.

The Reaper contemplates the meaning of Death.
You concentrate
You concentrate, and are now quite concentrated.

The Reaper immerses himself further into his meditations on mortality.
You concentrate
You concentrate, and are now mildly concentrated.

The Reaper immerses himself further into his meditations on mortality.
You concentrate
You concentrate, and are now quite concentrated.

The Reaper advances towards you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 4 + 1 (inherent bonus) + 4 (concentration) - 3 (defender dodging) - 2 (scythe of slaying penalty) + 3 (tension) = 7, the Reaper does not overcome your defence rating of 9.

You successfully dodge the attack of the Reaper. Since there is no place to dodge to on the narrow bridge, your maneuver continues with an involuntary downward movement.
Go east
You stand on an exceedingly narrow bridge crossing a seething lake of lava. Dodging would be suicidal.

A pale man in dark robes, wielding a huge scythe, stands here. It is the Reaper, a serial killer who believes he is Death himself.

Exits lead east and west (to Entrance Hall).

"Do not be afraid, for I will end your suffering!" the Reaper exclaims.
You concentrate
You concentrate, and are now mildly concentrated.

The Reaper contemplates the meaning of Death.
You concentrate
You concentrate, and are now quite concentrated.

The Reaper immerses himself further into his meditations on mortality.
Parry
You strike up a defensive pose.

Rolling 7 + 1 (inherent bonus) + 8 (concentration) - 1 (defender parrying) - 2 (scythe of flaming penalty) + 2 (tension) = 15, the Reaper beats your defence rating of 8.

The Reaper deals 3 + 4 (concentration) + 1 (tension) + 3 (heat) = 11 damage, wounding you to 8 health.

Reeling from the blow, you balance on the edge of the bridge. You roll 4 + 5 (dexterity score) = 9 against a target number of 8, succeeding at the dexterity check. You manage to stay on the bridge.
Attack
(the Reaper)
The Reaper immerses himself further into his meditations on mortality.

Rolling 3 + 2 (inherent bonus) + 4 (concentration) + 2 (tension) = 11, you beat the Reaper's defence rating of 8.

You deal 4 + 2 (concentration) + 1 (tension) = 7 damage, wounding the Reaper to 4 health.

The Reaper loses concentration!

The Reaper contemplates the meaning of Death.
Look around
You stand on an exceedingly narrow bridge crossing a seething lake of lava. Dodging would be suicidal.

You can see a very hot scythe of flaming here.

Exits lead east and west (to Entrance Hall).
You get all
very hot scythe of flaming: Taken.
You examine scythe
Enchanted with a spell of heat, this scythe always remains unnaturally hot.

The scythe of flaming is very hot.

Combat statistics: 1d10 + 0 damage; -2 attack modifier; hard to parry; bad at parrying.
Go east
This otherwise unremarkable room has been decorated with a fascinating drawing.

You can see three smoke grenades and the goggles of acuity here.

Exits lead west (to Bridge of Doom) and up.
You get all
smoke grenade: Taken.
smoke grenade: Taken.
smoke grenade: Taken.
goggles of acuity: Taken.
You examine Drawing
The artist has skillfully drawn a battle scene involving you, a blood ape, Miranda, a jumping bomb, a giant tentacle and Bodmall. In the background, Malygris rises triumphant over all.
You examine Bodmall
Why the great druidess Bodmall has chosen to work together with Malygris is a subject of much speculation among scholars of the occult -- but here she is, standing between you and victory. She is a very powerful foe.

Bodmall is a level four hostile creature.
Go upwards
The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.

A single giant tentacle guards against intruders.

Exits lead north, west and down (to Drawing Room).
Retreat
Deciding that discretion is the better part of valour, you bravely run away.

This otherwise unremarkable room has been decorated with a fascinating drawing.

Exits lead west (to Bridge of Doom) and up (to Quartering Room).
You look at the tentacle
Aeons ago, the Knight of the Dawn fought and killed a great tentacled horror known as Tooloo. So great was Tooloo's tenacity, however, that each of his tentacles continued to live on separately -- and this is one of them.

The giant tentacle is a level three hostile creature.
Status
Health: 29 of 29
Attack: 4
Defence: 10
Perception: 5
Dexterity: 5
Willpower: 5
You partake of the omnipresence of Death. You can reap anyone you have seen, which will instantly teleport you to their location -- although Death will assert his power over you in the process. (Level 2)
You go west
You stand on an exceedingly narrow bridge crossing a seething lake of lava. Dodging would be suicidal.

Exits lead east (to Drawing Room) and west (to Entrance Hall).
Go west
The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

Exits lead south, east (to Bridge of Doom), up and down.
You go south
This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again. You see several knights in plate armour struggling to reach the shores of a swamp, while the land retreats before them as if it were alive -- but the scene changes before you can focus on any details.

You can see the robe of the dead mage here.

An exit leads north (to Entrance Hall).
You wear robe
You put on the robe of the dead mage.
Go north
The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

Exits lead south (to Phantasmagoria), east (to Bridge of Doom), up and down.
Go down
Skulls and bones lie scattered amongst the ruined tombs. One big sarcophagus is still intact, and currently closed.

You can see an asbestos vest here.

Exits lead north and up (to Entrance Hall).
You check your inventory
-weapons:
a very hot scythe of flaming
a gilded rapier (readied)
-clothing:
an asbestos vest
the robe of the dead mage (being worn)
the goggles of acuity (being worn)
-grenades:
three smoke grenades
two flash grenades
-other:
three packages of ment
You wear the vest
You will first have to take off the robe of the dead mage.
You remove robe
You take off the robe of the dead mage.
You wear the vest
You put on the asbestos vest.
You look at your surroundings
Skulls and bones lie scattered amongst the ruined tombs. One big sarcophagus is still intact, and currently closed.

Exits lead north and up (to Entrance Hall).
You examine the sarcophagus
A marble monstrosity carved with skeletons and other symbols of death.
Go north
The black stones have been scratched in a million fights, and will nevermore lose the faint colour of blood. This is the temple of Aite, whose laughing statue rises above all.

A stunning young woman in a simple monk's robe awaits you.

You can also see two scrolls labelled NAAR OD ERAE here.

An exit leads south (to Crypt).
Dodge
You get ready for quick evasive maneuvers.

Rolling 8 + 2 (concentration) - 2 (defender dodging) + 2 (tension) = 10, Miranda does not overcome your defence rating of 10.
Attack
(Miranda)
Miranda seeks the calm within.

Rolling 7 + 4 (inherent bonus) + 8 (concentration) + 3 (tension) = 22, you beat Miranda's defence rating of 7.

You deal 3 + 4 (concentration) + 2 (tension) = 9 damage, killing Miranda.

"But... my adventure was only just beginning!" cries Miranda.

As Miranda dies, you feel her soul absorbed into your own body. (Power of Miranda: +1 attack, +1 defence, +5 health, +1 perception, and the stun skill.)

Absorbing a soul has fully healed you.
Status
Health: 34 of 34
Attack: 5
Defence: 11
Perception: 6
Dexterity: 5
Willpower: 5
You have the stun skill: you can try to stun an enemy; this means you attack with a -2 damage penalty, but if you hit you will decrease the opponent's effectiveness for several rounds. (Level 1)
You partake of the omnipresence of Death. You can reap anyone you have seen, which will instantly teleport you to their location -- although Death will assert his power over you in the process. (Level 2)
Describe the surroundings
The black stones have been scratched in a million fights, and will nevermore lose the faint colour of blood. This is the temple of Aite, whose laughing statue rises above all.

You can see a pair of nunchucks, a monk's robe and two scrolls labelled NAAR OD ERAE here.

An exit leads south (to Crypt).
You get all
pair of nunchucks: Taken.
monk's robe: Taken.
scroll labelled NAAR OD ERAE: Taken.
scroll labelled NAAR OD ERAE: Taken.
You examine Aite
A vast statue made of razor sharp weapons. The goddess of chaos and destruction is a dangerous one to worship -- but it can be worth it.
Pray
You ask Aite for help in battle, and anxiously await the consequences.
You go south
Skulls and bones lie scattered amongst the ruined tombs. One big sarcophagus is still intact, and currently closed.

Exits lead north (to Temple of Aite) and up (to Entrance Hall).
Go upwards
The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

Exits lead south (to Phantasmagoria), east (to Bridge of Doom), up and down (to Crypt).
Go east
You stand on an exceedingly narrow bridge crossing a seething lake of lava. Dodging would be suicidal.

Exits lead east (to Drawing Room) and west (to Entrance Hall).
Go east
This otherwise unremarkable room has been decorated with a fascinating drawing.

Exits lead west (to Bridge of Doom) and up (to Quartering Room).
You go upwards
The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.

A single giant tentacle guards against intruders.

Exits lead north, west and down (to Drawing Room).

A gigantic sword bursts out of the ground, skewering you for 8 damage!

The giant tentacle moves in to grab you.
You concentrate
You concentrate, and are now mildly concentrated.

Rolling 5 + 4 (inherent bonus) = 9, the giant tentacle does not overcome your defence rating of 11.
You concentrate
You concentrate, and are now maximally concentrated.

The giant tentacle moves in to grab you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 1 + 4 (inherent bonus) - 2 (defender dodging) + 2 (tension) = 5, the giant tentacle does not overcome your defence rating of 11.
Attack
(the giant tentacle)
The giant tentacle tries to avoid the blow.

Rolling 4 + 5 (inherent bonus) + 8 (concentration) - 2 (defender dodging) + 2 (tension) = 17, you beat the giant tentacle's defence rating of 10.

You deal 2 + 4 (concentration) + 1 (tension) = 7 damage, wounding the giant tentacle to 17 health.
You concentrate
You concentrate, and are now mildly concentrated.

The giant tentacle moves in to grab you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 10 + 4 (inherent bonus) - 2 (defender dodging) + 1 (tension) = 13, the giant tentacle beats your defence rating of 11.

The giant tentacle wraps itself around you!

The giant tentacle deals 0 = 0 damage, but holds on to you.
You concentrate
You concentrate, and are now quite concentrated.

The giant tentacle tightens its muscles, dealing 1 damage to you.
You concentrate
You concentrate, and are now maximally concentrated.

The giant tentacle tightens its muscles, dealing 2 damage to you.
Attack
(the giant tentacle)
The giant tentacle vigourously shakes you, aiming to confuse and confound. You roll 3 + 5 (willpower score) = 8 against a target number of 9, failing the willpower check. You are confused.

You lose your concentration!

Rolling 5 + 5 (inherent bonus) + 3 (tension) - 2 (confused) = 11, you beat the giant tentacle's defence rating of 10.

You deal 4 + 2 (tension) = 6 damage, wounding the giant tentacle to 11 health.

Recoiling in pain, the giant tentacle lets go of you.

You are no longer confused.

The giant tentacle concentrates, and is now mildly concentrated.
Dodge
You get ready for quick evasive maneuvers.

Rolling 3 + 4 (inherent bonus) + 2 (concentration) - 2 (defender dodging) + 2 (tension) = 9, the giant tentacle does not overcome your defence rating of 11.
You concentrate
You concentrate, and are now quite concentrated.

The giant tentacle moves in to grab you.
Attack
(the giant tentacle)
Attacking is an action, not a reaction.
Dodge
You get ready for quick evasive maneuvers.

Rolling 1 + 4 (inherent bonus) - 2 (defender dodging) + 3 (tension) = 6, the giant tentacle does not overcome your defence rating of 11.
You concentrate
You concentrate, and are now maximally concentrated.

The giant tentacle moves in to grab you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 4 + 4 (inherent bonus) - 2 (defender dodging) + 4 (tension) = 10, the giant tentacle does not overcome your defence rating of 11.
Attack
(the giant tentacle)
The giant tentacle tries to avoid the blow.

Rolling 9 + 5 (inherent bonus) + 8 (concentration) - 2 (defender dodging) + 5 (tension) = 25, you beat the giant tentacle's defence rating of 10.

You deal 1 + 4 (concentration) + 3 (tension) = 8 damage, wounding the giant tentacle to 3 health.

The giant tentacle moves in to grab you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 9 + 4 (inherent bonus) - 2 (defender dodging) + 3 (tension) = 14, the giant tentacle beats your defence rating of 11.

The giant tentacle wraps itself around you!

The giant tentacle deals 0 + 2 (tension) = 2 damage, wounding you to 21 health.

The giant tentacle tightens its muscles, dealing 1 damage to you.
Attack
(the giant tentacle)
The giant tentacle vigourously shakes you, aiming to confuse and confound. You roll 8 + 5 (willpower score) = 13 against a target number of 9, succeeding at the willpower check. You remain sharp.

Rolling 8 + 5 (inherent bonus) + 1 (tension) = 14, you beat the giant tentacle's defence rating of 10.

You deal 4 + 1 (tension) = 5 damage, killing the giant tentacle.

The giant tentacle crashes down, never to rise again.

As the giant tentacle dies, you feel its soul absorbed into your own body. (Power of the tentacle: +3 attack, +3 defence, +15 health, and you can attempt to confuse an enemy when you are attacked.)

The violence of the absorption drives the power of Miranda and the power of the Reaper out of your body. Absorbing a soul has fully healed you.

You have been awarded the Hunter achievement!
Inventory
-weapons:
a pair of nunchucks
a very hot scythe of flaming
a gilded rapier (readied)
-clothing:
a monk's robe
an asbestos vest (being worn)
the robe of the dead mage
the goggles of acuity (being worn)
-scrolls:
two scrolls labelled NAAR OD ERAE
-grenades:
three smoke grenades
two flash grenades
-other:
three packages of ment
Look around
The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.

Exits lead north, west and down (to Drawing Room).
Search pile
As you search the pile, a rotting corpse jumps out!

The rotting corpse concentrates, and is now mildly concentrated.
You concentrate
You concentrate, and are now mildly concentrated.

The rotting corpse walks towards you, its arms raised.
Dodge
You get ready for quick evasive maneuvers.

Rolling 1 + 3 (inherent bonus) + 2 (concentration) - 3 (defender dodging) + 1 (tension) = 4, the rotting corpse does not overcome your defence rating of 11.
You concentrate
You concentrate, and are now quite concentrated.

The rotting corpse walks towards you, its arms raised.
Dodge
You get ready for quick evasive maneuvers.

Rolling 7 + 3 (inherent bonus) - 3 (defender dodging) + 2 (tension) = 9, the rotting corpse does not overcome your defence rating of 11.
Attack
(the rotting corpse)
The corpse walks out of the way.

Rolling 3 + 5 (inherent bonus) + 8 (concentration) - 2 (defender dodging) + 3 (tension) = 17, you beat the rotting corpse's defence rating of 8.

You deal 1 + 4 (concentration) + 2 (tension) = 7 damage, wounding the rotting corpse to 14 health.

As the corpse reels back from the blow, his rotting left leg falls off.
You concentrate
You concentrate, and are now mildly concentrated.

The rotting corpse hops towards you, its arms raised.
Dodge
You get ready for quick evasive maneuvers.

Rolling 4 + 3 (inherent bonus) - 3 (defender dodging) + 2 (tension) - 1 (missing limbs) = 5, the rotting corpse does not overcome your defence rating of 11.
You concentrate
You concentrate, and are now quite concentrated.

The rotting corpse hops towards you, its arms raised.
Dodge
You get ready for quick evasive maneuvers.

Rolling 4 + 3 (inherent bonus) - 3 (defender dodging) + 3 (tension) - 1 (missing limbs) = 6, the rotting corpse does not overcome your defence rating of 11.
Attack
(the rotting corpse)
The corpse hops out of the way.

Rolling 3 + 5 (inherent bonus) + 4 (concentration) - 2 (defender dodging) + 3 (tension) + 2 (corpse misses a leg) = 15, you beat the rotting corpse's defence rating of 8.

You deal 4 + 2 (concentration) + 2 (tension) = 8 damage, wounding the rotting corpse to 6 health.

As the corpse reels back from the blow, his rotting left arm falls off.

The rotting corpse concentrates, and is now mildly concentrated.

The rotting left leg decays completely.
You concentrate
You concentrate, and are now mildly concentrated.

The rotting corpse hops towards you, its single arm raised.
Dodge
You get ready for quick evasive maneuvers.

Rolling 6 + 3 (inherent bonus) + 2 (concentration) - 3 (defender dodging) + 2 (tension) - 2 (missing limbs) = 8, the rotting corpse does not overcome your defence rating of 11.
You concentrate
You concentrate, and are now quite concentrated.

The rotting corpse hops towards you, its single arm raised.
Dodge
You get ready for quick evasive maneuvers.

Rolling 7 + 3 (inherent bonus) - 3 (defender dodging) + 3 (tension) - 2 (missing limbs) = 8, the rotting corpse does not overcome your defence rating of 11.
Attack
(the rotting corpse)
The corpse hops out of the way.

Rolling 9 + 5 (inherent bonus) + 4 (concentration) - 2 (defender dodging) + 4 (tension) + 2 (corpse misses a leg) = 22, you beat the rotting corpse's defence rating of 8.

You deal 3 + 2 (concentration) + 2 (tension) = 7 damage, killing the rotting corpse.

The rotting corpse disintegrates slimily.
Look around
The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.

You can see a rotting left arm here.

Exits lead north, west and down (to Drawing Room).
You examine the arm
It used to belong to the rotting corpse.
You get the arm
You will not touch that. You will touch a lot of things, but not that.
Inventory
-weapons:
a pair of nunchucks
a very hot scythe of flaming
a gilded rapier (readied)
-clothing:
a monk's robe
an asbestos vest (being worn)
the robe of the dead mage
the goggles of acuity (being worn)
-scrolls:
two scrolls labelled NAAR OD ERAE
-grenades:
three smoke grenades
two flash grenades
-other:
three packages of ment
You wield the nunchucks
You ready the pair of nunchucks.

The rotting left arm decays completely.
Search
What do you want to search?
Look around
The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.

Exits lead north, west and down (to Drawing Room).
Go north
Mirrors surround you on all sides in an impossible geometry. Myriad reflections follow your every movement -- though some, always in the corner of your eyes, seem to behave differently.

A skull-sized ball of gooish, undulating flesh jumps up and down ponderously. It is a jumping bomb, gathering speed and preparing to launch itself at one of its enemies.

You can also see a glass cannon (copied and copied by mirrors) here.

Exits lead south (to Quartering Room) and west.
Retreat
Deciding that discretion is the better part of valour, you bravely run away.

The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.

Exits lead north (to Hall of Mirrors), west and down (to Drawing Room).
You examine the bomb
Connoisseurs consider these jumping balls of red meat to be among the most exciting spectacles of Yahvinna's annual Feast of Flesh. To the slaves and convicts down in the arena, whose limbs the spectators hope to have blown into their lap, the jumping bombs also bring excitement, though of a wholly different type.

The jumping bomb is a level two hostile creature.
Status
Health: 34 of 34
Attack: 5
Defence: 11
Perception: 5
Dexterity: 5
Willpower: 5
You can confuse as a reaction; the attacker may lose concentration and become confused. (Level 3)
Go upward
The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.

Exits lead north (to Hall of Mirrors), west and down (to Drawing Room).
Go north
Mirrors surround you on all sides in an impossible geometry. Myriad reflections follow your every movement -- though some, always in the corner of your eyes, seem to behave differently.

A skull-sized ball of gooish, undulating flesh jumps up and down ponderously. It is a jumping bomb, gathering speed and preparing to launch itself at one of its enemies.

You can also see a glass cannon (multiplied ad infinitum) here.

Exits lead south (to Quartering Room) and west.

The jumping bomb jumps up and down a little bit faster.
You concentrate
You concentrate, and are now mildly concentrated.

The jumping bomb speeds up, and is now bumping around energetically.
You concentrate
You concentrate, and are now quite concentrated.

The jumping bomb accelerates yet further, your image of it dissolving almost into a blur.

Suddenly changing its direction, the jumping bomb launches itself towards you -- threatening instant death upon contact.
Dodge
You get ready for quick evasive maneuvers.

Rolling 10 - 2 (inherent penalty) + 8 (concentration) - 3 (defender dodging) + 3 (tension) - 6 (lower concentration bonus for jumping bomb) = 10, the jumping bomb does not overcome your defence rating of 11.
You concentrate
You concentrate, and are now maximally concentrated.

The jumping bomb jumps up and down a little bit faster.
Attack
(the jumping bomb)
The jumping bomb attempts to bump out of the way.

You roll 7 + 5 (perception score) + 2 (goggles of acuity) + 3 (concentration) = 17 against a target number of 10, succeeding at the perception check. Seeing through the illusion created by the mirrors, you attack the real jumping bomb.

Rolling 7 + 5 (inherent bonus) + 8 (concentration) - 2 (defender dodging) + 4 (tension) - 1 (speed of the jumping bomb) = 21, you beat the jumping bomb's defence rating of 8.

You deal 2 + 4 (concentration) + 3 (tension) = 9 damage, wounding the jumping bomb to 3 health.

Knocked back by the hit, the jumping bomb loses most of its speed.
Attack
(the jumping bomb)
The jumping bomb attempts to bump out of the way.

You roll 6 + 5 (perception score) + 2 (goggles of acuity) = 13 against a target number of 10, succeeding at the perception check. Seeing through the illusion created by the mirrors, you attack the real jumping bomb.

Rolling 9 + 5 (inherent bonus) - 2 (defender dodging) + 2 (tension) = 14, you beat the jumping bomb's defence rating of 8.

You deal 2 + 1 (tension) = 3 damage, killing the jumping bomb.

As the last of its blood flows out of the jumping bomb, it goes limp and falls to the floor like a punctured balloon.

As the bomb deflates, you feel its insane, beastly soul absorbed into your own body. (Power of the bomb: +2 attack, +2 defence, +10 health, and you will now explode when killed, giving you a last chance to defeat your enemy and perhaps absorb his soul in the process.)

Absorbing a soul has fully healed you.
Look around
Mirrors surround you on all sides in an impossible geometry. Myriad reflections follow your every movement -- though some, always in the corner of your eyes, seem to behave differently.

You can see a glass cannon (mirrored all around you) here.

Exits lead south (to Quartering Room) and west.
You examine the glass cannon
At first sight this seems to be nothing but a foot-long tube of glass. However, it is a very powerful weapon, the shots of which can quickly destroy even the most powerful enemy. But be warned: not only does the glass cannon make you an easier target, it is also the case that when you ready the weapon, you permanently lose half of your health.

Combat statistics: 1d0 + 12 damage; +3 attack modifier; ranged; hard to parry; makes you easier to hit; halves your health.
You get the cannon
Taken.
Look around
Mirrors surround you on all sides in an impossible geometry. Myriad reflections follow your every movement -- though some, always in the corner of your eyes, seem to behave differently.

Exits lead south (to Quartering Room) and west.
You check your inventory
-weapons:
a glass cannon
a pair of nunchucks (readied)
a very hot scythe of flaming
a gilded rapier
-clothing:
a monk's robe
an asbestos vest (being worn)
the robe of the dead mage
the goggles of acuity (being worn)
-scrolls:
two scrolls labelled NAAR OD ERAE
-grenades:
three smoke grenades
two flash grenades
-other:
three packages of ment
You look at Mirrors
You look into infinity.
Go west
A huge magical portal dominates the room.

A pale druidess stands here, murmuring to herself in a language you have never heard.

You can also see two unguenta argenti, a suit of plate mail and the crown of the empire here.

Exits lead south, east (to Hall of Mirrors) and down.
Retreat
Deciding that discretion is the better part of valour, you bravely run away.

Mirrors surround you on all sides in an impossible geometry. Myriad reflections follow your every movement -- though some, always in the corner of your eyes, seem to behave differently.

Exits lead south (to Quartering Room) and west (to Portal Room).
You go south
The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.

Exits lead north (to Hall of Mirrors), west and down (to Drawing Room).
Go downward
This otherwise unremarkable room has been decorated with a fascinating drawing.

Exits lead west (to Bridge of Doom) and up (to Quartering Room).
You look at Drawing
The artist has skillfully drawn a battle scene involving you, a blood ape and Bodmall. Several figures seem to have been smudged out. In the background, Malygris rises triumphant over all.
You examine Bodmall
Why the great druidess Bodmall has chosen to work together with Malygris is a subject of much speculation among scholars of the occult -- but here she is, standing between you and victory. She is a very powerful foe.

Bodmall is a level four hostile creature.
You remember
You have not yet explored:
- the down exit of Portal Room (which lies up from here)
- the up exit of the Entrance Hall (which lies west from here)
- the south exit of Portal Room (which lies up from here)
- the west exit of the Quartering Room (which lies up from here)

You have visited the following rooms: Entrance Hall (west), Hall of Mirrors (up), Phantasmagoria (west), Bridge of Doom (west), Temple of Aite (west), Crypt (west), Portal Room (up), Drawing Room (here), Quartering Room (up).

You have seen the following creatures in these locations:
- Bodmall (level 4) in Portal Room (which lies up from here)

Tip: you can "pray" in any temple.
Go upwards
The famous workshop of the master of Algir has been transported here in all its glory. A huge forge dominates the room.

A small simian creature aggressively shows you its teeth.

An exit leads down (to Entrance Hall).
Dodge
You get ready for quick evasive maneuvers.

Rolling 3 + 2 (concentration) - 1 (defender dodging) + 2 (tension) = 6, the blood ape does not overcome your defence rating of 13.
Attack
(the blood ape)
The blood ape concentrates, and is now mildly concentrated.

Rolling 4 + 7 (inherent bonus) + 8 (concentration) + 3 (tension) = 22, you beat the blood ape's defence rating of 8.

You deal 3 + 4 (concentration) + 2 (tension) = 9 damage, killing the blood ape.

The blood ape topples over with a small grunt.

The blood-hungry soul that animated the ape is absorbed into your own body. You are strong. You hunger for blood. (Power of the ape: +1 attack, +1 defence, +2 health; when you score a hit, your damage will increase for a short time.)

Absorbing a soul has fully healed you.
Look around
The famous workshop of the master of Algir has been transported here in all its glory. A huge forge dominates the room.

An exit leads down (to Entrance Hall).
You examine the forge
Some say the Blademaster sold his soul for this forge. Whether infernal or simply magical, it is continually heated by ever-burning sulphur unconsumed, and has been used to craft wonders. Even someone as unskilled as you can insert weapons into it in order to heat them up.
You go downwards
The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

Exits lead south (to Phantasmagoria), east (to Bridge of Doom), up (to Workshop of the Blademaster) and down (to Crypt).
Sense
You feel that the shortest route towards Malygris lies east.
You remember
You have not yet explored:
- the down exit of Portal Room (which lies east from here)
- the south exit of Portal Room (which lies east from here)
- the west exit of the Quartering Room (which lies east from here)

You have visited the following rooms: Entrance Hall (here), Hall of Mirrors (east), Phantasmagoria (south), Bridge of Doom (east), Temple of Aite (down), Crypt (down), Workshop of the Blademaster (up), Portal Room (east), Drawing Room (east), Quartering Room (east).

You have seen the following creatures in these locations:
- Bodmall (level 4) in Portal Room (which lies east from here)

Tip: if a fight proves too much for you, try to "retreat". On entering a room for the first time, you can always retreat for free.
West
Hundreds of books line the walls of this magnificent library, a bigger collection than the already legendary one of the marquis of Savon. Malygris even has a scroll analyser installed.

You can see a smoke grenade, an executioner's axe and Metastasio's hat here.

Exits lead north (to Portal Room) and east (to Quartering Room).
You get all
smoke grenade: Taken.
executioner's axe: Taken.
Metastasio's hat: Taken.
You examine the smoke
(the smoke grenade)
When thrown, this grenade will release thick clouds of smoke. You once used such devices to help the prince escape from a confrontation with the henchmen of the vengeful countess of Poitier; that was long before your relationship soured.
You look at the axe
This is the blade that chopped off the head of Philip the Traitor after he had been found guilty of murdering his brother, Charles IV. Ever since, pilgrims have flocked to Montenoir's temple of Nomos to see and revere it. How it has ended up in this dungeon is anyone's guess.

Combat statistics: 1d7 + 4 damage; -3 attack modifier; hard to parry; bad at parrying; better tension damage bonus.
You look at the hat
Metastasio envisioned whole armies that would lob grenades at the enemy and would then run away as fast as they could. This hat was meant as a prototype piece of equipment to help with the latter. But the generals of Averoigne did not share Metastasio's ideas, and Louis VIII expressly forbade further production of these hats, a decision the chroniclers have all lauded.
You wear the hat
You put on Metastasio's hat.
Look around
Hundreds of books line the walls of this magnificent library, a bigger collection than the already legendary one of the marquis of Savon. Malygris even has a scroll analyser installed.

Exits lead north (to Portal Room) and east (to Quartering Room).
You look at the analyser
This weird machine can identify scrolls, and seems ready for operation. Just put a scroll in it, and it will do its magic.
Inventory
-weapons:
an executioner's axe
a glass cannon
a pair of nunchucks (readied)
a very hot scythe of flaming
a gilded rapier
-clothing:
Metastasio's hat (being worn)
a monk's robe
an asbestos vest (being worn)
the robe of the dead mage
the goggles of acuity (being worn)
-scrolls:
two scrolls labelled NAAR OD ERAE
-grenades:
four smoke grenades
two flash grenades
-other:
three packages of ment
You put naar od erae in the analyser
It is a scroll of shadows!
You check your inventory
-weapons:
an executioner's axe
a glass cannon
a pair of nunchucks (readied)
a very hot scythe of flaming
a gilded rapier
-clothing:
Metastasio's hat (being worn)
a monk's robe
an asbestos vest (being worn)
the robe of the dead mage
the goggles of acuity (being worn)
-scrolls:
two scrolls of shadows
-grenades:
four smoke grenades
two flash grenades
-other:
three packages of ment
Status
Health: 46 of 46
Attack: 8
Defence: 14
Perception: 5
Dexterity: 5
Willpower: 5
Since you are strengthened by blood, hitting an enemy gives you a temporary damage bonus. (Level 1)
When you die, you explode, dealing as much damage to your enemy as the enemy dealt to you. This gives you a last chance to kill your enemy, and perhaps absorb his soul and come back to life in the process. (Level 2)
You can confuse as a reaction; the attacker may lose concentration and become confused. (Level 3)
You remember
You have not yet explored:
- the down exit of Portal Room (which lies north from here)

You have visited the following rooms: Entrance Hall (east), Hall of Mirrors (north), Phantasmagoria (east), Bridge of Doom (east), Temple of Aite (east), Crypt (east), Workshop of the Blademaster (east), Portal Room (north), Library (here), Drawing Room (east), Quartering Room (east).

You have seen the following creatures in these locations:
- Bodmall (level 4) in Portal Room (which lies north from here)

Tip: you can move one room towards a location by typing "go to location".
You read the scroll
(the scroll of shadows)
You blend into the shadows.
Go north
A huge magical portal dominates the room.

A pale druidess stands here, murmuring to herself in a language you have never heard.

You can also see two unguenta argenti, a suit of plate mail and the crown of the empire here.

Exits lead south (to Library), east (to Hall of Mirrors) and down.

Bodmall does not notice you.
You get all
unguentum argenti: Taken.
unguentum argenti: Taken.
suit of plate mail: Taken.
crown of the empire: Taken.

Bodmall remains unaware of your presence.
You go south
Hundreds of books line the walls of this magnificent library, a bigger collection than the already legendary one of the marquis of Savon. Malygris even has a scroll analyser installed.

Exits lead north (to Portal Room) and east (to Quartering Room).
You examine the plate
Functional rather than beautiful, this suit has been made for a true warrior. It will protect you from harm, although it also slows you down.
You wear the plate
You will first have to take off the asbestos vest.
You remove vest
You take off the asbestos vest.
You wear the plate
You put on the suit of plate mail.
Inventory
-weapons:
an executioner's axe
a glass cannon
a pair of nunchucks (readied)
a very hot scythe of flaming
a gilded rapier
-clothing:
the crown of the empire
a suit of plate mail (being worn)
Metastasio's hat (being worn)
a monk's robe
an asbestos vest
the robe of the dead mage
the goggles of acuity (being worn)
-scrolls:
a scroll of shadows
-grenades:
four smoke grenades
two flash grenades
-other:
two unguenta argenti
three packages of ment
You wear crown
You will first have to take off Metastasio's hat.
You look at the crown
This harsh and heavy crown was once worn by one of the emperors of Yahvinna, a line of rulers known for their unbending willpower. (It grants a +2 bonus on willpower checks.)
You go to the north
A huge magical portal dominates the room.

A pale druidess stands here, murmuring to herself in a language you have never heard.

Exits lead south (to Library), east (to Hall of Mirrors) and down.

Bodmall does not notice you.

Bodmall does not detect your presence.
Go downwards
The exactly elliptical room is dominated by a towering statue of Nomos, built out of harsh geometrical forms.

Malygris, perhaps the greatest of all living sorcerers, is standing here.

An exit leads up (to Portal Room).
You go upward
A huge magical portal dominates the room.

A pale druidess stands here, murmuring to herself in a language you have never heard.

Exits lead south (to Library), east (to Hall of Mirrors) and down (to Temple of Nomos).

Bodmall does not notice you.
You go south
Hundreds of books line the walls of this magnificent library, a bigger collection than the already legendary one of the marquis of Savon. Malygris even has a scroll analyser installed.

Exits lead north (to Portal Room) and east (to Quartering Room).
You use ment
You take a small mirror, a razor and a straw from one of your pockets, and carefully cut the ment on the surface of the mirror. The light blue powder is looking very good. Using the straw, you manage to get almost all of it in your nose. You inhale sharply a few times -- and feel the ment do its awesome work.

Everything becomes clear, sharp, easy. You feel strong. You feel focused.
Wield axe
You ready the executioner's axe.
Go north
A huge magical portal dominates the room.

A pale druidess stands here, murmuring to herself in a language you have never heard.

Exits lead south (to Library), east (to Hall of Mirrors) and down (to Temple of Nomos).

Bodmall remains unaware of your presence.

Bodmall does not notice you.
Go downward
The exactly elliptical room is dominated by a towering statue of Nomos, built out of harsh geometrical forms.

Malygris, perhaps the greatest of all living sorcerers, is standing here.

An exit leads up (to Portal Room).

Malygris remains unaware of your presence.
Attack
(Malygris)
Malygris does not detect your presence.

Rolling 7 + 8 (inherent bonus) - 3 (executioner's axe penalty) + 2 (tension) + 2 (hidden) - 2 (your cowardice) + 3 (Nomos likes the executioner's axe) - 1 (slowed down by plate mail) + 1 (ment) = 17, you beat Malygris's defence rating of 16.

You deal 7 + 1 (tension) + 1 (inherent bonus) + 1 (executioner's axe benefits from tension) + 1 (ment) = 11 damage, wounding Malygris to 27 health.

Malygris concentrates, and is now mildly concentrated.
You concentrate
You concentrate, and are now mildly concentrated.

Malygris concentrates, and is now quite concentrated.
You concentrate
You concentrate, and are now quite concentrated.

Malygris casts a ray of disintegration at the flash grenade, destroying the object!
You concentrate
You concentrate, and are now maximally concentrated.

Malygris lunges towards you.
You confuse
A tentacle suddenly leaps out of your body and shakes Malygris, aiming to confuse and confound. Malygris rolls 4 + 12 (willpower score) = 16 against a target number of 11, succeeding at the willpower check. Malygris remains concentrated.

Rolling 4 + 7 (inherent bonus) + 4 (concentration) - 1 (dagger of draining penalty) + 3 (tension) + 3 (dagger benefits from tension) - 1 (your defence increased by ment) = 19, Malygris beats your defence rating of 14.

Malygris deals 1 + 2 (concentration) + 2 (tension) + 1 (dagger benefits from tension) - 2 (plate mail) - 1 (ment makes you shrug off damage) = 3 damage, wounding you to 43 health.

You lose your concentration!

The magical dagger saps your dexterity, transferring it to Malygris.
You concentrate
You concentrate, and are now mildly concentrated.

Malygris concentrates, and is now mildly concentrated.
You concentrate
You concentrate, and are now quite concentrated.

Malygris concentrates, and is now quite concentrated.
Attack
(Malygris)
Malygris concentrates, and is now maximally concentrated.

Rolling 4 + 8 (inherent bonus) + 4 (concentration) - 3 (executioner's axe penalty) + 3 (tension) - 2 (your cowardice) + 3 (Nomos likes the executioner's axe) - 1 (slowed down by plate mail) + 1 (ment) = 17, you beat Malygris's defence rating of 16.

You deal 10 + 2 (concentration) + 2 (tension) + 1 (inherent bonus) + 2 (executioner's axe benefits from tension) + 1 (ment) = 18 damage, wounding Malygris to 9 health.

Malygris loses concentration!

Malygris concentrates, and is now mildly concentrated.
You concentrate
You concentrate, and are now mildly concentrated.

Malygris concentrates, and is now quite concentrated.

Malygris suddenly teleports away!
Status
Health: 43 of 46
Attack: 8
Defence: 14
Perception: 5
Dexterity: 4
Willpower: 5
You are under the influence of ment: +1 attack, +1 damage, -1 enemy damage, +1 defence, +1 to all abilities.
Power of the ape: +2 damage bonus.
Concentration: +2 attack bonus, no damage bonus
Tension: +3 attack bonus, +2 damage bonus
Since you are strengthened by blood, hitting an enemy gives you a temporary damage bonus. (Level 1)
When you die, you explode, dealing as much damage to your enemy as the enemy dealt to you. This gives you a last chance to kill your enemy, and perhaps absorb his soul and come back to life in the process. (Level 2)
You can confuse as a reaction; the attacker may lose concentration and become confused. (Level 3)
Inventory
-weapons:
an executioner's axe (readied)
a glass cannon
a pair of nunchucks
a very hot scythe of flaming
a gilded rapier
-clothing:
the crown of the empire
a suit of plate mail (being worn)
Metastasio's hat (being worn)
a monk's robe
an asbestos vest
the robe of the dead mage
the goggles of acuity (being worn)
-scrolls:
a scroll of shadows
-grenades:
four smoke grenades
a flash grenade
-other:
two unguenta argenti
two packages of ment
You read scroll
You blend into the shadows.
Look around
The exactly elliptical room is dominated by a towering statue of Nomos, built out of harsh geometrical forms.

An exit leads up (to Portal Room).
Sense
You feel that the shortest route towards Malygris lies up.

As suddenly as it began, the rush given by the ment falls away. You are left feeling empty and only half alive.
You use the ment
You repeat the ritual: cutting, forming into a line, snorting through the straw, inhaling sharply. The ment kicks in immediately.
You go upward
A huge magical portal dominates the room.

A pale druidess stands here, murmuring to herself in a language you have never heard.

Exits lead south (to Library), east (to Hall of Mirrors) and down (to Temple of Nomos).
Go south
Hundreds of books line the walls of this magnificent library, a bigger collection than the already legendary one of the marquis of Savon. Malygris even has a scroll analyser installed.

Exits lead north (to Portal Room) and east (to Quartering Room).

The demonic assassin arrives from the east.
Examine assassin
A being summoned by Malygris from the depths of Hell, this demon has only one purpose: to stop you from reaching its master.

The demonic assassin is a levelless hostile creature. The demonic assassin carries a very hot demon blade.
You go east
The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.

Malygris, perhaps the greatest of all living sorcerers, is standing here.

Exits lead north (to Hall of Mirrors), west (to Library) and down (to Drawing Room).

The demonic assassin arrives from the west.

The demonic assassin has detected you!

The demonic assassin concentrates, and is now mildly concentrated.

Malygris concentrates, and is now mildly concentrated.

The demonic assassin concentrates, and is now quite concentrated.
You throw the smoke
(the smoke grenade)
You throw the smoke grenade, and it immediately explodes into a large cloud of smoke.

Malygris concentrates, and is now quite concentrated.

The demonic assassin concentrates, and is now maximally concentrated.

Malygris concentrates, and is now maximally concentrated.

The demonic assassin lunges towards you.
You confuse
A tentacle suddenly leaps out of your body and shakes the demonic assassin, aiming to confuse and confound. The demonic assassin rolls 8 + 8 (willpower score) = 16 against a target number of 9, succeeding at the willpower check. The demonic assassin remains concentrated.

Rolling 6 + 4 (inherent bonus) + 8 (concentration) + 4 (tension) - 1 (smoke) - 2 (your defence increased by ment) = 19, the demonic assassin beats your defence rating of 14.

The demonic assassin deals 1 + 4 (concentration) + 2 (tension) + 4 (heat) - 2 (plate mail) - 2 (ment makes you shrug off damage) = 7 damage, wounding you to 36 health.

Malygris casts a ray of disintegration at the executioner's axe, destroying the object!
You wield the nunchuck
You ready the pair of nunchucks.

The demonic assassin concentrates, and is now mildly concentrated.

Malygris lunges towards you.
You confuse
A tentacle suddenly leaps out of your body and shakes Malygris, aiming to confuse and confound. Malygris rolls 3 + 12 (willpower score) = 15 against a target number of 11, succeeding at the willpower check. Malygris remains concentrated.

Rolling 10 + 7 (inherent bonus) + 8 (concentration) - 1 (dagger of draining penalty) + 3 (tension) - 1 (smoke) + 3 (dagger benefits from tension) - 2 (your defence increased by ment) = 27, Malygris beats your defence rating of 14.

Malygris deals 3 + 4 (concentration) + 2 (tension) + 1 (dagger benefits from tension) - 2 (plate mail) - 2 (ment makes you shrug off damage) = 6 damage, wounding you to 30 health.

The magical dagger saps your perception, transferring it to Malygris.

The demonic assassin concentrates, and is now quite concentrated.
You concentrate
You concentrate, and are now mildly concentrated.

Malygris concentrates, and is now mildly concentrated.

The demonic assassin concentrates, and is now maximally concentrated.
Attack assassin
The demonic assassin strikes up a defensive pose.

Rolling 2 + 8 (inherent bonus) + 2 (concentration) - 2 (defender parrying) + 3 (tension) - 1 (smoke) - 2 (your cowardice) - 1 (slowed down by plate mail) + 2 (ment) = 11, you do not overcome the demonic assassin's defence rating of 12.

The smoke becomes less thick.

The demonic assassin lunges towards you.
You confuse
A tentacle suddenly leaps out of your body and shakes the demonic assassin, aiming to confuse and confound. The demonic assassin rolls 5 + 8 (willpower score) = 13 against a target number of 11, succeeding at the willpower check. The demonic assassin remains concentrated.

Rolling 8 + 4 (inherent bonus) + 8 (concentration) + 4 (tension) - 2 (your defence increased by ment) = 22, the demonic assassin beats your defence rating of 14.

The demonic assassin deals 4 + 4 (concentration) + 2 (tension) + 4 (heat) - 2 (plate mail) - 2 (ment makes you shrug off damage) = 10 damage, wounding you to 20 health.

The demon blade, weakened by being heated, is destroyed!

Malygris concentrates, and is now quite concentrated.

The demonic assassin concentrates, and is now mildly concentrated.

Malygris concentrates, and is now maximally concentrated.
You concentrate
You concentrate, and are now mildly concentrated.

The demonic assassin concentrates, and is now quite concentrated.

Malygris casts a ray of disintegration at the flash grenade, destroying the object!

The demonic assassin lunges towards you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 7 + 4 (inherent bonus) + 4 (concentration) - 2 (defender dodging) + 5 (tension) - 2 (your defence increased by ment) = 16, the demonic assassin beats your defence rating of 14.

The demonic assassin deals 3 + 2 (concentration) + 3 (tension) - 2 (plate mail) - 2 (ment makes you shrug off damage) = 4 damage, wounding you to 16 health.

You lose your concentration!

Malygris lunges towards you.
You concentrate
You concentrate, and are now mildly concentrated.

Rolling 5 + 7 (inherent bonus) + 8 (concentration) - 1 (dagger of draining penalty) + 2 (tension) + 2 (dagger benefits from tension) - 2 (your defence increased by ment) = 21, Malygris beats your defence rating of 14.

Malygris deals 7 + 4 (concentration) + 1 (tension) + 1 (dagger benefits from tension) - 2 (plate mail) - 2 (ment makes you shrug off damage) = 9 damage, wounding you to 7 health.

You lose your concentration!

The magical dagger saps your defensive reflexes, transferring them to Malygris.
You attack Malygris
Malygris concentrates, and is now mildly concentrated.

Rolling 2 + 8 (inherent bonus) - 2 (your cowardice) - 1 (slowed down by plate mail) + 2 (ment) = 9, you do not overcome Malygris's defence rating of 17.

The demonic assassin concentrates, and is now mildly concentrated.

Malygris concentrates, and is now quite concentrated.

The demonic assassin concentrates, and is now quite concentrated.

Malygris suddenly teleports away!
Retreat
Deciding that discretion is the better part of valour, you bravely run away.

Rolling 3 + 4 (inherent bonus) + 4 (concentration) + 3 (tension) - 1 (retreat covered by smoke) - 2 (your cowardice) + 2 (slowed down by plate mail) - 2 (your defence increased by ment) = 12, the demonic assassin does not overcome your defence rating of 13.

Hundreds of books line the walls of this magnificent library, a bigger collection than the already legendary one of the marquis of Savon. Malygris even has a scroll analyser installed.

Exits lead north (to Portal Room) and east (to Quartering Room).

As suddenly as it began, the rush given by the ment falls away. You are left feeling empty and only half alive.

The demonic assassin arrives from the east.

The demonic assassin concentrates, and is now mildly concentrated.
You go east
Deciding that discretion is the better part of valour, you bravely run away.

Rolling 9 + 4 (inherent bonus) + 2 (concentration) - 2 (your cowardice) + 2 (slowed down by plate mail) = 16, the demonic assassin beats your defence rating of 13.

The demonic assassin deals 1 - 2 (plate mail) = 0 damage, allowing you to escape unscathed.

The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.

Thin clouds of smoke fill the room.

Exits lead north (to Hall of Mirrors), west (to Library) and down (to Drawing Room).

The demonic assassin arrives from the west.

The smoke disappears completely.

The demonic assassin concentrates, and is now mildly concentrated.
Sense
You feel that the shortest route towards Malygris lies down.

The demonic assassin concentrates, and is now quite concentrated.

The demonic assassin concentrates, and is now maximally concentrated.
Go downwards
You decide to run past your enemies.

Rolling 7 + 4 (inherent bonus) + 8 (concentration) + 2 (tension) + 2 (slowed down by plate mail) + 4 (you are running) = 27, the demonic assassin beats your defence rating of 13.

The demonic assassin deals 2 + 4 (concentration) + 1 (tension) - 2 (plate mail) + 2 (you are running) = 7 damage, killing you.

The assassin's laugh as you fall down is the most evil thing you have ever heard. It is also the last.

Your body explodes vehemently, but the demonic assassin survives the blast.
You get all then wear the crown
crown of the empire: Taken.
goggles of acuity: Taken.

You put on the crown of the empire.
Go north
This otherwise unremarkable room has been decorated with a fascinating drawing.

The room is dominated by a chain golem, a moving mass of iron and copper chains, both thick and thin, that hulks in its center.

You can also see a scroll labelled TWAN METIER here.

Exits lead south (to Entrance Hall), west and down.
Retreat
Deciding that discretion is the better part of valour, you bravely run away.

The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

Exits lead north (to Drawing Room), south, west and up.
Up
A huge magical portal dominates the room.

A swarm of small daggers is flying through the air like a flock of birds, their sharp points eagerly seeking your flesh.

Exits lead west and down (to Entrance Hall).
Attack daggers
The swarm of daggers attempts to outmaneuver the attack.

Rolling 6 + 2 (inherent bonus) - 2 (defender dodging) = 6, you beat the swarm of daggers's defence rating of 4.

You deal 2 = 2 damage, wounding the swarm of daggers to 6 health.

The impact of the blow scatters the swarm of daggers. They will need to spend one action regrouping themselves.
Attack daggers
The swarm of daggers regroups.

Rolling 6 + 2 (inherent bonus) = 8, you beat the swarm of daggers's defence rating of 4.

You deal 3 = 3 damage, wounding the swarm of daggers to 3 health.

The impact of the blow scatters the swarm of daggers. They will need to spend one action regrouping themselves.
Attack daggers
The swarm of daggers regroups.

Rolling 1 + 2 (inherent bonus) = 3, you do not overcome the swarm of daggers's defence rating of 4.

The swarm of daggers moves in to attack you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 3 + 3 (inherent bonus) - 3 (defender dodging) + 1 (tension) = 4, the swarm of daggers does not overcome your defence rating of 8.
Attack daggers
The swarm of daggers attempts to outmaneuver the attack.

Rolling 4 + 2 (inherent bonus) - 2 (defender dodging) + 1 (tension) = 5, you beat the swarm of daggers's defence rating of 4.

You deal 1 + 1 (tension) = 2 damage, wounding the swarm of daggers to 1 health.

The impact of the blow scatters the swarm of daggers. They will need to spend one action regrouping themselves.

The swarm of daggers regroups.
Attack daggers
The swarm of daggers attempts to outmaneuver the attack.

Rolling 8 + 2 (inherent bonus) - 2 (defender dodging) + 1 (tension) = 9, you beat the swarm of daggers's defence rating of 4.

You deal 3 = 3 damage, killing the swarm of daggers.

All life suddenly goes out of the daggers. For a moment they hang still in the air, but then the planet below pulls them inexorably downwards.

As the daggers fall down, you feel the soul that animated them absorbed into your own body. You are sharp. You are deadly. (Power of the daggers: +2 attack, +1 damage, -1 defence, +6 health, +1 dexterity, and the pierce skill.)

Absorbing a soul has fully healed you.
Look around
A huge magical portal dominates the room.

Exits lead west and down (to Entrance Hall).
You go to the west
Hundreds of books line the walls of this magnificent library, a bigger collection than the already legendary one of the marquis of Savon. Malygris even has a scroll analyser installed.

A vast slug covered in green ooze has positioned itself in this room.

You can also see Mouser, Fafhrd and a scroll labelled DOLP ZEEZ here.

Exits lead north, east (to Portal Room) and down.
Examine slug
It is of the dreaded race of mindslugs, abominations that use their telepathic powers to enslave others.

The mindslug is a level three hostile creature.
Retreat
Deciding that discretion is the better part of valour, you bravely run away.

A huge magical portal dominates the room.

Exits lead west (to Library) and down (to Entrance Hall).
You go downwards
The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

Exits lead north (to Drawing Room), south, west and up (to Portal Room).
Go south
Centuries ago, Malygris captured the great alchemist Metastasio and forced him to work in this laboratory. Most of his equipment is now gone, but one curious machine remains.

A small simian creature aggressively shows you its teeth.

You can also see a smoke grenade and a fungicide contraption here.

An exit leads north (to Entrance Hall).
Attack ape
The blood ape concentrates, and is now mildly concentrated.

Rolling 4 + 4 (inherent bonus) = 8, you do not overcome the blood ape's defence rating of 8.

The blood ape concentrates, and is now quite concentrated.
Attack ape
The blood ape tries to jump out of the way.

Rolling 6 + 4 (inherent bonus) - 2 (defender dodging) + 1 (tension) = 9, you beat the blood ape's defence rating of 8.

You deal 2 + 1 (tension) + 2 (inherent bonus) = 5 damage, killing the blood ape.

The blood ape topples over with a small grunt.

The blood-hungry soul that animated the ape is absorbed into your own body. You are strong. You hunger for blood. (Power of the ape: +1 attack, +1 defence, +2 health; when you score a hit, your damage will increase for a short time.)

The violence of the absorption drives the power of the daggers out of your body. Absorbing a soul has fully healed you.
You look at your surroundings
Centuries ago, Malygris captured the great alchemist Metastasio and forced him to work in this laboratory. Most of his equipment is now gone, but one curious machine remains.

You can see a smoke grenade and a fungicide contraption here.

An exit leads north (to Entrance Hall).
You check your inventory
-weapons:
a gilded rapier (readied)
-clothing:
the goggles of acuity (being worn)
the crown of the empire (being worn)
-grenades:
a smoke grenade
-other:
a fungicide contraption
three packages of ment
You describe your surroundings
Centuries ago, Malygris captured the great alchemist Metastasio and forced him to work in this laboratory. Most of his equipment is now gone, but one curious machine remains.

An exit leads north (to Entrance Hall).
You go north
The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

The air is full of the tiny brown spores of the rust moss.

Exits lead north (to Drawing Room), south (to Alchemical Laboratory), west and up (to Portal Room).
You go west
Mirrors surround you on all sides in an impossible geometry. Myriad reflections follow your every movement -- though some, always in the corner of your eyes, seem to behave differently.

The air is full of the tiny brown spores of the rust moss.

You can see a tormenting necklace (reflected thousandfold) here.

Exits lead north, east (to Entrance Hall) and up (to Library).
You look at the necklace
This monstrous necklace is made of shards of glass, fossilised teeth, broken points of daggers and thorns. It is imbued with a magic that deals paralysing pain to anyone who is wounded in combat. (This necklace lowers the initiative of anyone who gets hit -- including you -- thus increasing the probability that a successful attacker can immediately act again.)
You get necklace
Taken.

As rust spores whirl around the room, the smoke grenade rusts.
You go to the north
This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again. You see several knights in plate armour struggling to reach the shores of a swamp, while the land retreats before them as if it were alive -- but the scene changes before you can focus on any details.

The air is full of the tiny brown spores of the rust moss.

Exits lead south (to Hall of Mirrors), east (to Drawing Room), west and up.
You go to the west
Exactly half of the room is black, and exactly half of it is white. This is the temple of Isatzo, the god of balance, whose statue stands in the center, one arm stretched out to each side.

The air is full of the tiny brown spores of the rust moss.

You can see a rusted executioner's axe and a rusted war mask here.

An exit leads east (to Phantasmagoria).
You spray the fungicide
You spray the fungicide all around. The rust spores blacken and wither.
You look at the mask
This warlike metal mask is painted with the holy symbols of Aite, and is a sacred object of her religion.
You examine the statue
Made of grey stone, the statue of Isatzo offers one healing and one punishing hand to the world. He looks on mankind with one auspicious and one dropping eye, in equal scale weighing delight and dole.
You go east
This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again. You see vast armies of skeletons clash while their masters pray for the help of forbidden deities -- but the scene changes before you can focus on any details.

The air is full of the tiny brown spores of the rust moss.

Exits lead south (to Hall of Mirrors), east (to Drawing Room), west (to Temple of Isatzo) and up.
You spray the fungicide
You spray the fungicide all around. The rust spores blacken and wither.

Clouds of rust spores drift into the room.
Up
The famous workshop of the master of Algir has been transported here in all its glory. A huge forge dominates the room.

The air is full of the tiny brown spores of the rust moss.

A pale druidess stands here, murmuring to herself in a language you have never heard.

You can also see five flash grenades and a cloak of shadows here.

Exits lead north, south (to Library) and down (to Phantasmagoria).
Retreat
Deciding that discretion is the better part of valour, you bravely run away.

This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again. You see several knights in plate armour struggling to reach the shores of a swamp, while the land retreats before them as if it were alive -- but the scene changes before you can focus on any details.

The air is full of the tiny brown spores of the rust moss.

Exits lead south (to Hall of Mirrors), east (to Drawing Room), west (to Temple of Isatzo) and up (to Workshop of the Blademaster).
You spray the fungicide
You spray the fungicide all around. The rust spores blacken and wither.
Status
Health: 24 of 20
Attack: 3
Defence: 9
Perception: 5
Dexterity: 5
Willpower: 6
Since you are strengthened by blood, hitting an enemy gives you a temporary damage bonus. (Level 1)
Trophies
The following creatures have been vanquished:
- the swarm of daggers (level 1)
- the blood ape (level 1)
R.
You have not yet explored:
- the north exit of Workshop of the Blademaster (which lies up from here)
- the down exit of the Drawing Room (which lies east from here)

You have visited the following rooms: Entrance Hall (south), Hall of Mirrors (south), Phantasmagoria (here), Temple of Isatzo (west), Workshop of the Blademaster (up), Alchemical Laboratory (south), Portal Room (south), Library (south), Drawing Room (east).

You have seen the following creatures in these locations:
- the rusted chain golem (level 2) in Drawing Room (which lies east from here)
- the mindslug (level 3) in Library (which lies south from here)
- Fafhrd (level 0) in Library (which lies south from here)
- Mouser (level 0) in Library (which lies south from here)
- Bodmall (level 4) in Workshop of the Blademaster (which lies up from here)

Tip: you can "pray" in any temple.
You go east
This otherwise unremarkable room has been decorated with a fascinating drawing.

The air is full of the tiny brown spores of the rust moss.

The room is dominated by a chain golem, a moving mass of iron and copper chains, both thick and thin, that hulks in its center.

You can also see a scroll labelled TWAN METIER here.

Exits lead south (to Entrance Hall), west (to Phantasmagoria) and down.

The rusted chain golem starts rotating slowly, spinning its chains around its core.
You concentrate
You concentrate, and are now mildly concentrated.

As rust spores whirl around the room, the dagger of draining rusts.

The rusted chain golem speeds up, its chains whirling through the air.

As rust spores whirl around the room, Fafhrd's sword rusts.

As rust spores whirl around the room, the crown of the empire rusts.
You concentrate
You concentrate, and are now quite concentrated.

The rusted chain golem spins even faster, audibly slashing the air with its whip-like metal appendages.
Attack
(the rusted chain golem)
The chain golem lashes out with a heavy iron chain, trying to stop the attack.

You attempt to duck under the whirling chains. You roll 8 + 5 (dexterity score) = 13 against a target number of 10, succeeding at the dexterity check.

Rolling 3 + 3 (inherent bonus) + 4 (concentration) - 2 (defender parrying) + 3 (tension) = 11, you beat the rusted chain golem's defence rating of 8.

You deal 5 + 2 (concentration) + 2 (tension) + 1 (inherent bonus) = 10 damage, wounding the rusted chain golem to 6 health.

Unbalanced by the hit, the chain golem stops spinning.

The rusted chain golem starts rotating slowly, spinning its chains around its core.
Attack
(the rusted chain golem)
The rusted chain golem speeds up, its chains whirling through the air.

You attempt to duck under the whirling chains. You roll 9 + 5 (dexterity score) = 14 against a target number of 9, succeeding at the dexterity check.

Rolling 9 + 3 (inherent bonus) + 1 (tension) = 13, you beat the rusted chain golem's defence rating of 8.

You deal 5 + 1 (tension) + 1 (inherent bonus) + 3 (power of the ape) = 10 damage, killing the rusted chain golem.

The chains lash out one final time, blindly seeking prey -- but fall down limply before they can hit anyone. With thousands of hard metal clicks they start falling asunder.

As the chain golem bursts apart into its constituent links, you feel the soul that animated it absorbed into your own body. (Power of the chains: +2 attack, +2 damage, +1 defence, +12 health, and the lash skill.)

The violence of the absorption drives the power of the ape out of your body. Absorbing a soul has fully healed you.
Look around
This otherwise unremarkable room has been decorated with a fascinating drawing.

The air is full of the tiny brown spores of the rust moss.

You can see a scroll labelled TWAN METIER here.

Exits lead south (to Entrance Hall), west (to Phantasmagoria) and down.
You get all
scroll labelled TWAN METIER: Taken.
R.
You have not yet explored:
- the north exit of Workshop of the Blademaster (which lies west from here)
- the down exit of the Drawing Room (where you currently are)

You have visited the following rooms: Entrance Hall (south), Hall of Mirrors (south), Phantasmagoria (west), Temple of Isatzo (west), Workshop of the Blademaster (west), Alchemical Laboratory (south), Portal Room (south), Library (south), Drawing Room (here).

You have seen the following creatures in these locations:
- the mindslug (level 3) in Library (which lies south from here)
- Fafhrd (level 0) in Library (which lies south from here)
- Mouser (level 0) in Library (which lies south from here)
- Bodmall (level 4) in Workshop of the Blademaster (which lies west from here)

Tip: additional information can be gotten with "status", "trophies" and (once you have defeated enough monsters) "sense".
You check your inventory
-weapons:
a rusted executioner's axe
a gilded rapier (readied)
-clothing:
a rusted war mask
a tormenting necklace
the goggles of acuity (being worn)
the rusted crown of the empire (being worn)
-scrolls:
a scroll labelled TWAN METIER
-grenades:
a rusted smoke grenade
-other:
a fungicide contraption
three packages of ment
Look around
This otherwise unremarkable room has been decorated with a fascinating drawing.

Exits lead south (to Entrance Hall), west (to Phantasmagoria) and down.
Go downwards
The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.

The air is full of the tiny brown spores of the rust moss.

A skull-sized ball of gooish, undulating flesh jumps up and down ponderously. It is a jumping bomb, gathering speed and preparing to launch itself at one of its enemies.

An exit leads up (to Drawing Room).
Attack bomb
The jumping bomb attempts to bump out of the way.

Rolling 7 + 4 (inherent bonus) - 2 (defender dodging) = 9, you beat the jumping bomb's defence rating of 8.

You deal 2 + 2 (inherent bonus) = 4 damage, wounding the jumping bomb to 8 health.
Attack bomb
The jumping bomb attempts to bump out of the way.

Rolling 1 + 4 (inherent bonus) - 2 (defender dodging) = 3, you do not overcome the jumping bomb's defence rating of 8.

As rust spores whirl around the room, the gilded rapier rusts.

The jumping bomb jumps up and down a little bit faster.

The jumping bomb speeds up, and is now bumping around energetically.
Attack bomb
The jumping bomb attempts to bump out of the way.

Rolling 2 + 4 (inherent bonus) - 2 (defender dodging) + 2 (tension) - 2 (speed of the jumping bomb) = 4, you do not overcome the jumping bomb's defence rating of 8.

The jumping bomb accelerates yet further, your image of it dissolving almost into a blur.

Suddenly changing its direction, the jumping bomb launches itself towards you -- threatening instant death upon contact.
Dodge
You get ready for quick evasive maneuvers.

Rolling 2 - 2 (inherent penalty) + 8 (concentration) - 3 (defender dodging) + 3 (tension) - 6 (lower concentration bonus for jumping bomb) = 2, the jumping bomb does not overcome your defence rating of 9.
You concentrate
You concentrate, and are now quite concentrated.

The jumping bomb jumps up and down a little bit faster.
Attack bomb
The jumping bomb attempts to bump out of the way.

Rolling 10 + 4 (inherent bonus) + 4 (concentration) - 2 (defender dodging) + 5 (tension) - 1 (speed of the jumping bomb) = 20, you beat the jumping bomb's defence rating of 8.

You deal 5 + 2 (concentration) + 3 (tension) + 2 (inherent bonus) - 2 (rust) = 10 damage, killing the jumping bomb.

As the last of its blood flows out of the jumping bomb, it goes limp and falls to the floor like a punctured balloon.

As the bomb deflates, you feel its insane, beastly soul absorbed into your own body. (Power of the bomb: +2 attack, +2 defence, +10 health, and you will now explode when killed, giving you a last chance to defeat your enemy and perhaps absorb his soul in the process.)

The violence of the absorption drives the power of the chains out of your body. Absorbing a soul has fully healed you.
You look at your surroundings
The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.

The air is full of the tiny brown spores of the rust moss.

An exit leads up (to Drawing Room).
Search parts
You have found a scroll labelled NAAR OD ERAE buried between the body parts. It is slightly wet and smelly, but still usable.
You get the scroll
Which do you mean, the 1) scroll labelled NAAR OD ERAE or the 2) scroll labelled TWAN METIER?
1
(the scroll labelled NAAR OD ERAE)
You already have that.
You check your inventory
-weapons:
a rusted executioner's axe
a rusted gilded rapier (readied)
-clothing:
a rusted war mask
a tormenting necklace
the goggles of acuity (being worn)
the rusted crown of the empire (being worn)
-scrolls:
a scroll labelled NAAR OD ERAE
a scroll labelled TWAN METIER
-grenades:
a rusted smoke grenade
-other:
a fungicide contraption
three packages of ment
You read the naar
It is a scroll of summoning!

You speak the awful spell, and an aswang appears before you!
You examine the aswang
The undead monster has currently taken the form of an ugly old woman with long, dirty hair and completely white eyes.

The aswang is a levelless undead creature.
You attack aswang
Rolling 4 + 4 (inherent bonus) - 2 (defender dodging) = 6, you do not overcome the aswang's defence rating of 9.

The aswang attempts to hex you. You roll 8 + 6 (willpower score) + 2 (crown of the empire) = 16 against a target number of 11, succeeding at the willpower check. You resist the hex.
You concentrate
You concentrate, and are now mildly concentrated.

The aswang attempts to hex you. You roll 6 + 6 (willpower score) + 2 (crown of the empire) = 14 against a target number of 11, succeeding at the willpower check. You resist the hex.
You attack aswang
The aswang attempts to hex you. You roll 6 + 6 (willpower score) + 2 (crown of the empire) = 14 against a target number of 11, succeeding at the willpower check. You resist the hex.

Rolling 10 + 4 (inherent bonus) + 2 (concentration) + 2 (tension) = 18, you beat the aswang's defence rating of 9.

You deal 3 + 1 (tension) - 2 (rust) = 2 damage, wounding the aswang to 13 health.
You concentrate
You concentrate, and are now mildly concentrated.

The aswang suddenly transforms into a bloodthirsty dog!
Attack dog
Rolling 4 + 4 (inherent bonus) + 2 (concentration) - 2 (defender dodging) + 1 (tension) = 9, you beat the aswang's defence rating of 8.

You deal 2 + 1 (tension) - 2 (rust) = 1 damage, wounding the aswang to 12 health.

The aswang lunges towards you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 5 + 4 (inherent bonus) - 2 (defender dodging) = 7, the aswang does not overcome your defence rating of 10.
You concentrate
You concentrate, and are now quite concentrated.

Clouds of rust spores drift into the room.

The aswang lunges towards you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 2 + 4 (inherent bonus) - 2 (defender dodging) + 2 (tension) = 6, the aswang does not overcome your defence rating of 10.
You attack aswang
Rolling 6 + 4 (inherent bonus) + 4 (concentration) - 2 (defender dodging) + 2 (tension) = 14, you beat the aswang's defence rating of 8.

You deal 5 + 2 (concentration) + 1 (tension) - 2 (rust) = 6 damage, wounding the aswang to 6 health.

The aswang suddenly transforms into an owl-like bird with devilish wings!
You concentrate
You concentrate, and are now mildly concentrated.

The aswang flies up in the air and flees up.
Up
This otherwise unremarkable room has been decorated with a fascinating drawing.

The air is full of the tiny brown spores of the rust moss.

An aswang is here, having taken the shape of a huge owl-like bird.

Exits lead south (to Entrance Hall), west (to Phantasmagoria) and down (to Quartering Room).
You attack aswang
The aswang concentrates, and is now mildly concentrated.

Rolling 1 + 4 (inherent bonus) + 2 (tension) = 7, you do not overcome the aswang's defence rating of 10.

The aswang concentrates, and is now quite concentrated.
You concentrate
You concentrate, and are now mildly concentrated.

The aswang lunges towards you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 10 + 4 (concentration) - 2 (defender dodging) + 3 (tension) = 15, the aswang beats your defence rating of 10.

The aswang deals 1 + 2 (concentration) + 2 (tension) = 5 damage, wounding you to 25 health.

You lose your concentration!
You concentrate
You concentrate, and are now mildly concentrated.

The aswang concentrates, and is now mildly concentrated.
You concentrate
You concentrate, and are now quite concentrated.

The aswang concentrates, and is now quite concentrated.

The aswang lunges towards you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 7 + 4 (concentration) - 2 (defender dodging) + 3 (tension) = 12, the aswang beats your defence rating of 10.

The aswang deals 6 + 2 (concentration) + 2 (tension) = 10 damage, wounding you to 15 health.

You lose your concentration!
You attack aswang
Rolling 3 + 4 (inherent bonus) - 2 (defender dodging) + 1 (tension) = 6, you do not overcome the aswang's defence rating of 10.

The aswang concentrates, and is now mildly concentrated.
You concentrate
You concentrate, and are now mildly concentrated.

The aswang concentrates, and is now quite concentrated.
You attack aswang
Rolling 5 + 4 (inherent bonus) + 2 (concentration) - 2 (defender dodging) + 3 (tension) = 12, you beat the aswang's defence rating of 10.

You deal 1 + 2 (tension) - 2 (rust) = 1 damage, wounding the aswang to 5 health.

The aswang loses concentration!

The aswang concentrates, and is now mildly concentrated.
You attack aswang
Rolling 4 + 4 (inherent bonus) + 2 (concentration) - 2 (defender dodging) + 3 (tension) = 11, you beat the aswang's defence rating of 10.

You deal 3 + 2 (tension) - 2 (rust) = 3 damage, wounding the aswang to 2 health.

The aswang loses concentration!

The aswang concentrates, and is now mildly concentrated.
You concentrate
You concentrate, and are now mildly concentrated.

The aswang lunges towards you.
Dodge
You get ready for quick evasive maneuvers.

Rolling 10 + 2 (concentration) - 2 (defender dodging) + 2 (tension) = 12, the aswang beats your defence rating of 10.

The aswang deals 6 + 1 (tension) = 7 damage, wounding you to 8 health.

You lose your concentration!

The aswang concentrates, and is now mildly concentrated.
You attack aswang
Rolling 5 + 4 (inherent bonus) + 2 (concentration) - 2 (defender dodging) + 2 (tension) = 11, you beat the aswang's defence rating of 10.

You deal 4 + 1 (tension) - 2 (rust) = 3 damage, killing the aswang.

The aswang dies screeching.
Describe the surroundings
This otherwise unremarkable room has been decorated with a fascinating drawing.

The air is full of the tiny brown spores of the rust moss.

Exits lead south (to Entrance Hall), west (to Phantasmagoria) and down (to Quartering Room).
R.
You have not yet explored:
- the north exit of Workshop of the Blademaster (which lies west from here)

You have visited the following rooms: Entrance Hall (south), Hall of Mirrors (south), Phantasmagoria (west), Temple of Isatzo (west), Workshop of the Blademaster (west), Alchemical Laboratory (south), Portal Room (south), Library (south), Drawing Room (here), Quartering Room (down).

You have seen the following creatures in these locations:
- the mindslug (level 3) in Library (which lies south from here)
- Fafhrd (level 0) in Library (which lies south from here)
- Mouser (level 0) in Library (which lies south from here)
- Bodmall (level 4) in Workshop of the Blademaster (which lies west from here)
- the aswang (level 0) in Drawing Room (where you currently are)

Tip: you can "pray" in any temple.
You look at your surroundings
This otherwise unremarkable room has been decorated with a fascinating drawing.

Exits lead south (to Entrance Hall), west (to Phantasmagoria) and down (to Quartering Room).
You go to the west
This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again. You see flaming bolts, fired by huge ballistae, flying right over your head -- but the scene changes before you can focus on any details.

The air is full of the tiny brown spores of the rust moss.

Exits lead south (to Hall of Mirrors), east (to Drawing Room), west (to Temple of Isatzo) and up (to Workshop of the Blademaster).
R.
You have not yet explored:
- the north exit of Workshop of the Blademaster (which lies up from here)

You have visited the following rooms: Entrance Hall (south), Hall of Mirrors (south), Phantasmagoria (here), Temple of Isatzo (west), Workshop of the Blademaster (up), Alchemical Laboratory (south), Portal Room (south), Library (south), Drawing Room (east), Quartering Room (east).

You have seen the following creatures in these locations:
- the mindslug (level 3) in Library (which lies south from here)
- Fafhrd (level 0) in Library (which lies south from here)
- Mouser (level 0) in Library (which lies south from here)
- Bodmall (level 4) in Workshop of the Blademaster (which lies up from here)
- the aswang (level 0) in Drawing Room (which lies east from here)

Tip: you can move one room towards a location by typing "go to location".
Status
Health: 8 of 28
Attack: 4
Defence: 10
Perception: 5
Dexterity: 5
Willpower: 6
When you die, you explode, dealing as much damage to your enemy as the enemy dealt to you. This gives you a last chance to kill your enemy, and perhaps absorb his soul and come back to life in the process. (Level 2)
You go west
Exactly half of the room is black, and exactly half of it is white. This is the temple of Isatzo, the god of balance, whose statue stands in the center, one arm stretched out to each side.

The air is full of the tiny brown spores of the rust moss.

An exit leads east (to Phantasmagoria).
Go east
This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again. You see shrieking ghosts being whipped into a frenzy by a necromancer thousands of years old -- but the scene changes before you can focus on any details.

The air is full of the tiny brown spores of the rust moss.

Exits lead south (to Hall of Mirrors), east (to Drawing Room), west (to Temple of Isatzo) and up (to Workshop of the Blademaster).
R.
You have not yet explored:
- the north exit of Workshop of the Blademaster (which lies up from here)

You have visited the following rooms: Entrance Hall (south), Hall of Mirrors (south), Phantasmagoria (here), Temple of Isatzo (west), Workshop of the Blademaster (up), Alchemical Laboratory (south), Portal Room (south), Library (south), Drawing Room (east), Quartering Room (east).

You have seen the following creatures in these locations:
- the mindslug (level 3) in Library (which lies south from here)
- Fafhrd (level 0) in Library (which lies south from here)
- Mouser (level 0) in Library (which lies south from here)
- Bodmall (level 4) in Workshop of the Blademaster (which lies up from here)
- the aswang (level 0) in Drawing Room (which lies east from here)

Tip: additional information can be gotten with "status", "trophies" and (once you have defeated enough monsters) "sense".
Trophies
The following creatures have been vanquished:
- the swarm of daggers (level 1)
- the blood ape (level 1)
- the rusted chain golem (level 2)
- the jumping bomb (level 2)
You check your inventory
-weapons:
a rusted executioner's axe
a rusted gilded rapier (readied)
-clothing:
a rusted war mask
a tormenting necklace
the goggles of acuity (being worn)
the rusted crown of the empire (being worn)
-scrolls:
a scroll labelled TWAN METIER
-grenades:
a rusted smoke grenade
-other:
a fungicide contraption
three packages of ment
You read TWAN
It is a scroll of identify!

The nature of scrolls suddenly becomes clear to you.
You look at Drawing
The artist has skillfully drawn a battle scene involving you, a mindslug, Fafhrd, Mouser and Bodmall. Several figures seem to have been smudged out. In the background, Malygris rises triumphant over all -- unless the huge shadow behind him is a creature threatening to consume even him.
You go down
The smell of decay here is overwhelming. A large pile of human body parts lies in a corner.

The air is full of the tiny brown spores of the rust moss.

An exit leads up (to Drawing Room).
You go south
The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

The air is full of the tiny brown spores of the rust moss.

Exits lead north (to Drawing Room), south (to Alchemical Laboratory), west (to Hall of Mirrors) and up (to Portal Room).
R.
You have not yet explored:
- the north exit of Workshop of the Blademaster (which lies west from here)

You have visited the following rooms: Entrance Hall (here), Hall of Mirrors (west), Phantasmagoria (west), Temple of Isatzo (west), Workshop of the Blademaster (west), Alchemical Laboratory (south), Portal Room (up), Library (west), Drawing Room (north), Quartering Room (north).

You have seen the following creatures in these locations:
- the mindslug (level 3) in Library (which lies west from here)
- Fafhrd (level 0) in Library (which lies west from here)
- Mouser (level 0) in Library (which lies west from here)
- Bodmall (level 4) in Workshop of the Blademaster (which lies west from here)
- the aswang (level 0) in Drawing Room (which lies north from here)

Tip: you can move one room towards a location by typing "go to location".
Up
A huge magical portal dominates the room.

The air is full of the tiny brown spores of the rust moss.

Exits lead west (to Library) and down (to Entrance Hall).
You enter the Portal
A sickening feeling, and then you find yourself in --

Exactly half of the room is black, and exactly half of it is white. This is the temple of Isatzo, the god of balance, whose statue stands in the center, one arm stretched out to each side.

An exit leads east (to Phantasmagoria).

Clouds of rust spores drift into the room.
You spray the fungicide
You spray the fungicide all around. The rust spores blacken and wither.
Go east
This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again. You see vast armies of skeletons clash while their masters pray for the help of forbidden deities -- but the scene changes before you can focus on any details.

The air is full of the tiny brown spores of the rust moss.

Exits lead south (to Hall of Mirrors), east (to Drawing Room), west (to Temple of Isatzo) and up (to Workshop of the Blademaster).
R.
You have not yet explored:
- the north exit of Workshop of the Blademaster (which lies up from here)

You have visited the following rooms: Entrance Hall (south), Hall of Mirrors (south), Phantasmagoria (here), Temple of Isatzo (west), Workshop of the Blademaster (up), Alchemical Laboratory (south), Portal Room (south), Library (south), Drawing Room (east), Quartering Room (east).

You have seen the following creatures in these locations:
- the mindslug (level 3) in Library (which lies south from here)
- Fafhrd (level 0) in Library (which lies south from here)
- Mouser (level 0) in Library (which lies south from here)
- Bodmall (level 4) in Workshop of the Blademaster (which lies up from here)
- the aswang (level 0) in Drawing Room (which lies east from here)

Tip: additional information can be gotten with "status", "trophies" and (once you have defeated enough monsters) "sense".
You go to the east
This otherwise unremarkable room has been decorated with a fascinating drawing.

Exits lead south (to Entrance Hall), west (to Phantasmagoria) and down (to Quartering Room).
You go south
The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human.

The air is full of the tiny brown spores of the rust moss.

Exits lead north (to Drawing Room), south (to Alchemical Laboratory), west (to Hall of Mirrors) and up (to Portal Room).
Go south
Centuries ago, Malygris captured the great alchemist Metastasio and forced him to work in this laboratory. Most of his equipment is now gone, but one curious machine remains.

The air is full of the tiny brown spores of the rust moss.

An exit leads north (to Entrance Hall).
You put rapier in the machine
You put the rusted gilded rapier in the curious machine. It starts clicking and beeping, and after a short while, a rusted flash grenade drops on the ground.
You get Grenade
(the rusted flash grenade)
Taken.
You check your inventory
-weapons:
a rusted executioner's axe
-clothing:
a rusted war mask
a tormenting necklace
the goggles of acuity (being worn)
the rusted crown of the empire (being worn)
-grenades:
a rusted flash grenade
a rusted smoke grenade
-other:
a fungicide contraption
three packages of ment
Ready axe
You ready the rusted executioner's axe.
You put the necklace in machine
You put the tormenting necklace in the curious machine. It starts clicking and beeping, and after a short while, a rust grenade drops on the ground.
You put the rust grenade in the machine
The machine beeps angrily and rejects the rust grenade.

As rust spores whirl around the room, the rust grenade rusts.
You get the rust grenade
You already have that.
You look around
Centuries ago, Malygris captured the great alchemist Metastasio and forced him to work in this laboratory. Most of his equipment is now gone, but one curious machine remains.

The air is full of the tiny brown spores of the rust moss.

An exit leads north (to Entrance Hall).
Go west
Mirrors surround you on all sides in an impossible geometry. Myriad reflections follow your every movement -- though some, always in the corner of your eyes, seem to behave differently.

The air is full of the tiny brown spores of the rust moss.

Exits lead north (to Phantasmagoria), east (to Entrance Hall) and up (to Library).
R.
You have not yet explored:
- the north exit of Workshop of the Blademaster (which lies north from here)

You have visited the following rooms: Entrance Hall (east), Hall of Mirrors (here), Phantasmagoria (north), Temple of Isatzo (north), Workshop of the Blademaster (north), Alchemical Laboratory (east), Portal Room (east), Library (up), Drawing Room (east), Quartering Room (east).

You have seen the following creatures in these locations:
- the mindslug (level 3) in Library (which lies up from here)
- Fafhrd (level 0) in Library (which lies up from here)
- Mouser (level 0) in Library (which lies up from here)
- Bodmall (level 4) in Workshop of the Blademaster (which lies north from here)
- the aswang (level 0) in Drawing Room (which lies east from here)

Tip: if a fight proves too much for you, try to "retreat". On entering a room for the first time, you can always retreat for free.
Go north
This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again. You see a heavily muscled barbarian succumbing to the fiery breath of a dragon -- but the scene changes before you can focus on any details.

The air is full of the tiny brown spores of the rust moss.

Exits lead south (to Hall of Mirrors), east (to Drawing Room), west (to Temple of Isatzo) and up (to Workshop of the Blademaster).
Up
The famous workshop of the master of Algir has been transported here in all its glory. A huge forge dominates the room.

The air is full of the tiny brown spores of the rust moss.

A pale druidess stands here, murmuring to herself in a language you have never heard.

You can also see five flash grenades and a cloak of shadows here.

Exits lead north, south (to Library) and down (to Phantasmagoria).

Bodmall chants loudly, and her skin transforms and toughens. It now looks like the bark of a tree.
Go north
You decide to run past your enemies.

Rolling 1 + 5 (inherent bonus) + 1 (tension) + 4 (you are running) = 11, Bodmall beats your defence rating of 10.

Bodmall deals 1 + 2 (you are running) = 3 damage, wounding you to 5 health.

You stand on an exceedingly narrow bridge crossing a seething lake of lava. Dodging would be suicidal.

Thin clouds of smoke and tiny brown spores of the rust moss fill the room.

Exits lead north and south (to Workshop of the Blademaster).
Go north
Several large pipes continuously spew forth vapours into this room.

Thick clouds of smoke and tiny brown spores of the rust moss fill the room.

Malygris, perhaps the greatest of all living sorcerers, is standing here.

You can also see an unguentum argenti, the robe of the dead mage, a rusted magical spade and the rusted Blessed Grenade here.

An exit leads south (to Bridge of Doom).
You examine blessed
This grenade is rumoured to be extremely effective against undead.
You look at the spade
Used by wizards to construct their dungeons, a magical spade can be used to dig tunnels in whatever direction you wish. Just dig north, for instance.
You attack Malygris
Malygris casts a ray of disintegration at the rusted crown of the empire, but the object resists!

Rolling 3 + 4 (inherent bonus) - 3 (executioner's axe penalty) - 1 (smoke) = 3, you do not overcome Malygris's defence rating of 16.

Malygris suddenly teleports away!
You get all
unguentum argenti: Taken.
robe of the dead mage: Taken.
rusted magical spade: Taken.
rusted Blessed Grenade: Taken.
You examine the unguentum
An expensive alchemical salve that can be rubbed on iron objects to turn them into silver.
You put argenti on the axe
You carefully apply the salve to the rusted executioner's axe, turning it into a silver weapon.
Look around
Several large pipes continuously spew forth vapours into this room.

Thick clouds of smoke and tiny brown spores of the rust moss fill the room.

An exit leads south (to Bridge of Doom).
You dig north
You magically create a tunnel north.

A fairly nondescript tunnel.

An exit leads south (to Hall of Vapours).
You go to the south
Several large pipes continuously spew forth vapours into this room.

Thick clouds of smoke and tiny brown spores of the rust moss fill the room.

Exits lead north (to Tunnel) and south (to Bridge of Doom).
R.
All locations have been explored.

You have visited the following rooms: Entrance Hall (south), Hall of Mirrors (south), Phantasmagoria (south), Bridge of Doom (south), Temple of Isatzo (south), Workshop of the Blademaster (south), Alchemical Laboratory (south), Hall of Vapours (here), Portal Room (south), Library (south), Drawing Room (south), Quartering Room (south).

You have seen the following creatures in these locations:
- the mindslug (level 3) in Library (which lies south from here)
- Fafhrd (level 0) in Library (which lies south from here)
- Mouser (level 0) in Library (which lies south from here)
- Bodmall (level 4) in Workshop of the Blademaster (which lies south from here)
- Malygris (level 5) in Hall of Vapours (where you currently are)
- the aswang (level 0) in Drawing Room (which lies south from here)

Tip: "look", "examine" and "inventory" are free actions, so use them often.
You go south
You stand on an exceedingly narrow bridge crossing a seething lake of lava. Dodging would be suicidal.

Thin clouds of smoke and tiny brown spores of the rust moss fill the room.

Exits lead north (to Hall of Vapours) and south (to Workshop of the Blademaster).
Go south
The famous workshop of the master of Algir has been transported here in all its glory. A huge forge dominates the room.

The air is full of the tiny brown spores of the rust moss.

A pale druidess stands here, murmuring to herself in a language you have never heard.

You can also see five flash grenades and a cloak of shadows here.

Exits lead north (to Bridge of Doom), south (to Library) and down (to Phantasmagoria).

Bodmall chants softly, and great clouds of fog or smoke rise up from the ground.
You go south
You decide to run past your enemies.

Rolling 5 + 5 (inherent bonus) + 1 (tension) - 1 (smoke) - 3 (running covered by smoke) + 4 (you are running) = 11, Bodmall beats your defence rating of 10.

Bodmall deals 8 + 2 (you are running) = 10 damage, killing you.

Bodmall kneels over your corpse. "Death is but a stage in the cycle of Nature," she says.

Your body explodes vehemently, but Bodmall survives the blast.

The demonic assassin arrives from below.