text: [Themes: Dungeon crawl, Dungeon Crawl, fantasy, magic]
  
  > 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).
  
  > 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.
  
  > 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.
  
  > 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.
  
  > 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.
  
  > look at the mask
  This warlike metal mask is painted with the holy symbols of Aite, and is a sacred object of her religion.
  
  > jump
  You jump on the spot, fruitlessly.
  
  The tormentor raises her staff towards you, preparing a magical attack.
  
  > 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).
  
  > examine the robe
  (the monk's robe)
  A plain and simple robe. You doubt is it useful for any purpose but modesty.
  
  > 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.
  
  > 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.
  
  > look at the grenade
  Which do you mean, a 1) flash grenade or a 2) fragmentation grenade?
  
  > 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.
  
  > 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.
  
  > 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.
  
  > 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.)
  
  > wear the crown
  You put on the crown of the empire.
  
  > take the scrolls
  scroll labelled HERMEI LE SCHIM: Taken.
  scroll labelled TWAN METIER: Taken.
  
  > 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).
  
  > 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.
  
  > wear the crown
  (first taking the crown of the empire)
  You put on the crown of the empire.
  
  > 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.
  
  > 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.