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2287 lines
56 KiB
Text
Executable file
2287 lines
56 KiB
Text
Executable file
#28700
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A Narrow Crawlway~
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Ouch! You can barely squeeze through this passage, which is only a foot and
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a half high. It was also hidden behind a stone block; that is, no doubt, the
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reason the goblins have not tried to follow you, being too weak to move it.
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You, however, can still shove it aside, should you wish to slither north. The
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wide passage to the south looks much, much more inviting, however.
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~
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287 281 0 0 0 0
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D0
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The crawlway opens into a large cave, crudely hewn from the stone.
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~
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breakdown block~
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1 -1 -1
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D2
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The crawlway is not really that long; it opens out to the south.
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~
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~
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0 -1 28701
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E
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credits info~
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* * * * The Land of Lonoya * * * *
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----------------------------------
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Made A. D. 1997 by Pippin
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This zone contains a small town and a
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rather large dungeon full of goblins.
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~
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S
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#28701
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A Tunnel in the Mountains~
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It is very easy to walk here. A forgotten river has carpeted this cave soft,
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sandy clay, and streaked the walls with frozen ripples. The north wall has a
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small crack in it, and to the south this wide tunnel becomes higher, and
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slightly narrower. A shadow on the west wall implies a tunnel mouth, leading
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out of your lantern's reach.
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~
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287 9 0 0 0 0
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D0
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You look at the north wall. Maybe you could fit through there.
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~
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~
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0 -1 28700
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D2
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It looks like a pleasant, though dark, walk to the south.
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~
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~
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0 -1 28702
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D3
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A small dog-leg branches off the cavern here.
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~
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~
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0 -1 28733
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S
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#28702
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A Tunnel in the Mountains~
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What a lovely place! It is not wide here - your shoulders fit, with little
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room for company. You judge the cavern roof to be at least 70 feet above your
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head. Crystal formations in the rippled walls split torchlight into countless
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sparks of flame, reflected from the quartz veins which embroider the stone in a
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timeless brocade. The walls are mainly vertical, but taper outwards enough to
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support a block of breakdown, hanging like Damocles' sword, fifteen feet up. I
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doubt it will fall, however. The tunnel is lower but wider to the north. A
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small stream trickles from a tiny hole, high up on the wall, to exit through a
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small tunnel to the south. To the east, a larger cave continues to a bend.
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That boulder troubles you. Anxiously you examine its support, and notice some
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writing on the wall. There is a NEWLY CARVED SIGN here. Read it!
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~
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287 9 0 0 0 0
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D0
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The tunnel widens and lowers to the north, seemingly to a dead end.
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~
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~
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0 -1 28701
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D1
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Your light shows a bend, close by to the east.
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~
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~
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0 -1 28705
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D2
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The small stream trickles south.
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~
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~
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0 -1 28703
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E
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new sign~
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Notice!
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The eastern tunnel
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Has been repaired.
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It is now safe ;so
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Thrash and Pippin
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Won't die here again.
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~
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E
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writing wall~
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The runes are of a well-known mode, but you know not the tongue. They say
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something like this: Tuo sdael lennut nretsae. Retsasid ot sdael lennut htuos.
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Ekat ot eno eht si nretsae eht Htaed ylrae na diova ot tnaw uoy fi. Nam
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Mooreeffoc Eht Morf. What could it mean?
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~
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S
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#28703
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A Narrow Ledge~
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The stream plunges downward, to join another, which foams and rages far below
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you in a deeply cleft canyon. You hear nothing above the water's roar. Like a
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cat you tread on a spray-wet ledge only six inches wide. Not a nice place.
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You do not look down as you continue. A traveler must count courage among his
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baggage, no? Perhaps you will be repaid. Through the mists to the south you
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glimpse a golden gleam. To go there you must creep cautiously along a ledge too
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narrow for a surefooted cat, and slippery as fish skin. It is not too late to
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turn back! A narrow crevasse leads down the cliff, but only an acrobat could
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turn round and descend it. Your nose brushes an inscription.
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~
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287 393 0 0 0 0
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D0
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The wise (if poor) man may return north to a larger cave.
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~
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~
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0 -1 28702
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D2
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Your grandmother told you once of a lost gold mine in these mountains.
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~
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~
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0 -1 28704
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E
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inscription~
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It is in every known language, and some others: W A R N I N G ! ! ! The Ledge
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to the South is Unsafe!!
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~
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S
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#28704
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The Fall is Fine but the Landing Hurts~
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You have found the lost mine! Chunks of gold ore litter the ground, as large
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as your head! Among them lie rough, long-ago mined rubies. In haste to enter
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the mine, and gather the riches therein, you step from the tiny ledge to the
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broad flat table of stone near the mine entrance. That is, you try to step that
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way... Your feet slip. Oh dear.
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~
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287 9 0 0 0 0
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S
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#28705
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A Short Tunnel~
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This tunnel does not go very far. Soon it bends again to the south. A
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strong draft blows from there. The walls here are no longer rippled, but
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smooth, and covered with writing. There are many small inscriptions, but you
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can only read three: one in orcish, another in common, and a third, written
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large by a firm hand, in the secret dwarven tongue. Looking closer, you see
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another, in ogrish.
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~
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287 9 0 0 0 0
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D2
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You see a glimmer of daylight, not very far away.
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~
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~
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0 -1 28706
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D3
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You can go west, to examine that odd inscription. Or that small cave.
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~
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~
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0 -1 28702
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E
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ogrish~
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Ugh... Anyone... Anyone pass this way... Thrash need help... Can anyone
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read this need to know.... Where Thrash buy torches... ... Ugh... Thrash the
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Ogre
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~
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E
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dwarvish secret~
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Hmm... It's common after all, though it uses the dwarf runes. Good for you,
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if you are not a dwarf who knows the secret tongue. It says: Went east from the
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cave to Sorvecgden town. Passed this way Monday, fourth of Yule month. Tell
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Gloin his wife is cheating on him. I know because she cheats with me. Dorig of
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the Foehammers.
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~
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E
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common~
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This is easily read: O traveler! Beware! For goblins live near here!
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~
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E
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orcish inscription~
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It says, more or less: Krsd be al tem blude noms Krsd be al tem blude dwrvs
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Krsd be al tem blude elfs Krsd be da hobits but tey tasty Haf ogrs aint bad
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fokes Rit by Orfax da orc
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~
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S
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#28706
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The Tunnel's Entrance~
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O traveler from Midgard, your journey has not ended, but begun! You are just
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inside a cave entrance. It stretches far into mountain-darkness. Just to your
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east, an underground stream leaves a lower cave. If the the same water flows
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inside the cave, it must have passed under your feet at a lower level, for it is
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in a gorge seventy or more feet deep. To your south you see the smooth line of
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a road cutting the woods. A sign is carved into the stone here.
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~
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287 8 0 0 0 0
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D0
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You may go further into the dark cave.
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~
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~
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0 -1 28705
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D2
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The road looks like a good place to take a pleasant walk.
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~
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~
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0 -1 28707
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E
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sign~
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___________________________
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|This Cave in the Mountain|
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| ------- |
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| Was Delved by Pippin |
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| Year of Our Lord 1997 |
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|_________________________|
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~
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S
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#28707
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The Old Plank Road~
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Your feet resound on the planks of this road, built for safe travel in times
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long past by Korbor the Fat, King of Lonoya. The plank-paved road winds east
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and south. A milestone stands near. A sign stands at the intersection of this
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fine road, and the path to the mountain cave. The dirt road to the south used
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to be blocked but now the way has been cleared.
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~
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287 64 0 0 0 0
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D0
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A grass-grown path leads to a cave in the north.
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~
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~
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0 -1 28706
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D1
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The road continues east to a city.
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~
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~
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0 -1 28708
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E
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sign~
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It has boards with fingers pointing north, south, and west.
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EAST - Ofingia
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SOUTH - Sorvecgden-Lacgorr
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NORTH - Midgaard
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Welcome, Stranger, to the Fiefdom of Lonoya.
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You of good will may wander freely through
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our kingdom. Report all strange happenings
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to Pippin, Emperor of the Lands of Eighty One.
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~
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E
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milestone mile stone~
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It says "Sorvecgden-Lacgorr 6 stadia"
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~
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S
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#28708
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The Old Plank Road~
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A stone bridge crosses Snofur Creek here, which flows in a ravine about
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eighty feet deep, if only twenty-five yards wide, as it flows from a small cave
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in the mountains. You would need wings to go down there. This gorge certainly
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serves Ofingia well as a moat; the bridge has a wooden section that may easily
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be removed during a siege.
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~
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287 64 0 0 0 0
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D1
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Ofingia's gate is right across the river.
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~
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gate wooden~
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1 28707 28709
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D3
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You can still go back west.
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~
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~
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0 -1 28707
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S
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#28709
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King's Way~
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If it annoyed you to journey so far to see such a tiny town as Ofingia, you
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are somewhat placated by the sight of a homely inn to your south. It is not as
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large as the Grunting Boar, but as a sailor will take any port in a storm, you
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will drink anywhere after abstaining so long! Though Ofingia is a city under
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siege nowadays, with all the goblin raids, still Reilly keeps the inn open.
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~
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287 0 0 0 0 0
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D1
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The King's Way continues east.
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~
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~
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0 -1 28710
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D2
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A fine, homely inn lies south. A sign stands there.
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~
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door oak~
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1 -1 28728
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D3
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A great gate lies some yards west. It is richly carved.
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~
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gate wooden~
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1 28707 28708
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E
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sign~
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The Crossbow Inn
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By Reilly Morgan
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~
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S
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#28710
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A Small Square~
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Once this small park was a restful place to spend a Sunday afternoon; now
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that almost all Ofintines have either left or taken up arms to defend their
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town, the only folk seen here are off-duty guards and those who come to draw
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water. A shed stands to the south, and a tiny church to the north.
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~
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287 0 0 0 0 0
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D0
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The church has a large sign hanging on its front wall.
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~
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churchdoor~
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1 -1 28718
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D1
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King's Way runs a little farther east.
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~
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~
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0 -1 28711
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D2
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There is a torn sign on the shed which says "Z. Rykalp, Sheriff"
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~
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~
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0 -1 28727
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D3
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What? Leaving town already?
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~
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~
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0 -1 28709
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E
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church sign~
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It says: St. John Nepomucene Church Today's Sermon: Ogres and the Gospel:
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Can they be saved?
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~
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S
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#28711
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King's Way~
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Small stores lie north and south of you as you walk toward the market square
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of Ofingia. The northern building is an open shed, where a blacksmith is busily
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pounding iron. To the south, a carpenter's shop fills the air with the
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fragrance of wood smoke - and a lot of it; he's burning shavings.
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~
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287 0 0 0 0 0
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D0
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You hear a hammer thumping on hot iron, and ringing on the anvil.
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~
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~
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0 -1 28719
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D1
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You hear the patter of hurrying feet, and knights' heavy tread.
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~
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~
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0 -1 28712
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D2
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A burly dwarf leaves that way, carrying a log on one shoulder.
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~
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~
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0 -1 28714
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D3
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What's the matter? Don't you like this town?
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~
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~
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0 -1 28710
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S
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#28712
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The Market Square~
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The clink of mail and the tramp of marching feet fill the air of this
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once-peaceful square, as the citizens patrol their town, watching out for
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enemies. A general store stands to the north.
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~
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287 0 0 0 0 0
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D0
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You hear someone cursing shoplifters.
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~
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~
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0 -1 28720
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D1
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This market square is at least four times as large as Midgaard's.
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~
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~
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0 -1 28721
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D2
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This market square is at least four times as large as Midgaard's.
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~
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~
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0 -1 28713
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D3
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You really do hate Ofingia, don't you?
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~
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~
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0 -1 28711
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S
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#28713
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Southwestern Market Square~
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You see the carpenter's yard behind several houses to the west, but a board
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fence prevents you from walking to it. Someone has scrawled on the fence with
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chalk. To the south a road runs through Ofingia.
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~
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287 0 0 0 0 0
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D0
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The clamor of a market square echoes all around you.
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~
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~
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0 -1 28712
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D1
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Still a market square here.
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~
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~
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0 -1 28722
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D2
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This seems to be a better part of town.
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~
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~
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0 -1 28715
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D3
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You hear the thunk of an axe.
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~
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~
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0 -1 28714
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E
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fence chalk~
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It says, "Keep an eye peeled! The goblins are crafty. "
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~
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S
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#28714
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Joel Kreb's Fine Woodbutchery~
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Joel is a very busy man. He tells you so. Only now he is sitting on a
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sawhorse with a mug of ale. Well, all that sawdust makes a man thirsty, don't
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you know! He can make just about anything you want, if it is wooden, but just
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now has only a few items in stock. He might list them for you, if you asked
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really nicely.
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~
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287 8 0 0 0 0
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D0
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A small street is north of here.
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~
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~
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0 -1 28711
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D1
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You can see a wide street past Joel's saw pit.
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~
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~
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0 -1 28713
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S
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#28715
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Drovers' Street~
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Once farmers drove their herds of cattle through this now-fancy part of
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Ofingia, on the way to the Market Square. No more. It has been paved, and far
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fewer hogs roam here than on King's Way.
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~
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287 0 0 0 0 0
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D0
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North leads you to the market square.
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~
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~
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0 -1 28713
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D1
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Eastwards is the Great Hall of Ofingia
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~
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door~
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1 -1 28723
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D2
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Drovers' Street runs south.
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~
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~
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0 -1 28716
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S
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#28716
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Inside the South Gate of Ofingia~
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Well, now you have reached the end of Ofingia's small noble district. To
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your south is a great gate, and to your east, a strongly built stone house.
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~
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287 0 0 0 0 0
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D0
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Why don't you go to City Hall and answer your 200 counts of burglary?
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~
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~
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0 -1 28715
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D1
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This appears to be a barracks of the town guards
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~
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door strong oak~
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2 28709 28717
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S
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#28717
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The Guard Headquarters~
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This is where the men that guard Ofingia keep their dinner pails. Look
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around! You may find a dagger, but most of the weapons are in use. Why would
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they leave them here while they were on patrol? And as for finding money, don't
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bother! Only in Midgaard do foolish guards keep 32000 gold coins where Pippin
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or any old thief can steal them.
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~
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287 8 0 0 0 0
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D0
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A red door leads north to the city hall.
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~
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door red~
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2 28709 28723
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D3
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A strong oak door leads west to the street outside.
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~
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door strong oak~
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2 28709 28716
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S
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#28718
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The Church of St. John Nepomucene.~
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It is small, but adequate, and defensible. This last is the most important
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in these dangerous times. You find no idols here, the Ofintines are a Christian
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nation.
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~
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287 152 0 0 0 0
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D2
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You can leave and go to the town square.
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~
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churchdoor~
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1 -1 28710
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S
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#28719
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Dorig Foehammer's Smithy~
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You can only watch with awe as Dorig, the famed dwarven warrior-smith.
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Forges a bar of iron into a knife blade in fifteen minutes. He makes some fine
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swords and chain mail, but good armor doesn't come cheap! A battle axe hangs on
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the wall.
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~
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287 8 0 0 0 0
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D2
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You can leave and avoid the sparks of molten iron that fly thick here.
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~
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~
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0 -1 28711
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E
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axe wall~
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The wall-hung axe is too high to reach, but you can see it is named
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"Lucille".
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~
|
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S
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#28720
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Maxtrum Holloknob's Dry Goods~
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Max will buy anything low and sell it high, useful or not. Most of it is
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useless to you, anyway. Why would you want nails, or pots and pans, or tulip
|
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bulbs? Horseshoes don't seem like a good thing to carry on a long journey,
|
|
either. Max also carries a few staple items for you fool adventurers, too,
|
|
which he would gladly list. A strange sign with darts stuck in it is hung on
|
|
the wall.
|
|
~
|
|
287 8 0 0 0 0
|
|
D2
|
|
You can go find a cheaper store somewhere else in Market Square.
|
|
~
|
|
~
|
|
0 -1 28712
|
|
E
|
|
sign wall symbol~
|
|
There are also some crossbow quarrels driven into this picture of a
|
|
leprechaun, who is grinning and holding a bag of gold. It is not a great work
|
|
of art; perhaps the shopkeeper has a grudge against leprechauns.
|
|
~
|
|
S
|
|
#28721
|
|
Northeastern Market Square~
|
|
Here is a quiet corner of the bustling square. A wooden store to the north
|
|
is busy enough, but nobody ever goes into the store to the east as you watch its
|
|
door. Maybe it is closed.
|
|
~
|
|
287 0 0 0 0 0
|
|
D0
|
|
The smell of tanned leather comes from the north.
|
|
~
|
|
~
|
|
0 -1 28729
|
|
D1
|
|
Tucked between two large houses is a tiny black granite building.
|
|
~
|
|
~
|
|
0 -1 28730
|
|
D2
|
|
There is more of the square to the south.
|
|
~
|
|
~
|
|
0 -1 28722
|
|
D3
|
|
There is more of the square to the west.
|
|
~
|
|
~
|
|
0 -1 28712
|
|
S
|
|
#28722
|
|
Southeastern Market Square~
|
|
The fragrance of fresh bread fills the air here. Ofintine bread is
|
|
considered the best in the world by those who know what REAL bread tastes like.
|
|
~
|
|
287 0 0 0 0 0
|
|
D0
|
|
There is more of the square to the north.
|
|
~
|
|
~
|
|
0 -1 28721
|
|
D1
|
|
A delicious smell of fresh bread comes from the east.
|
|
~
|
|
~
|
|
0 -1 28731
|
|
D2
|
|
You have no idea what kind of store this is; it has no windows.
|
|
~
|
|
~
|
|
0 -1 28732
|
|
D3
|
|
There is more of the square to the west.
|
|
~
|
|
~
|
|
0 -1 28713
|
|
S
|
|
#28723
|
|
The Great Hall~
|
|
Two rows of tall wooden pillars marching down this hall support its roof on
|
|
their sturdy heads. A central fireplace warms it, and the smoke rises to a
|
|
louvre in the highest part of the tall gable. This ancient hall reminds you of
|
|
those described in the old tales of Midgaard, but here is one still standing,
|
|
and used for its old purpose, for you see a great throne glittering in gold to
|
|
the north. Oh yes; a spiral iron stair leads down. An inscription is carved
|
|
into the wooden wall above it. There is a door, and a sign, to the south.
|
|
~
|
|
287 8 0 0 0 0
|
|
D1
|
|
You see more of the hall.
|
|
~
|
|
~
|
|
0 -1 28726
|
|
D2
|
|
A red door has a sign posted on it.
|
|
~
|
|
door red~
|
|
2 28709 28717
|
|
D3
|
|
You can leave the hall to the west.
|
|
~
|
|
door~
|
|
1 -1 28715
|
|
D5
|
|
A stairway leads down.
|
|
~
|
|
~
|
|
0 -1 28724
|
|
E
|
|
sign~
|
|
Guard Headquarters of Ofingia
|
|
~
|
|
E
|
|
inscription~
|
|
Down:Ofingian Public Library
|
|
And Book Store.
|
|
Open 8 to 11 A.M.
|
|
And 5 to 9 P.M.
|
|
~
|
|
S
|
|
#28724
|
|
The Ofintine Public Library~
|
|
Here you may borrow, or buy, much of the great literature of Ofingia, which
|
|
sadly does not fill very many of the shelves here. Once this library had many
|
|
more works, but the goblins have raided this town several times in the last few
|
|
years and burned or stolen most of those that were reported to be magical. One
|
|
of the walls has a huge oil portrait hanging where there are no shelves.
|
|
Looking about you, you are amazed at the number of books still left, but most
|
|
are poorly written works of popular fiction. Alas! There are some exceptions;
|
|
a map hangs on the wall, for instance.
|
|
~
|
|
287 8 0 0 0 0
|
|
D0
|
|
The wall is lined with bookshelves.
|
|
~
|
|
~
|
|
0 -1 -1
|
|
D1
|
|
The wall is lined with bookshelves.
|
|
~
|
|
~
|
|
0 -1 -1
|
|
D2
|
|
The wall is lined with bookshelves.
|
|
~
|
|
bookshelves~
|
|
2 28708 28725
|
|
D3
|
|
The wall is lined with bookshelves.
|
|
~
|
|
~
|
|
0 -1 -1
|
|
D4
|
|
A spiral iron staircase leads up.
|
|
~
|
|
~
|
|
0 -1 28723
|
|
E
|
|
map~
|
|
St. John's"| Grocer
|
|
@ M A P @ Church |_+_| Smithy ____ ____ Cobbler
|
|
of Ofingia West | | _____ | | | |
|
|
& Gate__________|_|_______|___|_|____|_|____|____
|
|
surroundings : Well | |Bakery
|
|
: o King's Way | |
|
|
o :___________________________ Market |___|
|
|
by Sir | | |_| | | Square. |
|
|
Mischa of | | Sheriff | | |___
|
|
Wazen. |______| |____| | |Apothecary
|
|
The Cross Bow Carpenter| _____|___|
|
|
R. Morgan, Prop. | D | | |
|
|
| r | | |
|
|
| o | |___|
|
|
| v S |__________
|
|
All Distances on this Map are | e t | |
|
|
not drawn to Scale. Houses | r r | Town Hall|
|
|
I have not chosen to Represent, | s e |__________|
|
|
They being Rather Few since the | e | |
|
|
Goblin invasions. | t |___|
|
|
Sir Mischa |......|
|
|
South Gate
|
|
~
|
|
E
|
|
portrait painting~
|
|
It is a picture of Claeregina Mahzi, queen of Adacaract.
|
|
~
|
|
S
|
|
#28725
|
|
The Secret Library Vault~
|
|
Wow! There is enough dust here to grow a crop of corn on the shelves. But
|
|
there may be even more interesting things on the shelves than corn. Why, on
|
|
that shelf just out of reach, you see a book that has to be the Book of Dwarven
|
|
Herblore. Too bad you can't get it; it would be useful to a wizard. A few torn
|
|
off pages litter the lowest shelf, nearer at hand than the great dusty tome.
|
|
~
|
|
287 9 0 0 0 0
|
|
D0
|
|
The public section of the library is to the north.
|
|
~
|
|
~
|
|
2 28708 28724
|
|
E
|
|
blue chewed paper~
|
|
It is a letter, or rather, half of a letter.
|
|
has never done. I say more happily that your ring is finished. It
|
|
is a work of great art, and no king wears its equal. Indeed, the stone
|
|
quarried from the [dwarven?] mines of Holdraxe is said to have magical
|
|
properties. I know little of these. But it is said that the right
|
|
sort of opal makes the man invisible who wears it in a ring. Sorcery
|
|
or not, the ring is quite beautiful, and I will send it to you by
|
|
courier as soon as the spring mires become roads once more.
|
|
Signed by my hand,
|
|
Rzesk Kural
|
|
~
|
|
E
|
|
withered curled curling~
|
|
I. O. U.
|
|
For Groceries ...........................3 cr. 1 f. 3 1/2 d.
|
|
(Signed) Tim, son of Tom the Lifeguard.
|
|
(Signed) Maxtrum Holloknob
|
|
~
|
|
E
|
|
papyrus scroll fragment~
|
|
Some ancient scribe has written a list of legendary weapons, of which
|
|
only this tiny scrap remains.
|
|
The great warrior Highlander, it is said, bore a mighty claymore, the
|
|
equal of which is unknown to me. I have heard it glowed brightly when
|
|
drawn, but I see no way this would be useful. The great smith Durgandon
|
|
forged it in the dwarven halls; its enchantment is opposed to any evil
|
|
and protects its wearer from harm, it is said. I know not if this is
|
|
true. The blade is known to me only in legend; if indeed it ever was,
|
|
it is now lost forever. No word of Highlander has been heard for long.
|
|
Zebenak Rykalp of Wazen bears a sword made by the smith Dorig, of the
|
|
Foehammer clan. Its name is Krat, or "Razor" in the Vallonian tongue,
|
|
named for its thinness, and its renowned edge. It is supple steel,
|
|
but quite sturdy, and I have seen Zeb plunge it deep into an oak without
|
|
injuring the blade. Dorig is truly a great craftsman.
|
|
There are dark rumors of a scimitar borne by the Goblin King that, if
|
|
Shoot! There is no more.
|
|
~
|
|
E
|
|
small vellum~
|
|
Like the rest it is a fragment:
|
|
The age of Iron came next; it is our present age. In these days men
|
|
dwindled both in stature and nobility still further from the Bronze
|
|
Age, so say the philosophers. They began forging their tools and
|
|
blades of iron, and no longer wrote the great epics of the last Age.
|
|
Death still reigned, and reigns, over the world of men, cutting
|
|
short their little works. How large they seemed! Yet all is not lost.
|
|
So says the philosopher:
|
|
To the world that stumbles lost and lone,
|
|
A king descends from heaven's throne.
|
|
Death by death is overthrown.
|
|
Here the page has been torn off.
|
|
~
|
|
E
|
|
pages~
|
|
One is a small vellum page, another is large, with red letters. A third is a
|
|
fragment of papyrus scroll. Still another, very withered, curls as it dries.
|
|
Tucked into a corner a piece of blue paper has been chewed by mice.
|
|
~
|
|
E
|
|
book herblore~
|
|
It lies open, and you may read part of one page: Long was this wisdom lost to
|
|
men, and long did it lie deep, deep buried beneath the goblin caves. But the
|
|
brave Nambor did fetch back a tattered scroll, bearing a few runes of ancient
|
|
Dwarven, who only I, Bog Grundelgrin, could read. Now mark well my words, O
|
|
enchanter, for if you take the leaf of the mevais plant ground to a paste with
|
|
water from the Well of Jakur, you may make an ointment, which heals all wounds.
|
|
But it is hard to prepare. The ground leaves must have been picked under the
|
|
dying moon of late November, when the mevais is dry, and browned. Then they
|
|
must be You can read no more, nor can you reach the book.
|
|
~
|
|
S
|
|
#28726
|
|
The Eastern End of the Great Hall~
|
|
Here is the end of the Great Hall. Its size awes you. The King, however, is
|
|
not here, and his throne is dusty. With his people he has taken up arms and
|
|
marched forth to fight the evil armies that have lately assailed his kingdom.
|
|
Long live King Korbor! An ancient throne of carved walnut stands here, bright
|
|
with gold. On the wall a shield is hung.
|
|
~
|
|
287 8 0 0 0 0
|
|
D3
|
|
The hall extends west, as far as you can see.
|
|
~
|
|
~
|
|
0 -1 28723
|
|
D5
|
|
You see a tile floor.
|
|
~
|
|
trapdoor~
|
|
2 28710 28749
|
|
E
|
|
shield wall~
|
|
The shield bears a cross and a stag, the arms of King Korbor.
|
|
~
|
|
E
|
|
throne~
|
|
You had thought the glint you saw was gilt paint, but it was not. The throne
|
|
of carved black walnut is very beautifully crafted, with rather plain carving,
|
|
just enough to be handsome without looking overly fancy. Gold plates and
|
|
brackets look lovely against the dark wood. You need not read the engraved
|
|
plate on its side to know the work of Joel Kreb.
|
|
~
|
|
S
|
|
#28727
|
|
The Sheriff Office~
|
|
The Sheriff of Brocdenborough has moved his office here, in a shed Joel the
|
|
carpenter built of scrap on hand, after the goblins forced him to leave
|
|
Brocdenborough. In fact, many of the former citizens of that village now live
|
|
here, or in Venango. The Sheriff has not retired his post; no, he moved here
|
|
because from here he now commands a small band of guards who go out hunting
|
|
goblins, intending to free the countryside eventually. A tattered sign and a
|
|
newly printed poster hang on the inside wall of this shed.
|
|
~
|
|
287 8 0 0 0 0
|
|
D0
|
|
You can only leave to the north.
|
|
~
|
|
~
|
|
0 -1 28710
|
|
E
|
|
tattered sign~
|
|
W A N T E D !
|
|
|
|
Dead or Alive
|
|
Thrash the Ogre
|
|
&
|
|
Pippin the Hobbit
|
|
for
|
|
Disturbing the Peace
|
|
Inciting a Riot
|
|
&
|
|
Killing Dwarves
|
|
in the Dwarven Village.
|
|
~
|
|
S
|
|
#28728
|
|
The Crossbow Inn~
|
|
This is the famed Crossbow, known all over Korbor's kingdom, where the food
|
|
is fine and the beverages more or less legal. Reilly Morgan is the innkeeper,
|
|
and his specialty is imported Scotch whiskey. He would gladly let you sample
|
|
the booze. Or perhaps you prefer beer? His brew is second to none, better than
|
|
the Grunting Boar's swill. The mounted head of a 12 point buck hangs over the
|
|
fireplace, and two upturned deer feet and hooves support some strange object.
|
|
~
|
|
287 8 0 0 0 0
|
|
D0
|
|
You can leave the inn, if you really want to.
|
|
~
|
|
door oak~
|
|
1 -1 28709
|
|
E
|
|
object strange hooves rifle gun~
|
|
A long metal tube set into a carved handle of curly maple, with an odd sort
|
|
of lever hanging from it, rests on the hooves. Perhaps it is a magical token of
|
|
some sort. Carved into it is the inscription "Winchester Model 1889". Odd.
|
|
~
|
|
E
|
|
buck head trophy~
|
|
It is a magnificent whitetail buck, the kind native only to Ofingia in this
|
|
part of the world. The whitetail is the craftiest animal in the woods; if you
|
|
can stalk one and bring it down with a bow, as Fred Bear used to say, you can
|
|
stalk anything.
|
|
~
|
|
S
|
|
#28729
|
|
D. Shattershock's Fine Armor.~
|
|
Dek, the retired Elven ranger, now sells armor suitable for his fellow
|
|
woodsmen. Nothing he has is very heavy, but you don't want heavy armor if you
|
|
are sneaking around the woods, hunting goblins.
|
|
~
|
|
287 8 0 0 0 0
|
|
D2
|
|
South of here is the market square.
|
|
~
|
|
~
|
|
0 -1 28721
|
|
S
|
|
#28730
|
|
Churt's Mortar and Pestle~
|
|
The air is fragrant with sharp smells and pale colored smoke in this tiny
|
|
shop. Tiny motes of sparkling dust, perhaps from some arcane spell, fill the
|
|
air. It seems this is some sort of apothecary shop, for they have many
|
|
preparations magical and medicinal. Some complexity of glassware bubbles on a
|
|
charcoal brazier behind the counter, and many bottles of colorful liquids stand
|
|
within reach.
|
|
~
|
|
287 8 0 0 0 0
|
|
D3
|
|
You can leave this mysterious store to the west.
|
|
~
|
|
~
|
|
0 -1 28721
|
|
E
|
|
bottles liquid~
|
|
Unfortunately, some sort of magical barrier prevents you from sampling the
|
|
liquid in these bottles.
|
|
~
|
|
E
|
|
glassware still~
|
|
An alembic bubbles and boils on a charcoal brazier, filled with sharp-
|
|
smelling liquid.
|
|
~
|
|
S
|
|
#28731
|
|
Marya Luzarna's Bakery~
|
|
The aroma of freshly baked wheat bread fills this store, mingled with the
|
|
sharper smell of sourdough rye. No bakers anywhere in Midgaard, Thalos, or Rome
|
|
can equal Marya Luzarna, who comes from a long line of bakers. Her
|
|
great-great-great-grandfather Ogann baked the great Rye Loaf of Ofingia, which
|
|
could be carried in a pocket, and yet fed an army of Ofintines for thirty days.
|
|
~
|
|
287 8 0 0 0 0
|
|
D3
|
|
You can inhale deeply and leave west.
|
|
~
|
|
~
|
|
0 -1 28722
|
|
S
|
|
#28732
|
|
Rzesk and Zykub, Jewelers.~
|
|
There doesn't seem to be anyone in this dusty store. The window in one wall
|
|
is cracked, and a few pages torn from a ledger blow about. Dimly you can see
|
|
the glint of gold and gems through the dirty glass of a few display cases, but
|
|
you can't break the glass- it seems to be some sort of gnomish material that
|
|
can't be shattered. The sign has been painted over in a strange way.
|
|
~
|
|
287 8 0 0 0 0
|
|
D0
|
|
You can leave this shop and go to Market Square.
|
|
~
|
|
~
|
|
0 -1 28722
|
|
E
|
|
sign~
|
|
"Rzesk & Zykub" has been crossed out with a single line, and below it has
|
|
been painted "Closed for the Duration".
|
|
~
|
|
S
|
|
#28733
|
|
The Dog-Leg~
|
|
This is a very odd cave. It only ran west about twelve yards, smack against
|
|
a flat stone wall. Of all things, there is a DOOR in the west wall - what is
|
|
that doing in a water-carved cave? It has a sign on it that might explain who
|
|
would put a door here. The floor is quite flat, and the sand which covers it
|
|
everywhere else is absent here. Maybe it deserves a second look.
|
|
~
|
|
287 9 0 0 0 0
|
|
D1
|
|
You may go back east. What a boring place.
|
|
~
|
|
~
|
|
0 -1 28701
|
|
D3
|
|
The door is a single polished limestone slab, balanced on steel posts.
|
|
~
|
|
door stone~
|
|
0 -1 -1
|
|
D5
|
|
Maybe you better have a really close look at that stone floor.
|
|
~
|
|
floor~
|
|
1 -1 28734
|
|
E
|
|
sign~
|
|
It is carved into the door. The sign says: A gnotiyen na purxe Grob.
|
|
~
|
|
E
|
|
stone floor~
|
|
It is certainly not natural. There is a peculiar square crack, and you
|
|
suspect it opens up. Only one way to find out!
|
|
~
|
|
S
|
|
#28734
|
|
Down, Down, to Goblin-Town!~
|
|
The floor opened! But sliding down a steep tunnel you realize you have shut
|
|
yourself in. There is no escape now but deeper in, and farther down. There is
|
|
a faint smell of goblins about this place.
|
|
~
|
|
287 9 0 0 0 0
|
|
D2
|
|
You see a stone hallway.
|
|
~
|
|
~
|
|
0 -1 28735
|
|
S
|
|
#28735
|
|
The Stone Hallway~
|
|
The walls are carved from limestone, and drip water, so this cave is always
|
|
very damp, and very cold.
|
|
~
|
|
287 9 0 0 0 0
|
|
D0
|
|
The walls are just as damp to the north.
|
|
~
|
|
~
|
|
0 -1 28734
|
|
D3
|
|
The walls are just as damp to the west.
|
|
~
|
|
~
|
|
0 -1 28736
|
|
S
|
|
#28736
|
|
The Stone Hallway~
|
|
The walls are carved from limestone, and drip water. You are beginning to
|
|
fear for your health, and cold is not your greatest worry.
|
|
~
|
|
287 9 0 0 0 0
|
|
D1
|
|
The walls are just as damp to the east.
|
|
~
|
|
~
|
|
0 -1 28735
|
|
D3
|
|
There used to be a door there, but it is broken now.
|
|
~
|
|
~
|
|
0 -1 28737
|
|
S
|
|
#28737
|
|
The Stone Hallway~
|
|
You hear a peculiar scratching and tapping coming from a hole in the cave
|
|
floor. A strong, foul-smelling draft rises from it. To the west is a door.
|
|
~
|
|
287 9 0 0 0 0
|
|
D1
|
|
The walls are just as damp to the east.
|
|
~
|
|
~
|
|
0 -1 28736
|
|
D2
|
|
The hallway bends to the south, as damp as ever.
|
|
~
|
|
~
|
|
0 -1 28739
|
|
D3
|
|
The door to the west is covered with obscure but evil-looking runes.
|
|
~
|
|
door runed~
|
|
1 -1 28738
|
|
E
|
|
runes~
|
|
You do not understand much but the name Orfax is repeated often.
|
|
~
|
|
S
|
|
#28738
|
|
The Guard Room~
|
|
This is a small cave hollowed out for the use of the goblin doorwards.
|
|
Often arms are also stored here, in case of an invasion. The guards are so bad,
|
|
however, that Goblin town places little trust in this, their first line of
|
|
defense.
|
|
~
|
|
287 8 0 0 0 0
|
|
D1
|
|
You can only go east.
|
|
~
|
|
door runed~
|
|
1 -1 28737
|
|
S
|
|
#28739
|
|
The Stone Hallway~
|
|
There is no escaping this cold, damp cave. The Grunting Boar comes to mind,
|
|
but you can not reach its warm fires now. Only through worse danger will you
|
|
leave these caves.
|
|
~
|
|
287 9 0 0 0 0
|
|
D0
|
|
The walls are just as damp to the north.
|
|
~
|
|
~
|
|
0 -1 28737
|
|
D1
|
|
A stone door to the east is carved with leering faces and evil runes.
|
|
~
|
|
door stone~
|
|
2 28700 28740
|
|
S
|
|
#28740
|
|
The Stone Hallway~
|
|
The limestone walls in this room are cracked and seep icy water. Your boots
|
|
are soaking wet by the time you have walked twenty-five yards.
|
|
~
|
|
287 9 0 0 0 0
|
|
D1
|
|
The walls are just as damp to the east.
|
|
~
|
|
~
|
|
0 -1 28741
|
|
D3
|
|
There is a door of stone to the west.
|
|
~
|
|
door stone~
|
|
2 28700 28739
|
|
E
|
|
water~
|
|
It is very cold, too cold to safely drink.
|
|
~
|
|
S
|
|
#28741
|
|
The Stone Hallway~
|
|
There is as much seepage here as anywhere else but you wrap your cloak tight
|
|
around you and go on. No turning back now! The floor is drier here; the
|
|
seepage drips around a square panel on the floor.
|
|
~
|
|
287 8 0 0 0 0
|
|
D1
|
|
A glowing stone door is balanced on posts of steel and bolted shut.
|
|
~
|
|
door glowing~
|
|
1 28701 28742
|
|
D3
|
|
You hear water dripping throughout the tunnels.
|
|
~
|
|
~
|
|
0 -1 28740
|
|
D5
|
|
A hole has been cut in the floor and fitted with a stone slab.
|
|
~
|
|
slab stone~
|
|
1 -1 28743
|
|
E
|
|
door stone~
|
|
Its glow lights this tunnel up somewhat, but it brings no pleasant
|
|
recollection of daylight. It is a sickly pale-green light, as if the lamps in
|
|
dwarven mansions were stolen and ruined by the goblins. Even in Moria some of
|
|
the dwarf lights burn still with their old light. If dwarves lived here once,
|
|
they are long gone.
|
|
~
|
|
S
|
|
#28742
|
|
A Small Chamber~
|
|
This may also be a guard chamber, but you are not sure. Perhaps it is a
|
|
storehouse of some sort, for you see no guards. It is a large room. The
|
|
door-light does not reach far, and your torch casts long shadows. Plenty of
|
|
room for creepy things to hide.
|
|
~
|
|
287 9 0 0 0 0
|
|
D3
|
|
There is a glowing door to the west.
|
|
~
|
|
door glowing~
|
|
2 28701 28741
|
|
S
|
|
#28743
|
|
The Spiral Tunnel~
|
|
This tunnel spirals slowly clockwise, delving deeper into the bowels of the
|
|
mountain. You must be very far down now.
|
|
~
|
|
287 9 0 0 0 0
|
|
D4
|
|
Icy water seeps round this stone slab, soaking your jacket.
|
|
~
|
|
slab stone~
|
|
1 -1 28741
|
|
D5
|
|
Down slopes the tunnel, ever deeper, to the goblin town.
|
|
~
|
|
~
|
|
0 -1 28744
|
|
S
|
|
#28744
|
|
The Spiral Tunnel~
|
|
The tunnel slopes gradually down, turning round and round in its path to the
|
|
goblin city. Whatever madness brought you here, it is too late to curse your
|
|
foolishness, for goblins lie both before you and behind.
|
|
~
|
|
287 9 0 0 0 0
|
|
D4
|
|
A stream of water flows from this direction.
|
|
~
|
|
~
|
|
0 -1 28743
|
|
D5
|
|
The tunnel spirals ever farther into the rock.
|
|
~
|
|
~
|
|
0 -1 28745
|
|
S
|
|
#28745
|
|
The Spiral Tunnel~
|
|
The stream of water seems to be your last friend. Its water is muddy but it
|
|
still tastes good after walking so far. The gloom of these caverns is beginning
|
|
to darken your mind, and you long for the common room of the Grunting Boar Inn.
|
|
~
|
|
287 9 0 0 0 0
|
|
D4
|
|
The endless tunnel spirals upward.
|
|
~
|
|
~
|
|
0 -1 28744
|
|
D5
|
|
The endless spiral runs deeper still into the earth.
|
|
~
|
|
~
|
|
0 -1 28746
|
|
S
|
|
#28746
|
|
The Spiral Tunnel~
|
|
The stream of water seems to be your last friend. Its water is muddy but it
|
|
still tastes good after walking so far. The cavern-gloom is beginning to darken
|
|
your mind, and you long for the common room of the Grunting Boar Inn. Here the
|
|
tunnel jogs to the east.
|
|
~
|
|
287 9 0 0 0 0
|
|
D1
|
|
The endless spiral runs east.
|
|
~
|
|
~
|
|
0 -1 28747
|
|
D4
|
|
The endless spiral climbs higher.
|
|
~
|
|
~
|
|
0 -1 28745
|
|
S
|
|
#28747
|
|
The Spiral Tunnel~
|
|
There is no use counting how far this tunnel has spiralled down. Goblins
|
|
must be near, though; you can smell it. Here the tunnel jogs down and west.
|
|
~
|
|
287 9 0 0 0 0
|
|
D3
|
|
The endless spiral runs west.
|
|
~
|
|
~
|
|
0 -1 28746
|
|
D5
|
|
The tunnel plunges steeply down now.
|
|
~
|
|
~
|
|
0 -1 28748
|
|
S
|
|
#28748
|
|
The Spiral Tunnel~
|
|
It is no use counting any more how many times this tunnel has wound around.
|
|
You do not want to know. The stench of goblin-caves is very bad here, but
|
|
bearable.
|
|
~
|
|
287 9 0 0 0 0
|
|
D4
|
|
The endless spiral climbs higher.
|
|
~
|
|
~
|
|
0 -1 28747
|
|
D5
|
|
The endless spiral plunges still deeper.
|
|
~
|
|
~
|
|
0 -1 28750
|
|
S
|
|
#28749
|
|
The Treasury~
|
|
Hey! You're not supposed to be in here! Get out!
|
|
~
|
|
287 9 0 0 0 0
|
|
D4
|
|
You better leave now!
|
|
~
|
|
~
|
|
2 28710 28726
|
|
S
|
|
#28750
|
|
The Spiral Tunnel's End~
|
|
Whether it was that waybread you ate, or plain grit, you have found the
|
|
strength to keep going and now found an exit from the horrible spiral tunnel.
|
|
It is hotter here than it was higher up, and the filthy stench of goblin caves
|
|
wafts from a hole in the floor.
|
|
~
|
|
287 9 0 0 0 0
|
|
D4
|
|
The endless spiral climbs upwards.
|
|
~
|
|
~
|
|
0 -1 28748
|
|
D5
|
|
A hole leads down to a lower level.
|
|
~
|
|
~
|
|
0 -1 28751
|
|
S
|
|
#28751
|
|
Upper Goblin-Town~
|
|
You reach the first level of the goblin city. Now you must fight for your
|
|
life, adventurer! Draw your weapon and stay on your guard!
|
|
~
|
|
287 9 0 0 0 0
|
|
D2
|
|
A hallway leads south.
|
|
~
|
|
~
|
|
0 -1 28753
|
|
D3
|
|
An iron door stands to the west. It has an inscription.
|
|
~
|
|
door iron~
|
|
2 28705 28752
|
|
D4
|
|
A ladder leads up through a hole in the ceiling.
|
|
~
|
|
~
|
|
0 -1 28750
|
|
E
|
|
inscription~
|
|
Let the fate of he whose arms rest here
|
|
Warn the fool who follows him to Goblin Town
|
|
~
|
|
S
|
|
#28752
|
|
A Small Armory~
|
|
The Goblins keep a few weapons here, perhaps those they do not like to use.
|
|
~
|
|
287 9 0 0 0 0
|
|
D1
|
|
An iron door leads east.
|
|
~
|
|
door iron~
|
|
2 28705 28751
|
|
S
|
|
#28753
|
|
A Dark Hall in Goblin-Town~
|
|
This hall is deadly dangerous. The goblins try to chase you into a corner,
|
|
but you dart from shadow to shadow. You must escape!
|
|
~
|
|
287 9 0 0 0 0
|
|
D0
|
|
The hallway leads north.
|
|
~
|
|
~
|
|
0 -1 28751
|
|
D1
|
|
There is a black door to the east.
|
|
~
|
|
door black~
|
|
2 28705 28754
|
|
D2
|
|
The hallway runs south.
|
|
~
|
|
~
|
|
0 -1 28755
|
|
S
|
|
#28754
|
|
A Small Storeroom~
|
|
You are not sure what is stored in this room, but there are plenty of crude
|
|
chests to open. Many appear to be of dwarven make; plunder, no doubt.
|
|
~
|
|
287 9 0 0 0 0
|
|
D3
|
|
A black door leads back west.
|
|
~
|
|
door black~
|
|
2 28705 28753
|
|
S
|
|
#28755
|
|
A Dark Hall in Goblin-Town.~
|
|
This passage is a dead end! No, wait-there are doors to east and south.
|
|
But they are locked-wait, perhaps you can pick them, or do you carry the keys?
|
|
If not, stand and fight! Hope is not lost.
|
|
~
|
|
287 9 0 0 0 0
|
|
D0
|
|
A hallway continues north.
|
|
~
|
|
~
|
|
0 -1 28753
|
|
D1
|
|
An iron door leads east.
|
|
~
|
|
door iron~
|
|
1 28700 28757
|
|
D2
|
|
A stone door leads south.
|
|
~
|
|
door stone~
|
|
2 28703 28756
|
|
S
|
|
#28756
|
|
A Small Room~
|
|
This is another storeroom, of some sort. This entire level is, like a ship's
|
|
hold, devoted to storage.
|
|
~
|
|
287 9 0 0 0 0
|
|
D0
|
|
The only exit is a stone door to the north.
|
|
~
|
|
door stone~
|
|
2 28703 28755
|
|
S
|
|
#28757
|
|
A Guard Room~
|
|
Not now! Not another guard room! But this is where one should be; after
|
|
all, there hasn't been any other on this floor.
|
|
~
|
|
287 9 0 0 0 0
|
|
D1
|
|
There is a steel door to the east.
|
|
~
|
|
door steel~
|
|
2 28700 28758
|
|
D3
|
|
An iron door opens to the west.
|
|
~
|
|
door iron~
|
|
1 28700 28755
|
|
S
|
|
#28758
|
|
A Landing~
|
|
A stairwell plunges down to the next level here. To the west, a steel door
|
|
forbids your passage.
|
|
~
|
|
287 9 0 0 0 0
|
|
D3
|
|
A steel door blocks this way.
|
|
~
|
|
door steel~
|
|
2 28700 28757
|
|
D5
|
|
A trap door opens down.
|
|
~
|
|
trapdoor~
|
|
1 -1 28759
|
|
S
|
|
#28759
|
|
The Barracks~
|
|
Goblins roam this level freely, and the stench is ... Like a hundred
|
|
thousand years' supply of rotten orc meat. This hall is no longer dark; the
|
|
walls glow with a pale light, a foul magical imitation of the dwarvish secret
|
|
lamp-light that still floods parts of Moria.
|
|
~
|
|
287 8 0 0 0 0
|
|
D2
|
|
A glowing hall leads south.
|
|
~
|
|
~
|
|
0 -1 28760
|
|
D4
|
|
A trap door leads up.
|
|
~
|
|
trapdoor~
|
|
1 -1 28758
|
|
S
|
|
#28760
|
|
A Pale-Glowing Hall in Goblin-Town~
|
|
Not a pleasant place for a Sunday stroll! Wonder how far down you are?
|
|
~
|
|
287 8 0 0 0 0
|
|
D0
|
|
The hall leads north.
|
|
~
|
|
~
|
|
0 -1 28759
|
|
D2
|
|
There is a bronze door to the south.
|
|
~
|
|
door bronze~
|
|
1 28703 28775
|
|
D3
|
|
The hall glows to the west.
|
|
~
|
|
~
|
|
0 -1 28761
|
|
S
|
|
#28761
|
|
A Pale-Glowing Hall in Goblin-Town~
|
|
The bizarre magical glow these walls have is unnerving. These tunnels are
|
|
certainly the kind of dank, filthy holes goblins like best. Bones and rotten
|
|
meat litter the floor, and strange crawling beasts live on the gathered garbage.
|
|
~
|
|
287 8 0 0 0 0
|
|
D0
|
|
A bronze door leads north.
|
|
~
|
|
door bronze~
|
|
1 28700 28762
|
|
D1
|
|
The hall glows to the east.
|
|
~
|
|
~
|
|
0 -1 28760
|
|
D2
|
|
There is a bronze door to the south.
|
|
~
|
|
door bronze~
|
|
1 28703 28774
|
|
D3
|
|
The hall glows to the west.
|
|
~
|
|
~
|
|
0 -1 28763
|
|
S
|
|
#28762
|
|
A Barracks Room~
|
|
Bunks hewn from the stone walls, stacked five or six high, line the granite
|
|
walls of this room. You are far below limestone, now. The goblins sleep here.
|
|
Some sleep now. What extraordinary dreams they must be having, the foul
|
|
creatures!
|
|
~
|
|
287 8 0 0 0 0
|
|
D2
|
|
There is a bronze door to the south.
|
|
~
|
|
door bronze~
|
|
1 28700 28761
|
|
S
|
|
#28763
|
|
A Pale-Glowing Hall in Goblin-Town~
|
|
The walls flash here a little, where metal veins come to the surface. This
|
|
is very unnerving, and it does not help that you are dodging goblins left and
|
|
right.
|
|
~
|
|
287 8 0 0 0 0
|
|
D0
|
|
There is a bronze door to the north.
|
|
~
|
|
door bronze~
|
|
1 28700 28764
|
|
D1
|
|
The hall continues east.
|
|
~
|
|
~
|
|
0 -1 28761
|
|
D2
|
|
There is a bronze door to the south.
|
|
~
|
|
door bronze~
|
|
1 28700 28773
|
|
D3
|
|
The hall glows to the west.
|
|
~
|
|
~
|
|
0 -1 28765
|
|
S
|
|
#28764
|
|
A Barracks Room~
|
|
The goblins sleep in here, packed in like sardines in a can. The rooms smell
|
|
worse than week-old sardines, littered as they are with old hides and
|
|
accumulated filth. You had better be leaving.
|
|
~
|
|
287 8 0 0 0 0
|
|
D2
|
|
There is a bronze door to the south.
|
|
~
|
|
door bronze~
|
|
1 28700 28763
|
|
S
|
|
#28765
|
|
A Pale-Glowing Hall in Goblin-Town~
|
|
Uh oh... This passage seems to go to a large, well guarded room. A shadow
|
|
standing there is bigger than any goblin you have ever seen.
|
|
~
|
|
287 8 0 0 0 0
|
|
D0
|
|
A bronze door leads north.
|
|
~
|
|
door bronze~
|
|
1 28700 28766
|
|
D1
|
|
The hall glows to the east.
|
|
~
|
|
~
|
|
0 -1 28763
|
|
D2
|
|
There is a large room with LOTS of guards far to the south.
|
|
~
|
|
~
|
|
0 -1 28767
|
|
S
|
|
#28766
|
|
A Barracks Room~
|
|
The room might suit goblins, but you would never sleep here, unless pressed
|
|
by dire need. Even then, it would be miserable. Here weapons and battered
|
|
armor lie discarded, but you could use little of it.
|
|
~
|
|
287 8 0 0 0 0
|
|
D2
|
|
There is a bronze door to the south.
|
|
~
|
|
door bronze~
|
|
1 28700 28765
|
|
S
|
|
#28767
|
|
A Glowing Hallway in Goblin-Town~
|
|
Hurry up! That hulking shadow nearby to the south might not have seen you
|
|
running through the halls, but you probably won't get through unnoticed.
|
|
~
|
|
287 8 0 0 0 0
|
|
D0
|
|
The walls seem to crackle in horror, casting a flashing light.
|
|
~
|
|
~
|
|
0 -1 28765
|
|
D2
|
|
This leads to a large stone-hewn hall, crammed with goblins and worse.
|
|
~
|
|
~
|
|
0 -1 28768
|
|
S
|
|
#28768
|
|
The Mess~
|
|
And it really IS a mess, too. Bones of all sorts lie tramped into the sandy
|
|
clay floor. Often they still have quite a lot of meat left on them. Goblins
|
|
are quite apt to bite something and throw it away, though it comes from a king's
|
|
board. Grotesque green-skinned warriors of all sizes and degrees of hideousness
|
|
mill about, chewing on meat, whose origins you do not wish to know. The east
|
|
smells like a knacker's yard, when he is boiling down corpses.
|
|
~
|
|
287 8 0 0 0 0
|
|
D0
|
|
You hear loud shrieks and running feet to the north.
|
|
~
|
|
~
|
|
0 -1 28767
|
|
D1
|
|
A foul stench and steam rolls from the east.
|
|
~
|
|
~
|
|
0 -1 28769
|
|
D2
|
|
More goblins eat to the south.
|
|
~
|
|
~
|
|
0 -1 28770
|
|
E
|
|
bones meat~
|
|
These bones all look somewhat decayed and smell very bad. They don't whet
|
|
your appetite, that is certain. Besides, they may be poisoned after sitting
|
|
around for so long.
|
|
~
|
|
S
|
|
#28769
|
|
The Mess~
|
|
Here you see the goblins' cook - and you might make a good dinner. Rather
|
|
not have to take off your armor, but his pot always needs another chunk of meat,
|
|
however it tastes. Around him are stacked jars of strange substances to add to
|
|
his pot, probably not tasty spices. Dry, boiled bones are piled in the corner.
|
|
~
|
|
287 8 0 0 0 0
|
|
D2
|
|
Another passage leaves this cave to the southeast.
|
|
~
|
|
~
|
|
0 -1 28771
|
|
D3
|
|
Goblins gobble and drool to the west.
|
|
~
|
|
~
|
|
0 -1 28768
|
|
E
|
|
bones pile corner~
|
|
They are of all different sizes. Some are only Deer or Rabbit bones, but too
|
|
many are from creatures that walk on two legs.
|
|
~
|
|
S
|
|
#28770
|
|
The Mess~
|
|
This corner is a crude caricature of a homely Inn, like the good old Grunting
|
|
Boar. Fellowship and the enjoyment of good beer are unknown among these foul
|
|
creatures, so they swallow some terrible-smelling concoction of cave molds until
|
|
it kills them. There is no such thing as a happy drunk here. You remember the
|
|
dwarven village fondly now.
|
|
~
|
|
287 8 0 0 0 0
|
|
D0
|
|
You can leave this place, but northwards leads only to more trouble.
|
|
~
|
|
~
|
|
0 -1 28768
|
|
D1
|
|
A ways to the east is a doorway.
|
|
~
|
|
~
|
|
0 -1 28771
|
|
S
|
|
#28771
|
|
The Mess~
|
|
And what a mess it is! Here the hall is less full of goblins and more
|
|
littered with rubbish. A guarded door leads east; it is made of stone, and
|
|
elaborately carved. Some orcish runes are cut into the stone.
|
|
~
|
|
287 8 0 0 0 0
|
|
D0
|
|
A fireplace with a bubbling cauldron emits a foul smell.
|
|
~
|
|
~
|
|
0 -1 28769
|
|
D1
|
|
A carved stone door leads east.
|
|
~
|
|
door carved stone~
|
|
2 28700 28772
|
|
D3
|
|
A smell like sour wine and musty wood wafts from there.
|
|
~
|
|
~
|
|
0 -1 28770
|
|
E
|
|
orcish runes~
|
|
They say: Krsd be da hammer wieldn dwarfs
|
|
~
|
|
E
|
|
carved carvings stone door~
|
|
Goblins never make anything beautiful, but this door is very well made. You
|
|
suspect this cave once had better occupants. The door is in excellent condition
|
|
(though scrawled on) ... Glowing
|
|
~
|
|
S
|
|
#28772
|
|
A Small Room~
|
|
The door you entered through is certainly of dwarven make. You can easily
|
|
push it open, so well-balanced was its weight on steel posts, when unlocked.
|
|
Some spell on it probably saved it from ruin. This particular room might have
|
|
once been a treasury or armory of the dwarves (or gnomes), with a lock like
|
|
that, but now a rough hole in its floor leads downward.
|
|
~
|
|
287 8 0 0 0 0
|
|
D3
|
|
A stone door leads west.
|
|
~
|
|
door carved stone~
|
|
2 28700 28771
|
|
D5
|
|
Rough handholds are cut on this tunnels' sides.
|
|
~
|
|
~
|
|
0 -1 28776
|
|
S
|
|
#28773
|
|
The Barracks Room~
|
|
Rough bunks are let into the walls here, so about fifty goblins can sleep in
|
|
this rather large room. If it was better kept up, this place might actually be
|
|
comfortable, suggesting that it was not made by the goblins, who would not have
|
|
made it so big. As it is, they have crammed in the bunks as closely as
|
|
possible, and you see a few which, because their walls were too thin, have
|
|
collapsed on the bunk below.
|
|
~
|
|
287 8 0 0 0 0
|
|
D0
|
|
A bronze door stands to the north.
|
|
~
|
|
door bronze~
|
|
1 28700 28763
|
|
S
|
|
#28774
|
|
The Barracks Room~
|
|
All of these barracks rooms are similar, with bunks carved out of the walls,
|
|
much like a catacombs' tombs are. In the middle of all these barracks rooms'
|
|
floors are deep pits in the stone, and a foul stench streaming upward from them
|
|
suggests their purpose and use.
|
|
~
|
|
287 8 0 0 0 0
|
|
D0
|
|
A bronze door stands to the north.
|
|
~
|
|
door bronze~
|
|
1 28700 28761
|
|
E
|
|
pits pit hole holes~
|
|
They appear to be latrines.
|
|
~
|
|
S
|
|
#28775
|
|
The Chieftain's Quarters~
|
|
This is obviously the chamber of a goblin chief, but you still wouldn't want
|
|
to live here. A pallet of vermin-ridden furs is piled on a stone slab that
|
|
serves as a bed. Not even a dwarf would like such a life! The walls are scrawn
|
|
all over with orc-runes and signs, and decorated with scalps and skulls. You
|
|
would not live long if the chief found you here.
|
|
~
|
|
287 8 0 0 0 0
|
|
D0
|
|
A bronze door leads north. It has some symbols on it.
|
|
~
|
|
door bronze~
|
|
2 28702 28760
|
|
E
|
|
scalps skulls~
|
|
Many are human, but a few are elven.
|
|
~
|
|
E
|
|
door symbols~
|
|
It is damaged, but still shows the star and anvil of the Dwarven king Bog
|
|
Grundelgrin. So these were once his halls.
|
|
~
|
|
E
|
|
signs~
|
|
All have a shield with a cross and stag on it, splotched with black, and
|
|
hacked with some instrument.
|
|
~
|
|
E
|
|
wall walls orc runes~
|
|
What you can read says: Dy kng Korbor! Todstol lede sune!
|
|
~
|
|
S
|
|
#28776
|
|
A Rough Tunnel~
|
|
Here the walls are roughly hewn; this is surely goblin-work through and
|
|
through. Rubble litters the floor. This cave is dark, so you must light your
|
|
lantern again.
|
|
~
|
|
287 9 0 0 0 0
|
|
D0
|
|
The tunnel continues north.
|
|
~
|
|
~
|
|
0 -1 28777
|
|
D4
|
|
You can climb up a hole to a pale glowing tunnel.
|
|
~
|
|
~
|
|
0 -1 28772
|
|
E
|
|
rubble floor~
|
|
The rubble strewn on the floor has sharply broken edges. This passage, then,
|
|
is probably newly made, and still being enlarged.
|
|
~
|
|
S
|
|
#28777
|
|
A Rough Tunnel~
|
|
Here the walls are roughly hewn; this is surely goblin-work through and
|
|
through. Rubble litters the floor. This cave is dark, so you must walk by
|
|
lantern-light if you have not the ability to see in darkness.
|
|
~
|
|
287 9 0 0 0 0
|
|
D0
|
|
The tunnel continues north.
|
|
~
|
|
~
|
|
0 -1 28778
|
|
D2
|
|
A faint glow comes from the south.
|
|
~
|
|
~
|
|
0 -1 28776
|
|
S
|
|
#28778
|
|
A Rough Tunnel~
|
|
Here the walls are roughly hewn, where the goblins mine for iron. Rubble and
|
|
ore litters the floor. This cave is still unlit.
|
|
~
|
|
287 9 0 0 0 0
|
|
D0
|
|
The tunnel continues north.
|
|
~
|
|
~
|
|
0 -1 28779
|
|
D2
|
|
A very faint glow comes from the south.
|
|
~
|
|
~
|
|
0 -1 28777
|
|
S
|
|
#28779
|
|
A Rough Tunnel~
|
|
Your lamp casts odd shadows on the rough-hewn walls of this passage. The
|
|
tapping of goblin miners at work can be heard here and there.
|
|
~
|
|
287 9 0 0 0 0
|
|
D0
|
|
You hear rushing water to the north and feel a faint draft.
|
|
~
|
|
~
|
|
0 -1 28781
|
|
D1
|
|
Flickering firelight glows beneath a wooden door.
|
|
~
|
|
door wooden~
|
|
1 -1 28780
|
|
D2
|
|
The mine tunnel continues south.
|
|
~
|
|
~
|
|
0 -1 28778
|
|
S
|
|
#28780
|
|
The Iron Foundry~
|
|
Goblins dearly love smoking, noisy machinery, especially if it gets a job
|
|
done poorly and with greater labor than without the smoke. The iron furnace
|
|
which lights this room is one of their proudest feats. A blower which leaks air
|
|
and blows sparks everywhere replaces the bellows which work so well for dwarves,
|
|
and it is run by several sturdy trolls turning a horse-mill. Slag heaps lie all
|
|
about this huge cave, and glowing pig iron in trenches threatens to burn the
|
|
soles off your shoes.
|
|
~
|
|
287 8 0 0 0 0
|
|
D0
|
|
A steel door leads north.
|
|
~
|
|
door steel~
|
|
1 -1 28782
|
|
D3
|
|
A wooden door leads west.
|
|
~
|
|
door wooden~
|
|
1 -1 28779
|
|
S
|
|
#28781
|
|
A Corner In the Mines~
|
|
It is very slow going here as you inch your way around a hole in the floor.
|
|
If you wanted to, you could more easily dive in; your lantern glints off the
|
|
surface of a lake not far below.
|
|
~
|
|
287 9 0 0 0 0
|
|
D1
|
|
The tunnel continues east.
|
|
~
|
|
~
|
|
0 -1 28782
|
|
D2
|
|
The tunnel runs south.
|
|
~
|
|
~
|
|
0 -1 28779
|
|
D5
|
|
A ragged hole leads down to an underground lake.
|
|
~
|
|
~
|
|
0 -1 28785
|
|
E
|
|
hole~
|
|
This water is flowing towards some exit; perhaps it leads out of this
|
|
mountain? But once you dive down, you won't get back up here without wings.
|
|
~
|
|
S
|
|
#28782
|
|
A Rough Tunnel~
|
|
The walls become slightly smoother here long enough for someone to scratch a
|
|
few words in the common speech into the stone.
|
|
~
|
|
287 9 0 0 0 0
|
|
D1
|
|
The tunnel continues east.
|
|
~
|
|
~
|
|
0 -1 28783
|
|
D2
|
|
A steel door leads south, where you hear a roaring noise.
|
|
~
|
|
door steel~
|
|
1 -1 28780
|
|
D3
|
|
You hear rushing water to the west and feel a faint draft.
|
|
~
|
|
~
|
|
0 -1 28781
|
|
E
|
|
words common stone wall~
|
|
They say: Ware traveller! You think you have left the goblins but the worst
|
|
lies still below! Heed my warning! A river runs from this mountain, its
|
|
current fast and strong, but it is safer than these rat-holes! Gloin
|
|
~
|
|
S
|
|
#28783
|
|
A Corner in the Mines~
|
|
Here a vein of iron ore is being dug from the mountain, and the tunnel is
|
|
quite wide but still unlit. Rubble is strewn everywhere and an acrid, sulfurous
|
|
smoke hangs in the air. No doubt the goblins have some strange magic to break
|
|
the stony ore from the walls. The walls are pockmarked with shallow holes, and
|
|
the rubble is similarly marked.
|
|
~
|
|
287 9 0 0 0 0
|
|
D0
|
|
A faint glimmer of light comes from the north.
|
|
~
|
|
~
|
|
0 -1 28784
|
|
D3
|
|
The tunnel walls are somewhat smoother to the west.
|
|
~
|
|
~
|
|
0 -1 28782
|
|
E
|
|
walls rubble holes~
|
|
There is an odd sulfurous-smelling residue in these holes.
|
|
~
|
|
S
|
|
#28784
|
|
The Mine Shaft~
|
|
Here the mine passage ends. A pale glow shines around a trapdoor in the
|
|
floor.
|
|
~
|
|
287 9 0 0 0 0
|
|
D2
|
|
A rubble-strewn tunnel bends round a corner.
|
|
~
|
|
~
|
|
0 -1 28783
|
|
D5
|
|
A trap door leads down. You feel very uneasy about opening it.
|
|
~
|
|
trapdoor~
|
|
2 28703 28794
|
|
E
|
|
trap door floor~
|
|
The trapdoor has some dwarf-runes scribbled on its edge. They say: I, Gloin,
|
|
warn you not to go this way unless you are a brave warrior, whose heart never
|
|
fails him!
|
|
~
|
|
S
|
|
#28785
|
|
On the Underground Lake~
|
|
This small cave is lit very faintly by a glow from above, which is good
|
|
because diving into the lake put out your light. It is not very large; roughly
|
|
a round inverted bowl, fifty feet across, and about 15 feet high. To the north
|
|
a small stream flows out through a tunnel. Of all the numerous influences that
|
|
feed this lake, none are large enough, or low enough, for you to leave through.
|
|
~
|
|
287 204 0 0 0 0
|
|
D0
|
|
The stream flows fast, but not too much to swim in.
|
|
~
|
|
~
|
|
0 -1 28786
|
|
S
|
|
#28786
|
|
On the Underground Stream~
|
|
The stream flows south to east, where the roof seems to be much higher. It
|
|
is darker here, but since the current pushes you east, you don't much need to
|
|
see.
|
|
~
|
|
287 201 0 0 0 0
|
|
D1
|
|
The stream slows slightly to the east.
|
|
~
|
|
~
|
|
0 -1 28787
|
|
S
|
|
#28787
|
|
The Stream at the Underground Cliff~
|
|
Here the stream passes south of a gravelly ledge, and flows on east. The
|
|
cave is much narrower there, and the current roars as it rushes over some rocks.
|
|
You had better leave the stream while you can. As the walls narrow, the stream
|
|
rushes faster and faster, and you hear a great thrashing noise like a mill wheel
|
|
close by to the east.
|
|
~
|
|
287 201 0 0 0 0
|
|
D0
|
|
Looks like gravel.
|
|
~
|
|
~
|
|
0 -1 28789
|
|
D1
|
|
The roaring noise to the east sounds like rapids or worse, better stop.
|
|
~
|
|
~
|
|
0 -1 28788
|
|
S
|
|
#28788
|
|
The Waterfall~
|
|
For a few minutes you think you have discovered a new extreme sport;
|
|
whitewater drowning. There is no way to turn back now; the current is just too
|
|
strong. Then you see the ground drop away up ahead, and will soon discover how
|
|
it feels to go over Niagara Falls without even a barrel.
|
|
~
|
|
287 200 0 0 0 0
|
|
S
|
|
#28789
|
|
The Ledge~
|
|
You may enter the creek to the south, or look for a way up the cliffs that
|
|
flank this small stream. A crevasse nearby looks like it could be chimneyed
|
|
with a lot of effort.
|
|
~
|
|
287 9 0 0 0 0
|
|
D2
|
|
The stream flows quickly east.
|
|
~
|
|
~
|
|
0 -1 28787
|
|
D4
|
|
It won't be easy, but you think you can do it.
|
|
~
|
|
~
|
|
0 -1 28790
|
|
S
|
|
#28790
|
|
The Crevasse~
|
|
It is rough climbing, and you won't try to go down this way, but you have
|
|
made good progress.
|
|
~
|
|
287 201 0 0 0 0
|
|
D4
|
|
You can keep climbing up.
|
|
~
|
|
~
|
|
0 -1 28791
|
|
D5
|
|
You really, really don't want to look down.
|
|
~
|
|
~
|
|
0 -1 -1
|
|
S
|
|
#28791
|
|
The Crevasse~
|
|
Tiring, you climb more slowly, but still go upwards at a good pace. You are
|
|
nearly half way up.
|
|
~
|
|
287 201 0 0 0 0
|
|
D4
|
|
You can keep climbing up, but you certainly won't do this again!
|
|
~
|
|
~
|
|
0 -1 28792
|
|
D5
|
|
You really, really don't want to look down.
|
|
~
|
|
~
|
|
0 -1 -1
|
|
S
|
|
#28792
|
|
The Crevasse~
|
|
Tiring, you climb more slowly, but still go upwards at a good pace.
|
|
~
|
|
287 201 0 0 0 0
|
|
D4
|
|
You can keep climbing up, but you certainly won't do this again!
|
|
~
|
|
~
|
|
0 -1 28793
|
|
D5
|
|
You really, really don't want to look down.
|
|
~
|
|
~
|
|
0 -1 -1
|
|
S
|
|
#28793
|
|
Up the Cliff We Go~
|
|
Every move is sheer torture as you haul yourself up this rough crevasse in
|
|
the cliff-face, but you are nearly to the top!
|
|
~
|
|
287 201 0 0 0 0
|
|
D4
|
|
You can keep climbing up, but you will NEVER do this again!
|
|
~
|
|
~
|
|
0 -1 28703
|
|
D5
|
|
You really, really don't want to look down.
|
|
~
|
|
~
|
|
0 -1 -1
|
|
S
|
|
#28794
|
|
A Crossing of Tunnels~
|
|
Four passages lead north, south, east, and west of here, but all are blocked
|
|
by doors; a wooden door to north, a brass door to the east, an iron door to the
|
|
south, and a western door of adamant. You can also escape the way you came
|
|
here.
|
|
~
|
|
287 9 0 0 0 0
|
|
D0
|
|
The wooden door seems like the safest bet; probably nothing is there.
|
|
~
|
|
door wooden~
|
|
1 28700 28795
|
|
D1
|
|
The brass door might hide something interesting.
|
|
~
|
|
door brass~
|
|
2 28702 28796
|
|
D2
|
|
The iron door looks very sturdy, and you had better leave it alone.
|
|
~
|
|
door iron~
|
|
2 28703 28797
|
|
D3
|
|
The adamant door looks almost unbreakable.
|
|
~
|
|
door adamant~
|
|
2 28705 28798
|
|
D4
|
|
A trap door leads up.
|
|
~
|
|
trapdoor~
|
|
2 28703 28784
|
|
S
|
|
#28795
|
|
The Storeroom~
|
|
This place is not very interesting; however, the wooden crates that are
|
|
stacked about in this dusty cave do arouse your curiosity.
|
|
~
|
|
287 9 0 0 0 0
|
|
D2
|
|
A wooden door leads south.
|
|
~
|
|
door wooden~
|
|
1 28700 28794
|
|
S
|
|
#28796
|
|
The Guard Chamber~
|
|
Behind that brazen door, the goblin's deadliest warriors wait until the Great
|
|
Goblin sends them to ravage Lonoya. Can you slay these foul creatures, or will
|
|
you flee?
|
|
~
|
|
287 8 0 0 0 0
|
|
D3
|
|
A crossing of passages lies west of here.
|
|
~
|
|
brass door~
|
|
2 28702 28794
|
|
S
|
|
#28797
|
|
The North End of a Hall~
|
|
You have entered the halls of the Great Goblin. South of here he sits on his
|
|
great throne of carved bone. The ceiling's barrel vault is cleverly made
|
|
lopsided, but only enough to be disturbing without making itself obvious. Bas
|
|
reliefs adorn the walls which would be lovely, but for slightly distorted
|
|
details. You shudder involuntarily. This place is evil.
|
|
~
|
|
287 8 0 0 0 0
|
|
D0
|
|
It might be wise to leave, NOW, through that iron door.
|
|
~
|
|
door iron~
|
|
2 28703 28794
|
|
D2
|
|
Do you feel very brave?
|
|
~
|
|
~
|
|
0 -1 28799
|
|
S
|
|
#28798
|
|
The Goblin Treasury~
|
|
Well! I don't know how you got the key, but you have broken into this vault
|
|
at last. Now you may plunder the gold, gems, and wonderful weapons which the
|
|
goblins have stolen over these many years.
|
|
~
|
|
287 9 0 0 0 0
|
|
D1
|
|
Have you gathered it all? Then leave through the door of adamant.
|
|
~
|
|
door adamant~
|
|
2 28705 28794
|
|
S
|
|
#28799
|
|
The Throne Room~
|
|
Here stands the Great Goblin's ugly throne of bones grotesquely carved. He
|
|
sits here among his bodyguards, ready to pound your skull in for entering his
|
|
miserable halls!
|
|
~
|
|
287 8 0 0 0 0
|
|
D0
|
|
Run away north while you still can!
|
|
~
|
|
~
|
|
0 -1 28797
|
|
E
|
|
throne bones bone~
|
|
It is made, seemingly, of the bones of the many enemies that the Great Goblin
|
|
killed. All over it evil signs are carved; it glows with a pale, sickly light.
|
|
~
|
|
S
|
|
$~
|