text: [Themes: modern]
  
  Now that you have the key, you decide it is a good time to go through the door you had noticed previously. Going through the door, you end up in a room with all sorts of strange organisms and specimens. One table that catches your eye has several rocks and fossils on it, the origin of which is unknown. You suppose it is possible they were dropped by a dragon or other large creature, but you can not be sure.
  
  There appear to only be two exits to this room. One is a door labeled "indemnity". The other is a short hallway.
  
  > The short hallway
  You decide that it would be best to go down the short hallway. On the other side of the hallway, you see a window that leads outdoors, the door you came from, and a door with some sort of primitive decorations.
  
  You wonder exactly what wizardry might be in use to generate the glowing white lights, as you have never seen anything like it. More and more, you feel that you are in a very strange new land, and are more than ever anxious to get out of here.
  
  Which way would you like to go?
  
  > go out the window
  You open the window and climb out. Not being very careful, you fail to notice how high up the window is. Because of this, what you thought would be a simple dismount ends up with you taking a nasty fall from the third story of the building you are in. Luckily, you only get minor scrapes and bruises, the most damage being taken by your ego.
  
  As you brush yourself off and get back to your feet, you look around and notice you are in a snowy wasteland. You see several buildings nearby, and a gate in the distance. There were a number of people wandering about that do not appear to be concerned with your presence, however, the majority of them have congregated in the largest building in vision.
  
  There are two promising ways to go here. Firstly, there is the obvious gate, which may lead out of the complex. The other possibility is the building that a large number of people are congregating at, which smells like burning garbage. Perhaps there are valuable clues in this area.
  
  > go investigate the burning smell building
  I can't really fathom why you thought this was a good idea, but nevertheless, you head over towards the crowded, foul smelling building. As you go inside, it appears that people are eating large amounts of food. Not having eaten since you arrived at the dungeon, you decide this is a prime opportunity to fulfill your appetite.
  
  The whole layout of the place is buffet style, with plenty of food to go around. The dishes and silverware are not perfectly clean, as you would expect from what you have seen of the castle and dungeon. The food is prepared by a group of unintelligible people with bad posture, and it is clear to you that this is not anyone's idea of fine dining, not even among those who frequent the establishment.
  
  Nevertheless, you partake in the food that is available to you, grab a seat, and start eating. You eat your fill and are about to leave, when a sudden burst of nausea comes over you. You head as quickly as you can to the bathroom, and you just barely make it in time.
  
  Now feeling relieved, you attempt to leave the building, but are immediately stopped by guards who, in the time you spent in the toilet, were informed of your presence and alerted to come to the building.
  
  The guards take a no-nonsense approach to your presence, and quickly club you over the head. Before you fall unconscious, you hear them mutter something about a "punishment room".
  
  > continue to the punishment room.
  Although you had passed out from being clubbed, you were not killed. When you awake, you have quite a headache and you find yourself to be rather hot, and it is hard to breathe. You seem to be in a rather confined space. This certainly must be the punishment room.
  
  At this point, one thought is running through your mind, and that is to attempt escape. However, we know how that turned out last time, and you spend a little bit of time to consider your options. You decide that one other option is simply to wait it out and see if you get released from the punishment room after being punished.
  
  > try to escape now
  You attempt to escape from the punishment room, and just in time too I might add! Just as things start to get warmer, you jiggle the door and crawl your way out of there. Now you hear the screams of other prisoners being punished nearby, and are glad that you are not in the same situation as them anymore.
  
  When you get out of the punishment room, you realize that it was really a heat-chamber device that could have killed you had you stayed in it any longer. This clearly was invented by some sort of heinous wizard!
  
  At this point you leave the punishment room and find two ways you could go to attempt escape. You see a ladder, but it is impossible to see where it leads. You also see a room labeled "mess hall", which may also be of some use to you.
  
  > go into mess hall
  You go into the mess hall, which seemed like a safe enough place until you notice a rather mean looking ogre sitting there apparently waiting for some food.
  
  The ogre then says accusingly at you "Are you the one who is to bring my food? Where is it?!" Uh oh, it looks like you are in trouble. A hungry ogre makes for a fragile diplomatic situation.
  
  There are two ways you can think of to deal with this. You can try to tell the ogre that you are simply passing through, but you are sure that the food will arrive shortly. Alternatively, you can run like heck and hope he's too hungry to bother trying to chase you.
  
  > run like heck.
  You decide to quickly run away. The ogre is not happy with this and yells "Hey you, come back here, and bring my food!" Apparently, hungry ogres are not very motivated, as you manage to escape before he can even consider coming after you.
  
  As you leave the room, you look around, and see no other place to go except back to the ladder you shunned when you first escaped the punishment room.
  
  > go back to the ladder
  You climb down the ladder and end up in some sort of pit. You don't think you are in any danger, but it is very dark down here. After you move around a bit, the room suddenly becomes lit, and you notice that you are at the entrance to what appears to be an elaborate tunnel system.
  
  Ignoring the no trespassing sign, you forge ahead into the tunnels. It is very hot and smelly in the tunnels, with all sorts of pipes and wires. The pipes appear to be surrounded by some sort of scratchy fibrous covering, perhaps as insulation. The whole place looks as if it is unkempt, as though people never come down here unless they absolutely must.
  
  As you are walking along the dimly lit tunnels, you see two ways to go that appear promising. One way leads to an alcove of sorts, a larger room within the tunnels. The other path of consequence is a ladder that leads up into some other area. You cannot be sure where the ladder leads, since it is covered by a hatch.
  
  Which way would you like to go?
  
  > Alcove
  You make your way into the alcove. It is slightly better lit than the rest of the tunnels, since there is a small fire raging in the corner. The fibrous material you saw earlier seems to prevent the spread of the fire, so you are in no current danger.
  
  Although you thought this alcove would be of more use to you, the only features of consequence are the small fire and a rat's nest that has been made out of the fibrous material. Although you are curious as to how the rats might be able to survive in this environment, you are not sure if it is worth checking out.
  
  You decide you can either go back to try to climb the ladder, or you can check out the rat's nest.
  
  > check out the rat's nest
  You walk over to the rat's nest, and don't really see anything very impressive. You see a few baby rats whining for food, and a rather intricately designed nest made out of fiber pulled from nearby pipes. Clearly the rats chose this location because of its proximity to the heat giving perpetual fire, and you wonder why it has been allowed to continue as such.
  
  As you satisfy yourself that you have seen all you can of this room, you think to yourself how glad you are that the mother rat is not nearby.
  
  Since you have seen all there is to see in this room, you decide it would be prudent to go back and try the ladder.
  
  > go climb up the ladder
  As you decide to climb the ladder, you notice it is covered by a hatch. Although you have no problem opening the hatch, you wonder what materials it and the ladder are made out of, since you have not seen anything like it before. As you climb the ladder, you find yourself on top of a tall building. This is clearly not where you were intending to go.
  
  As you look at the landscape, you see several snowy mountains and a river. At this time of year, there is virtually no chance for snow in your hometown of Baltimore, so you ascertain that you must be very far away from your home, though you still have no idea how you got here.
  
  As you continue to look around, you see a strange kind of horse drawn cart in the middle of a courtyard, in an open area in between the walls of the building. The cart is strange though, as it does not appear to have any place where you might hitch horses to it. It might be to your advantage to stow away on the cart, as you expect that it may soon leave the compound that you are located on.
  
  Also, you see a kind of tower about a hundred feet away. Although it has the looks of a guard tower, it does not appear to have anyone stationed inside of it at the moment. You might want to go to that tower to get a better look at the surrounding area.
  
  > go to the gaurd tower
  You deftly descend the side of the building and head over towards the guard tower. You quickly run over to the tower, and it appears that nobody has seen you yet. You start to climb the rather tall tower, and about halfway up the ladder, you look out towards the horizon and appreciate the scenery. Indeed this tower will provide an excellent view as you can already see a road leading out of town.
  
  Unfortunately, you are a little too absorbed in the beauty of the view, and spending far too little attention to climbing the ladder, as you promptly fall to the earth, fall unconscious, and never wake up again.