text: [Themes: Dungeon crawl, rpg, magic]
  
  > 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
  
  > 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.
  
  > 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.
  
  > 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.
  
  > 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.
  
  > 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.
  
  > 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.
  
  > 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.
  
  > concentrate
  You concentrate, and are now mildly concentrated.
  
  Miranda seeks the calm within.
  
  > 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.