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- Resident data ends at 9310, program starts at 9310, file ends at 4e010
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- Starting analysis pass at address 930e
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- End of analysis pass, low address = 9310, high address = 44800
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- [Start of text]
-
- S001: ""The Path to Fortune""
- S002: "
- Volume One of "The Windhall Chronicles"
- Created using Unix Inform 5.5
- Copyright (c) 1995, 1996 by Jeff Cassidy and C.E. Forman. All rights reserved.
- (Type HELP for instructions and registration info.)
- "
- S003: "950703"
- S004: "5/11"
- S005: "a"
- S006: "You can't go that way."
- S007: "the"
- S008: "the"
- S009: "the"
- S010: "the"
- S011: "the"
- S012: "the"
- S013: "the"
- S014: "the"
- S015: "the"
- S016: "the"
- S017: "the"
- S018: "the"
- S019: "It's completely dark, and you can't see a thing. You can't even see your
- own hand in front of your face."
- S020: "As good-looking as ever."
- S021: "Nameless item"
- S022: "your former self"
- S023: "You are lost in a strange maze made up entirely of giant jhaka bushes.
- The path veers off in many different directions."
- S024: "No way out in that direction."
- S025: "No way out in that direction."
- S026: "You walk into a wall of thorny jhaka bushes."
- S027: "The strange blue-green glow pulses silently in the air, like a
- will-o-wisp. It almost seems to put you in a trance, enhancing your senses,
- making your vision crystal-clear and your hearing unparalleled. Then, with a
- shake of your head, you break the spell and return to reality."
- S028: "Don't you have anything better to do than take apart the Z-Code and peek
- at the game text? Get a life!"
- S029: " You stand in the midst of the small city of Windhall. The road runs
- along north and south from here. To the west is Sir Gunther's small house, and
- to the east lies Baezil's Bakery. You can almost taste all the delicious
- pastries that Baezil bakes fresh every day."
- S030: "You'll have to specify whether you want to enter Sir Gunther's house or
- Baezil's Bakery."
- S031: " You stand on the northern edge of the city of Windhall. To the west
- is Creston's potion shop, which is more often than not bare of products, and to
- the north you can see the small confines of Kytan's shop and house. It seems to
- create a dark and gloomy mood in all who look at it, much like its owner. To
- the east the road ends abruptly on the outskirts of town. On the distant
- horizon lie the mires and wet marshes of the eastern swamplands."
- S032: "You'll have to specify whether you want to enter Creston's shop or
- Kytan's trading post."
- S033: " You stand at the southern end of the small town. To the west lies
- Borthur's smithy, your home and workplace. You can feel the heat of the fires
- within wafting from the open front door. To the east lies Mayor Mielon and
- Idah's house, a pleasant cottage that is always enjoyable to visit. To the
- south the road ends in the midst of a small field, and beyond you see the great
- Forest of Ansalon. Standing in the middle of the forest, sticking up through
- the treetops, looms the tower of Nostrophidius, dark and lonely."
- S034: "You'll have to specify whether you want to enter Borthur's smithy or the
- mayor's house."
- S035: " This is the home of the mayor and his wife, and the place where all
- the town meetings are held. The fireplace and brick chimney give the room a
- quaint coziness, and it is never too hot or too cold. You have spent many days
- sitting by the fire and talking to Idah, who never bores you with her many
- tales."
- S036: "Mielon and Idah's bedroom is private, and you wouldn't want to offend
- them by intruding."
- S037: "Doors lead east and west."
- S038: "A long coil of twine lies in the corner."
- S039: "Mielon is the acting mayor of Windhall, mostly due to the fact that no
- one else really wanted the job. He's an older man with white thinning hair. His
- stomach has bulged with age, but it gives him a pleasant apperance."
- S040: "Idah is everyone's mother. She's not the smartest woman in the world,
- but that only seems to help her personality. She always seems to have a tale to
- spin, and there's a certain way that she looks at you, like she doesn't
- understand a word you're saying to her, that makes you feel right at home. She
- now rests in her usual chair by the fire."
- S041: "The door leading to Mielon and Idah's bedroom is the only place in the
- house off-limits to you."
- S042: "A crafted oak chair in which Idah likes to sit."
- S043: "The huge table bisects the room. You never could figure out why Mielon
- still keeps the huge thing, since it can easily fit the occupants of Windhall
- many times over."
- S044: "The ancient fireplace is your favorite part of the house. It always
- seems to be lit. A large stack of wood sits beside it."
- S045: "The fire twinkles and sparks, warming the room from the cold outside."
- S046: "The metal grating keeps back most of the sparks from the fire."
- S047: "A well-built stone chimney. It's Mielon's pride and joy, and he still
- sometimes gloats about it to you."
- S048: "There is always a good supply of logs in the corner near the fireplace.
- Mielon usually pays you a little extra gold to collect them in the forest for
- him."
- S049: " This huge room serves as both the smithy you work at and the house
- you live in. Borthur lives in the small room upstairs. The house is always
- intensely hot, but your years of work have left you immune to the scorching
- heat. The forge and workplace lie across from your bed and sparse
- accommodations, and a staircase leads up to Borthur's quarters."
- S050: "You peer up the long stairwell and decide it would be downright
- intrusive to enter your master's quarters without permission."
- S051: "Aside from the stairs, the only door leads east."
- S052: "Your hammer sits on your bed, where you left it."
- S053: "Borthur gave you this hammer as a present when you began your
- apprenticeship. You know it forwards and backwards now, and can forge just
- about anything with it."
- S054: "A piece of metal you've been working with is lying atop your anvil."
- S055: "This piece of metal is your newest project. Right now it's curved, like
- a piece of plate mail, but after you flatten it out it will make a nice plate
- for Baezil the baker."
- S056: "Your master and best friend, Borthur is a refugee from the Garland
- Mountains. Dwarves making excellent smiths, and Borthur being the only dwarf
- around, his trade usually draws in the only visitors the town sees."
- S057: "A bed and small side table are your only furnishings."
- S058: "While your bed is not the most luxurious of sleeping places, it keeps
- you warm at night."
- S059: "Borthur has a complete set of smith tools. You use his equipment for
- your work, with the exception of your own hammer."
- S060: "They lead up to Borthur's room. You rarely use these stairs, and then
- only with Borthur's permission to enter his quarters."
- S061: "A gift from Borthur, your anvil still has an unused look to it, a sad
- testament to your novice skills at smithing."
- S062: "The enormous forge takes up almost a quarter of the room. The fires
- within give the room a smoldering heat which over time you have grown used to.
- Atop the forge sit a pair of anvils, the small one yours and the larger
- Borthur's. A rack of tools hangs on the wall nearby."
- S063: "Your only piece of furniture aside from your bed. You bought the dented
- and chipped side table from Kytan a few years ago."
- S064: "It was going to be a plate for Baezil, but now it has a perfectly round
- hole in the exact center."
- S065: "The new shovel is much more sturdy than that old one. The shaft is made
- of strong oak, and Borthur touched up the head. It's no work of art, but it
- should at least last you through your adventure."
- S066: "The only door is to the east."
- S067: "An old, battered wastebasket sits next to Sir Gunther's writing desk."
- S068: "Sir Gunther's wastebasket is made of poor-quality wood, and has many
- chips in it."
- S069: "For some reason, the door leading out into the street seems very
- appealing right now."
- S070: "Sir Gunther's desk is scattered with his "important" papers. It's
- missing a leg, and another falls off on occasion, so whenever Sir Gunther gets
- too involved in his writing, it collapses on his legs, causing him to jump up,
- cursing and pound on the desk with both hands. This almost breaking his hands,
- he then jumps around holding both his hands and cursing loudly."
- S071: "Sir Gunther's old bed. You must give him credit. You wouldn't think a
- person could sleep in something like that."
- S072: "You catch a glimpse of the "important" papers, which turn out to be
- useless doodles and little notes Sir Gunther writes to himself, reminding him
- of how great he is."
- S073: "The one functional piece of furniture in the room, the chair is the only
- place to sit, a testimony to the number of visitors Sir Gunther typically
- receives."
- S074: "A thick film of soap scum covers much of the inside of Sir Gunther's
- house."
- S075: "The slick ooze within the soap Gunther chopped apart now lines the wall
- and floor of his house."
- S076: "With the help of Sir Gunther, you were able to remove this dark yellow
- liquid from the inside of the block of soap."
- S077: "A gaping hole in the middle of the floor leads downward."
- S078: "The large hole you've made in Sir Gunther's floor leads down into a
- strange cavern."
- S079: "The only door is to the west."
- S080: "You always did like the jolly baker. He's very tall but always seems to
- be just a little overweight. Baezil always jokes that you should never eat the
- wares of a thin cook."
- S081: "The oven still smells of the pastries that everyone in the city is so
- fond of. You hope it gets fixed soon, because would certainly enjoy a dessert
- right now."
- S082: "The trays are polished metal, clean and ready to display Baezil's sweets
- for the day."
- S083: "A handful of habba nuts, the type Baezil likes to put in his bread.
- You've always enjoyed a hot slice of habba bread."
- S084: "It's a clump of the dough Baezil uses to make one of his delicacies. It
- has a slightly lighter texture than its brother."
- S085: "It's a clump of the dough Baezil uses to make one of his delicacies. It
- has a slightly darker texture than its brother."
- S086: "The piece of dough which you've stretched out into a long tube. It looks
- kind of like a snake, you muse."
- S087: "an"
- S088: "You've rolled the piece of dough into the shape of a bun, but it's
- unbaked."
- S089: "Just the sight of the fresh roll makes your mouth water."
- S090: "The only door is to the east."
- S091: "Creston is as musty as his shop. Unkempt and rather unclean, his beard
- falls untrimmed to his belly. He's not exactly ugly, and he somehow manages to
- keep in good physical shape, but his hygiene practices could definitely use
- some work."
- S092: "With all the dust Creston's shop has accumulated, he could probably go
- into business as a land-fill company."
- S093: "This is one of the few potions Creston has ever made, to your knowledge.
- A small label on the side tells you it's supposed to be a potion for plant
- growth, but you're skeptical about anything that comes from Creston. The liquid
- inside is of a dark green color, and it has an earthy smell to it."
- S094: " You stand in Kytan's house and make-shift trader's post. The room
- is lined with shelves and tables, all of them full of trinkets and
- knick-knacks, most of them either broken or useless. You have no idea who would
- want junk like this, but you certainly don't."
- S095: "Aside from the stairs, the only door is to the south."
- S096: "Stairs, half-hidden by darkness, lead down from the far corner of the
- shop."
- S097: "Rickety spiral stairs lead down into a darkness that reeks of mildew and
- adventure, two things which you aren't exactly thrilled about."
- S098: "When you're around this shifty character, you'd better stay a good arm's
- length away and watch your possessions like a hawk. You have the strange
- feeling that you know how Kytan came upon most of the items he sells."
- S099: "The moth-infested cot on which Kytan must sleep."
- S100: "You think there's a counter somewhere around here. Probably under the
- many piles of junk on the floor."
- S101: "They line the wall and run in rows along the floor, all of them stacked
- three feet high with junk nobody could ever want."
- S102: "Great big piles of...well, junk. What'd you expect?"
- S103: "an"
- S104: " You stand in a small field overlooking the surrounding countryside
- south of the town. Rolling hills stretch southwest until they meet with the
- tree-covered Tysis Mountains. Standing before the mountains, almost matching
- their height, looms the tower of Nostrophidius. To the southeast, the great
- forest of Ansalon stretches to the horizon."
- S105: "There's no path in that direction."
- S106: "Windhall is in easy walking distance to the north."
- S107: " You stand among tree-covered hills which disorient your sense of
- direction and blur your vision. You think to the northwest you can see a rough
- path heading up one of the larger hills. To the northeast you can barely see
- the field south of town through the treetops."
- S108: "There's no path in that direction."
- S109: " You now walk on a small path which winds around the hills, but you
- can sense it gradually gains altitude as it continues on. There is a break in
- the smaller hills to the southeast, and to the south the path continues up a
- hill that's almost big enough to be a mountain."
- S110: "There's no path in that direction."
- S111: "There's no path in that direction."
- S112: " You are almost at the top of the giant hill upon which lies the
- tower of Nostrophidius. The way here is difficult, and it's growing harder to
- catch your breath at this height. All you can see below is a blanket of green,
- the southern forest. You can't make out the town from this height, which shows
- you how high up you actually are. You feel severely ill, and your legs are
- turning to jelly. You hate being up high!"
- S113: "There's no path in that direction."
- S114: " You finally stand at the very top of the giant hill, thankful to
- have solid, level ground below your feet. Looking around, you notice you are
- standing on a small plateau. To the west stands the tower of Nostrophidius,
- looming so high above you that you cannot see the top. The gate stands open."
- S115: "You're already at the top of the hill."
- S116: "There's no path in that direction."
- S117: "Proof of the madness of wizards, the gate stands wide open for all to
- enter the tower. You feel it must have something magical about it, but then,
- when it comes to Nostrophidius, everything has to do with magic."
- S118: "A tiny warning nymph hovers in the air above the tower gate."
- S119: "The nymph flutters and spins about, enjoying her own private game."
- S120: "The staff is obviously magical, with intricate carvings and engravings
- covering its entire length. On the top is a small socket, as though something
- were originally attached to the head of the staff."
- S121: "the"
- S122: "Intricate carvings and engravings line the entire length of the glowing
- stave. The entire staff shines with a soft white light, and the gem atop it
- radiates an almost painful luster."
- S123: "The only door is to the south."
- S124: "A sleek, vicious-looking black panther is crouched in front of the door,
- legs tensed and body low, as though waiting to spring."
- S125: "The enormous panther is black as night. It sits in a crouch, as though
- ready to spring, but all it does is watch your every move, as if very
- interested in you."
- S126: "The window isn't in the best shape, but you can still see through it,
- giving you a view of the mountains and the plateau far below."
- S127: "Strange magical devices whose purpose you could not say."
- S128: "Bizarre magical scripts and writing."
- S129: "Kaela is here, lost in her own thoughts."
- S130: "Whenever you're around Kaela, your stomach drops and you start tripping
- over things. She has the most beautiful dark blond hair, the deepest blue eyes
- you have ever seen, and she is one of the smartest people you know. You can't
- help but feel tongue-tied and a little afraid of what she could do to you if
- she really wanted."
- S131: " You never would have imagined you'd ever have the chance to see the
- den of the great wizard Nostrophidius. The room is illuminated by a fireplace,
- casting a sullen glow over everything in the room. Strange and arcane items
- dominate the walls and floor, giving you an uneasy feeling and making you wish
- you were somewhere else."
- S132: "Strangely, the only way out of this room appears to be to the north,
- back into the small rear annex."
- S133: "The ancient wizard Nostrophidius sits patiently in his oak chair."
- S134: "This aged wizard is easily the most powerful man you know. As far as you
- know, he can do almost anything. His white beard, common among older wizards,
- hangs down in curly but tended locks which intermingle into his red robe. His
- eyes are deep set, his expresion obsevant, and his face betrays no emotion, as
- though he thinks it's perfectly normal that you should walk into this room at
- any time of the day or night."
- S135: "The room isn't exactly neat. Books, potions and other various magical
- items are scattered around the floor, but you dare not touch them."
- S136: "The books seem to hang by their own will, suspended against the wall by
- no physical means."
- S137: "Strange potions are set on the only table in the room, some connected
- via spiraling tubes, some heating, others bubbling and doing things you cannot
- understand."
- S138: "Nostrophidius sits in the only chair within the room, a great velvet
- rocking chair of a fiery red color."
- S139: "You see no wood or any means of maintaining the fire, but it keeps its
- steady blaze, providing heat to the room."
- S140: "The fire glows a strange blue, making you wish all the more that you
- weren't here."
- S141: "This is one of Nostrophidius' scrolls, which he gave you after you
- passed the Test. The spell creates a ball of fire which the caster can direct.
- You cannot comprehend the words of the spell, but you think you can read them
- right off the scroll if need be."
- S142: "This is one of Nostrophidius' scrolls, which he gave you after you
- passed the Test. The spell summons a lightning storm at the spot where it is
- cast. You cannot comprehend the words of the spell, but you think you can read
- them right off the scroll if need be."
- S143: "This is one of Nostrophidius' scrolls, which he gave you after you
- passed the Test. The spell will put any being which is not magically protected
- to sleep. You cannot comprehend the words of the spell, but you think you can
- read them right off the scroll if need be."
- S144: "The crumbling map is a crude drawing of what appears to be a labyrinth
- of some kind, to the northwest of the North Mires. The ink is smeared in many
- places, and in others it is too faded to be seen clearly. Along one edge of the
- map, the words:
-
- "Nicwar kandiv alsurwat anjer.
- Univow askiol sierbal,
- Urel zaskuwar nithel yarow.
- Anowath igdel victnerith yaronowa."
-
- have been written, apparently quite recently."
- S145: " The easy forest path here is well worn from use by the townspeople
- and forest animals. To the east the path has a smaller, lesser-used split,
- rounding to the southeast. The latter path goes far deeper into the forest
- while the main path to the east skirts around the edge."
- S146: "You can't go that way."
- S147: "You can't go that way."
- S148: "Trees block your path."
- S149: " You stand in a small glen near the edge of the Forest of Ansalon.
- Trees skirt around the glen, blocking any attempts to see where it is you're
- headed. As you walk into the clearing you feel a strange sense that someone is
- watching your every move, making you edgy about remaining here for a long time.
- A path picks up at the eastern side of the clearing, and you think you can
- manage to navigate through the trees to the south as well."
- S150: "You can't go that way."
- S151: "You can't go that way."
- S152: "Trees block your path."
- S153: "The glen gives you a strange feeling. It seems peaceful enough, but
- something makes you uneasy."
- S154: "Midknight is here, slinking about in the shadows."
- S155: " A giant ikash tree before you stretches almost twice as tall as any
- other around it. Its many branches block most of the light and rain from
- reaching the ground below it. Thus there is no vegetation underneath the mighty
- tree. As you look up from its gnarly base, you get a severe case of vertigo.
- The giant ikash leaves hang down, constantly getting in your way. You can see
- the forest thin out to both the east and west, and you think you can continue
- to the southeast through the nearly impenetrable growth."
- S156: "You can't go that way."
- S157: "Trees block your path."
- S158: "The tree must be centuries old. Its gnarled trunk offers no adequate
- footholds for climbing, but the branches might give enough purchase to climb at
- least part of the way up the mighty ikash."
- S159: "The branches seem to make a stairway as they wind up the tree."
- S160: "The trunk is gnarled, but it doesn't have enough footholds to be useful
- for climbing. Perhaps if you had the gear, you could make it all the way to the
- top of the tree, but you're terrified of heights, so you quickly forget that
- you even thought that."
- S161: "The leaves stretch at least five feet, maybe more. They are very thin,
- but tough. You must constantly brush them aside as you move around."
- S162: "You can't possibly climb any higher."
- S163: "The only way you can go is down."
- S164: "You're not sure how high up you are in the ikash tree, but you are sure
- that there is no way you will look down to find out."
- S165: "You think you can make your way back down if you try, but the branches
- grow too small and too numerous to continue upward."
- S166: "The thin rope-like leaves always try to tangle you up as you move. At
- this height they're very numerous."
- S167: "The trunk is still larger than a regular trunk would be at the base. It
- now has many pockets, but you can't make your way up any higher from this part
- of the tree."
- S168: "an"
- S169: "It's an ordinary-looking, if somewhat large, egg, but it seems to be
- divided into two halves which are sealed onto one another. It has a light-blue
- tinge to it, and it feels as if there is something solid within it."
- S170: "The dagger seems to absorb all light. It has strange arcane symbols all
- over it, and you think, from your education in crafting, that it is elven-made.
- But the only type of elves who could create such a vile thing would be dark
- elves."
- S171: "The weapon appears to reflect all light, illuminating even the darkest
- paths. Bizarre arcane symbols are inscribed on the hilt and blade."
- S172: "You can't go that way."
- S173: "Trees block your path."
- S174: "The building looks like a small house, or perhaps a storage shed."
- S175: "The remains of the shed which you managed to pulverize."
- S176: "The fire snakes around the tree, never burning it down completely, but
- simply flaming enough to keep from dying out."
- S177: "Trees block your path."
- S178: "Trees block your path."
- S179: "You're already at the top of the Cliffs."
- S180: "You'd fall off the Cliffs of Mydar if you went that way."
- S181: "The shed appears to have weathered the ages well. Its boards are
- rotting, but they still hold the shed together from intruders. A single door is
- the only visible way inside, but the door is closed."
- S182: "The door appears to be the sturdiest part of the shed. It is collecting
- moss and starting to rot at the bottom, but it holds firm."
- S183: "Every adventurer needs a tinder box to light campfires and torches.
- Unfortunately, since you have the makings for neither, all you can hope to do
- is create a quick flame."
- S184: "This sturdy piece of oak has solemnly withstood the test of time."
- S185: "The old nail is just beginning to show signs of rust. It is bent at a
- slight angle, and it appears very flexible."
- S186: " You are on the very edge of the great Cliffs of Mydar. Below the
- Mydar Ocean spans out to the horizon, a deep sea of blue. The wind here is
- gusty, bringing with it the smells of the sea. To the west the great southern
- Forest of Ansalon stretches, blocking any travel that way. A tiny break in the
- forest permits passage northwest, and beyond it lies a mammoth tree, dwarfing
- all those which grow around it. To the south and northeast the cliffs
- continue."
- S187: "Trees block your path."
- S188: "Trees block your path."
- S189: "Trees block your path."
- S190: "You're already at the top of the Cliffs."
- S191: "You'd fall off the Cliffs of Mydar if you went that way."
- S192: "From here it looks like an ikash tree, but you've never seen such a huge
- specimen."
- S193: "Trees block your path."
- S194: "Trees block your path."
- S195: "You're already at the top of the Cliffs."
- S196: "You'd fall off the Cliffs of Mydar if you went that way."
- S197: "dark elf bowman"
- S198: "body of the dark elf bowman"
- S199: "an"
- S200: "an"
- S201: "an"
- S202: " A rugged path begins here and winds through the southern
- grasslands. The path ends to the far south in the mountain town of Unich, well
- away from your quest. To the northwest are the great Cliffs of Mydar, huge rock
- outcroppings overlooking the Ocean of Mydar, and to the east are miles and
- miles of desert, leading off from the very ocean itself."
- S203: "You can't go that way."
- S204: "You can't go that way."
- S205: "Trees block your path."
- S206: "The city of Unich lies on the southernmost outskirts of the Kaskanda
- Mountains. You can see the large city a good distace away to the south."
- S207: "The Kilimar Desert separates the realm you live in, Rysch, from the
- southeastern realm of Nordir. Even now the cool air coming off the far away
- ocean is countered by the dry wind flowing from the desert dunes in the
- distance."
- S208: " You are now in an ancient temple dedicated to an unknown god. The
- decay and wind destruction have left it somewhat run-down, but you are still
- held in awe by the huge blocks of clay which even now stand up to the elements.
- A ring of statues circles the altar in the chamber's center. Strange symbols
- line the walls and floor of the huge room, and you can't even begin to decipher
- their intent. Many religious artifacts, left over from whatever age this god
- was worshipped in, lie here and there, slowly disintegrating as the years go
- by. Truly this is either an extremely holy place or a viciously cursed one."
- S209: "The only way out is north, into the desert."
- S210: "Of what used to be twelve statues, only five remain. One is of a woman
- of excessive beauty, another of a creature with a man's torso but the head of a
- snarling wolf. A third portrays a young boy who has a spider's body. The fourth
- is a dark, muscular man with long hair wildly flowing around him. The last
- statue is an unknown humanoid being, with a robe and hood hiding his face.
- Unearthly onyx skulls fly about the being. The statues give you a sense of
- dread, but you remind yourself of your present problem, the dragon, and try to
- forget this strange puzzle."
- S211: "Enormous clay blocks serve as the building materials for the temple.
- They've stood up to the harsh elements of the desert somehow. You sense that
- magic may be involved, or it may just be that this strange place is beginning
- to get to you."
- S212: "Arcane symbols line the walls. You have no idea what they mean. You're
- certain they're not dwarven or elven, as you would have known from Denvil or
- Borthur. You decide they must be some archaic language that is no longer used."
- S213: "You understand what some of the artifacts are used for, but some are
- strange, having blades and clamps all over. Whenever you begin to think about
- what weird rites these items might be used for, you shudder and quickly turn
- your thoughts to something else."
- S214: " This is the heart of the huge forest. The trees confound your sense
- of direction, and make travel almost impossible. You think the underbrush
- lightens a bit to the southeast and the south, and you might also be able to
- forge a path to the west."
- S215: "You can't go that way."
- S216: "You can't go that way."
- S217: "Trees block your path."
- S218: "A jittery squirrel darts from tree to tree, carrying a small green stone
- in its mouth."
- S219: "The squirrel runs around, up, and down trees like a flailing banshee,
- always just out of your grasp."
- S220: "The crystalline stone seems to glow with an eerie green light. The stone
- is smooth and oval in shape. You can sense magic flowing through it."
- S221: " The vast expanse of trees to the north makes up the great southern
- forest, only now it's the northern forest. Grasslands extend south to the
- distant horizon, making a trek that way difficult. The Cliffs of Mydar are east
- from here, stretching miles upon miles. A small glen opens to the southeast, as
- though a grove of trees magically sprang up in the middle of the grasses. To
- the west lie the mountains, tall and solemn."
- S222: "The mountains are impassible in that direction."
- S223: "You can't go that way."
- S224: "You can't go that way."
- S225: "Trees block your path."
- S226: "It amazes you that the grove is so perfectly made. The ikash trees form
- a circular wall, not revealing any glimpse into it. The only opening is a
- single, well-cut entrance between two large trees, big enough for you to
- squeeze through to get a glimpse of the strange garden."
- S227: " A small picturesque glen of trees surrounds you. The trees, all
- ikash, are fruitful and evenly grown, as though they have been well tended. The
- only way out of the glen is a gap in the row to the northwest. The grove gives
- you an eerie feeling, as though it had some strange purpose."
- S228: "You can't go that way."
- S229: "You can't go that way."
- S230: "Trees block your path."
- S231: "The glen itself is a very peaceful place. No animal life is present,
- making it deathly silent, but the flowers and plants grow evenly and with
- beautiful results. You can't help but feel this is a blessed place on some sort
- of holy ground."
- S232: " The trees in this part of the forest seem to change everywhere you
- look. A path here bends from the northwest to the southwest, and it looks well
- worn. You also think you see breaks in the underbrush to the north and east."
- S233: "You can't go that way."
- S234: "You can't go that way."
- S235: "Trees block your path."
- S236: " This is the middle ground where the Forest of Ansalon meets the
- Tysis Mountains. The forest, dark and oppressive, lies north. To the northwest
- are rolling foothills which lead up to the great mountains in the far west. One
- of the smaller mountains rises up through the scattered trees to the south.
- Westward, in the distance, you can make out the tower of Nostrophidius,
- matching the mountains in their glory."
- S237: "A sheer cliff wall blocks your path."
- S238: "You can't go that way."
- S239: "You can't go that way."
- S240: "Trees block your path."
- S241: " You stand amongst small rolling foothills which block your line of
- sight and constantly make you lose your way. You think you can make your way
- out of them to the southeast, and to the south what appears to be a plateau
- rises above the rocky mounds."
- S242: "You can't go that way."
- S243: "You can't go that way."
- S244: "The foothills are too steep in that direction."
- S245: "Someone has left a fine quarterstaff wedged between two rocks."
- S246: "It's a length of wood about three meters long, smoothed and sanded into
- an effective weapon. You wisely decide not to play around with it, for it takes
- great skill for a warrior to wield a quarterstaff and not knock himself out in
- the process."
- S247: " You are on a small rise about twenty feet in diameter. From here
- you can get a good view of your surroundings. To the west all you can see are
- mountains and, in their wake, the great mage's tower. You could descend the
- plateau to the north into a great range of foothills, or could also make your
- way down to the south, where the plateau meets with one of the smaller
- mountains. The mighty forest stretches off to the east."
- S248: "You can't go that way."
- S249: "You'd fall off the plateau if you went that way."
- S250: "You can't go that way."
- S251: "You'd fall off the mountain if you went that way."
- S252: "The mysterious rock seems to practically burst with magic. It has sigla
- and runes all over its exterior, except for a section of it in which the runes
- seem to disappear straight into the rock, leaving only mundane stone."
- S253: "The plains zig-zag between the Tysis Mountains and the Forest of
- Ansalon, a meeting ground for the two natural wonders."
- S254: "The strange stone seems to practically burst with magical power. It has
- sigla and runes all over its exterior. One end is roughly rounded off while the
- other tapers to a sharp point. The runes on the rock are glowing slightly."
- S255: "You'd fall off the mountain if you went that way."
- S256: "You'd fall off the mountain if you went that way."
- S257: "Directly in front of you, a werewolf and an ogre are locked in a vicious
- confrontation."
- S258: "The ogres are an evil race of extremely large humanoid creatures. This
- one is almost twelve feet tall, and brutally strong. He appears to be winning
- his melee with the werewolf, and only his lack of speed seems to keep him from
- tearing the werewolf limb from limb."
- S259: " Here the path abruptly stops a few feet before it reaches the
- pinnacle of the mountain. Looking up, you think you can scale the last little
- bit on your own, although the thought makes your stomach queasy. The path
- begins its treacherous wind down the rocky mountain to the west."
- S260: "You'd fall off the mountain if you went that way."
- S261: "This is as high up as you can go!"
- S262: "You'd fall off the mountain if you went that way."
- S263: " You are directly west of the swamps near town. The ground here is
- muddy and little grows here but gyal grass and jhaka bushes, making the
- landscape very unpleasant. Back to the west, the road into town picks up and
- winds on to the horizon, where it meets with Kytan's house. To the east the
- swamp thickens, growing more wet and more dangerous. Off to the northeast, you
- think you hear the rushing of the Lyndra River."
- S264: "You can't go that way."
- S265: "You can't go that way."
- S266: "Trees block your path."
- S267: "From here you can barely make out Kytan's shack, where he tries to sell
- his useless baubles in the guise of a trading post owner."
- S268: " This is the small path north of the swamps which takes you to the
- Lyndra River, where most of the town's fresh water comes from. A bridge spans
- the small river to the northeast, permitting access to the Ivy Coast.
- Southwestward, the path ends in the small field east of town. To the south lies
- one of the many bogs of the swamplands, blocking your way through."
- S269: "You'd sink into the bog if you went that way."
- S270: "You can't go that way."
- S271: "You can't go that way."
- S272: "Trees block your path."
- S273: "The bogs of the North Mires are deadly sinking traps. So far no one from
- Windhall has had the misfortune to die in one, but you don't want to be the one
- to start the trend."
- S274: "You can see the cool waters of the Lyndra River from here, named after a
- story about two tragic lovers, the details of which you can't recall."
- S275: "An old but sturdy wooden bridge spans the Lyndra River. You've used it
- many times to visit Denvil, or on certain errands Borthur has sent you on."
- S276: " You find yourself in a small grove somewhere in the maze. The giant
- jhaka bushes surround this small glen in every direction except for a break to
- the southeast, leading back to the treacherous maze from which you came."
- S277: "The only way out is back through the maze."
- S278: "An ancient spell book rests in the center of the grove."
- S279: "The spell book is a great tome of ancient leather. Of everything you
- carry, this simple book seems the most powerful, and also the most deadly. It
- seems as though the book silently beckons all who see it to open and read it,
- but you know that such an action would consume you."
- S280: "This grove looks to be in the center of the strange maze you just passed
- through. It screams of magic, and you are uneasy here. The jhaka bushes grow in
- perfect synchronization, wrapping around each other to form impenetrable walls
- of briars."
- S281: "You have a feeling you have reached the center, and the only way out is
- to pass through the confusing labyrnth once again."
- S282: "The mighty Xrfthankrtz is here. (Where, you ask? Right down there, on
- the ground. It's a tiny serpent, no more than six inches long.)"
- S283: "What!?! The Xrfthankrtz is a stupid garden snake!! You're supposed to
- FEAR this tiny thing!?! Nostrophidius must be completely out of his mind to
- think this thing could pose any threat to you! What a stupid twit!!"
- S284: " This is the old but sturdy bridge that spans the Lyndra River. The
- water below runs clear and cool, flowing into the dark swamp to the south. The
- swamp itself lies dark and dangerous, in wait for another victim. On one side
- of the bridge, a path forks off in two directions, the northeastern heading for
- Denvil's house, the southeastern bound for the Ivy Coast. To the north all you
- can make out are scattered forests and plains, which you have never explored
- before, and don't wish to now."
- S285: "You can't go that way."
- S286: "You can't go that way."
- S287: "Trees block your path."
- S288: "The bridge is very well constructed, built in the high days of Windhall
- when the knights came to do battle with the legendary dragon Kirizith."
- S289: "The Lyndra River passes below you, lazily trickling along. It's neither
- deep nor very fast, making it ideal for you, as you never quite gotten the
- knack of swimming."
- S290: "The wood elf somehow managed to make his home in a huge tree. The tree
- continues to grow somehow even though it is hollowed out. You think it has
- something to do with Denvil's natural aptitude toward the forest."
- S291: "Great plains stretch to the north as they mingle with forests. You don't
- know of any living beings who reside on these plains, but you've never tried to
- explore them."
- S292: " You stand in a small hollow in a diminutive outcropping of trees.
- The path here ends at the doorstep of Denvil the wood elf's house, or, more
- accurately, his tree. This rather large tree has a door protruding from its
- huge trunk, and windows line the trunk all the way to the top. How the tree
- still continues to grow, you have no idea. To the southwest you can hear the
- rushing waters of the Lyndra River."
- S293: "Denvil must've cut away the lower branches when he put in windows.
- There's no way up."
- S294: "You can't go that way."
- S295: "Trees block your path."
- S296: "A patch of wild flowers grows by the path."
- S297: "This is a bouquet of wild sparland, one of the many species of flowers
- which grow wild in this area. The flower consists of a base from which
- thousands of tiny petals grow, each slightly bigger than the last, making a
- large cup of either purple, red, pink, or white. The flowers are quite bulky to
- carry, but you've always enjoyed their scent."
- S298: "The hollow itself is a break in the forest where the path ends at
- Denvil's front door. The flowers are well kept here, probably by Denvil, and
- the forest is alive and beautiful this time of year."
- S299: "Windows line the outside of the tree and give you glimpses into the
- homely little living place of Denvil."
- S300: "It would be impolite for you to explore Denvil's house without his
- permission."
- S301: "Aside from the stairs, the only door is to the northwest."
- S302: "Wood elves are a jesting and fun-loving race, and Denvil is a great
- specimen from that perspective. You've always liked him because he can make you
- laugh, and he's a good friend. You can always find him wearing a robe many
- times his size, with pockets all over to hold his many "treasures.""
- S303: "You're not sure how big Denvil's house is, but it must have at least
- four floors. A small spiral staircase leads up to the next level."
- S304: "The tree appears to be much larger when seen from the inside than from
- the outside. The circular walls are smooth to the touch and hardened with age."
- S305: "Only Denvil would put a fireplace inside a tree. It is made entirely of
- wood, down to the wooden log holder. Luckily the fireplace is not lit, but
- there is evidence that it has been in the past."
- S306: "Denvil likes giant things, one of the reasons he wears a robe ten sizes
- too large. That's probably why he sits in a chair so big it almost doesn't fit
- in the room. You have to chuckle to yourself. It probably takes him ten minutes
- just to climb up into the mammoth chair."
- S307: "Dwarfed by the much larger chair in the room, this small wooden seat
- appears to be part of the original tree, carved right out of its wood. Denvil
- probably made it to amuse himself watching people try to move it."
- S308: "The table has little jesters' faces all over it. It's painted all sorts
- of bizarre colors which clash and make it completely out of place in the room.
- That's most likely the reason Denvil treasures it so much."
- S309: "A cupboard has been carved out of the circular wall by someone who must
- have been an expert craftsman. It curves perfectly out of the circular wall.
- However, it is closed to prying eyes like yours."
- S310: "Mostly they consist of rocks, plants, small devices, and other such
- mindless articles."
- S311: "an"
- S312: "It's a statue of some sort of creature, which has a roughly human
- appearance. However, it also has black scales, small wings that curl around the
- torso, and a long tail that snakes about its knees, as the creature is in a
- kneeling position. The lizard-man has its clawed hands raised toward the sky in
- what appears to be worship."
- S313: " The Ivy Coast is one of the natural wonders of Rysch, so named
- because, all around you, ivy covers almost everything you can see until it
- plummets right into the ocean. All that lies to the west is a wall of ivy,
- blocking out your view of everything beyond. To the east is the Mydar Ocean.
- The fragrance of salt assaults your senses."
- S314: "The Mydar Ocean prevents travel in that direction."
- S315: "The Mydar Ocean prevents travel in that direction."
- S316: "You can't go that way."
- S317: "You can't go that way."
- S318: "The ivy blocks your path."
- S319: "Your sharp eyes detect a bleached skeleton entangled in the thick ivy."
- S320: "From the clothes, it appears the skeleton was once an adventurer. All
- but the clothing and bones have rotted away, and ivy has wrapped itself around
- the remains, almost totally ensnarling it."
- S321: "It's a simple wooden boomerang for attack purposes. Well-crafted and
- smooth, it has a single notch in the center which shows you how to grip it when
- throwing."
- S322: " You stand on the beaches of the Ivy Coast. The ivy here grows out
- of control, running even into the ocean itself. To the west is a wall of ivy,
- blocking out any movement that way. The sound of gulls can be heard over the
- crashing of the ocean's waves, and you feel the moist sea air on your skin. To
- the far east, you can make out the coastline of the neighboring continent of
- Tharkin."
- S323: "The Mydar Ocean prevents travel in that direction."
- S324: "It would be impossible for you to swim all the way to Tharkin."
- S325: "The Mydar Ocean prevents travel in that direction."
- S326: "You can't go that way."
- S327: "You can't go that way."
- S328: "The ivy blocks your path."
- S329: "Tharkin is the scholarly name for a large group of interwound islands
- supposedly shattered by a great mage centuries ago. They're called the
- Barbarian Islands by commoners, because they exist in a state of anarchy, ruled
- over by groups of barbarian tribes."
- S330: " You are walking along the beaches of the Ivy Coast, so named
- because of the uncontrollable growth of ivy in this area. The ivy runs down the
- shore and even into the ocean. You feel the moist air coming off the ocean to
- the east. To the west the Ivy Coast grows impenetrable, but it eases up to the
- south, where a small lake can be seen. The ivy ends its growth to the
- southwest, as it meets up with the emergence of the eastern swamps."
- S331: "The Mydar Ocean prevents travel in that direction."
- S332: "The Mydar Ocean prevents travel in that direction."
- S333: "You can't go that way."
- S334: "You can't go that way."
- S335: "The ivy blocks your path."
- S336: "A large pelican is resting atop the ivy here. A fat worm dangles limply
- from its beak."
- S337: "The goofy bird is sitting on the wall of ivy, a worm dangling in its
- oversized beak. It chitters at you as you stare up at it."
- S338: " You are trekking through the endless swamplands, trying to stay
- above the now-boggy ground. Your way is filled with detours and sinking pits of
- quicksand and bog mud. To the west the swamp lightens up, while to the
- southeast lies the very heart of it. You can see the mossy trees and tall gyal
- grass beckoning you to your doom. To the east lie endless mires, waiting
- patiently for their next victim to attempt to navigate a path through them."
- S339: "You can't go that way."
- S340: "You can't go that way."
- S341: "Tall reeds block your path."
- S342: "On occasion, Creston has told you about the pockets of quicksand that
- fleck the swamp. Once you are trapped in the quicksand, trying to escape only
- succeeds in making you sink faster."
- S343: "The mires, which lie deep in the swamp, are sinkholes which bog you down
- until you are eventually sucked under."
- S344: " You are lost in the deep mires of the eastern swamplands. You think
- you might be near the ocean, but you can't see through the low fog. More than
- once you've almost stepped into one of the deadly mires, only to notice it at
- the last moment. The way out apparently lies somewhere to the west, but the fog
- makes seeing that far impossible. You feel as though you're going around in
- circles."
- S345: "You can't go that way."
- S346: "You can't go that way."
- S347: "Mires block your path."
- S348: "Idah once told you about the ever-rhyming Mire Cat, but you never
- believed her until now. The large orange and yellow feline sits patiently on a
- dry spot of land, watching you with amusement."
- S349: "You've finally succeeded in getting lost in the deadly patch of mires.
- With every step you take, you expect the ground to give in and suck you down to
- your death. More than once it's started happening, forcing you to take another
- route."
- S350: "A dense fog has set in, further preventing you from making your way out
- of the swamp."
- S351: " You are now dredging through waist-deep waters in the eastern
- swamp. Bugs assault you, and you think you feel things against your legs. The
- mossy trees hang low, blocking any sunlight from reaching this place of
- despair. You think there is higher ground to the northwest, and to the south
- you see tall grasslands."
- S352: "You can't go that way."
- S353: "You can't go that way."
- S354: "The mossy trees block your path."
- S355: "You feel strange things swimming through the water. It's cold and slimy,
- and you think to yourself that you'd rather be fighting a company of goblins
- than be here right now."
- S356: " The reeds of gyal grass here are almost twice as tall as you. You
- push and shove a path, but the grass just springs back up after you, making
- backtracking impossible. The ground here is wet, and it seems to grow worse to
- the north. To the east, southeast, and northeast you can hear the sound of
- water."
- S357: "You can't go that way."
- S358: "You can't go that way."
- S359: "The gyal grass is too dense in that direction."
- S360: "From the sound of it, it's probably the Lyndra River, a river that flows
- deep into the swamp to a legendary pool known as the Lyndra Lake."
- S361: "Tall reeds grow in large clumps here, making your way very slow and
- gruelling. Wait a minute...is that a small patch of blue in one of the larger
- clumps?"
- S362: "This crystalline stone seems to glow an dreary blue. It is jagged and
- forms a six-pointed star. You can sense magic flowing through it."
- S363: " You are on the banks of the legendary Lyndra Lake, named after a
- story about two lovers that Idah once told you. The lake's beauty is
- overpowering. It is very still, only disturbed as its same-named river empties
- into it. The Ivy Coast begins north of here, and to the west tall gyal grass
- blows in the gentle winds. You think you can make your way around the
- magnificent lake to the south."
- S364: "The lake blocks your path."
- S365: "You can't go that way."
- S366: "You can't go that way."
- S367: "Trees block your path."
- S368: " Here you can see the Lyndra Lake's still waters through the small
- plants and bushes that grow here. You can make your way north through the
- bushes, and a steep incline leads northeast to a cliff above the lake. Fields
- of tall gyal grass rustle in the wind to the northwest."
- S369: "You can't go that way."
- S370: "Trees block your path."
- S371: "The cliff is very steep at the base, but it levels off to form a bluff
- about ten feet above the crystal clear waters of Lyndra Lake."
- S372: " This small cliff overlooks the legendary Lyndra Lake. Below you the
- gentle lake lies calm, except for where the Lyndra River flows into it. You can
- see to the north the Ivy Coast, though the dense growth of ivy makes the way
- impassable. The hill descends to the southwest, and to the east you see the
- rocky outcroppings of the Cliffs of Mydar as they skirt the coastline of the
- Mydar Ocean."
- S373: "You can't go that way."
- S374: "The only way down is to the southwest."
- S375: "You are on a small cliff that hangs almost ten feet over the calm waters
- of Lyndra Lake. From here you get a good view of the lake and the Lyndra
- River."
- S376: " Kytan's old cellar, by the looks of things, hasn't been used in
- years. Cobwebs hang all around you, making you think of the stories about giant
- spiders which you heard as a kid. The old boards which hold up Kytan's house
- are starting to rot, making you a bit apprehensive about being down here. The
- cellar continues to the southwest, growing even more oppressive, if that's
- possible, and you see what looks like a hole in the western wall of the cellar,
- leading off into the darkness."
- S377: "You can't go that way."
- S378: "You bump into one of the cellar's crumbling walls."
- S379: "Light shines down from Kytan's house to reveal a small part of the
- cellar. The stairs seemed sturdy at the top, but they soon grew old and worn.
- However, you'd overlook that fact if you could just use them to leave this
- creepy place."
- S380: "The boards that hold up Kytan's house are in serious need of
- replacement. You see stress cracks and evidence of rotting on many of the
- support beams, and they add even more anxiety to this already stressful
- location."
- S381: "A strange opening in the wall where, apparently, the bricks have been
- smashed away. It's probably wide enough to allow two people to enter at once,
- but the question is, are you insane enough to actually WANT to go in there?"
- S382: "You can't go that way."
- S383: "You can't go that way."
- S384: "Stalagmites block your path."
- S385: "Through the hole you can see the (relatively) safe confines of Kytan's
- basement beckoning you back."
- S386: "Large stalactites of earthy colors hang down from the ceiling of the
- cave, making you constantly weave and duck so as not to hit your head."
- S387: "Columns of stalagmites grow in numerous portions of the cave.
- Ocassionally you must hurdle a bunch of them to make your way through."
- S388: "The basement lies beyond the large gaping hole in the cavern side. You
- can even see the stairway leading up to the main room from here."
- S389: "Don't ask. Just don't even ask!"
- S390: " You stand at the entrance to a very sorrowful-looking cave to the
- south. Everything about it looks evil, and it gives you chills just being near
- it. Strange noises emanate from within it. The main cavern lies to the
- northeast."
- S391: "You can't go that way."
- S392: "You can't go that way."
- S393: "You bump into one of the rock walls of the cave."
- S394: "There is something very not right about the cave, something evil. It
- makes you feel...cold, as though a strong wind is blowing right through your
- clothes and into your very soul. Something evil is in that cave, something
- unearthly."
- S395: "You can't go that way."
- S396: "You can't go that way."
- S397: "You bump into one of the cellar's crumbling walls."
- S398: "The crate is wedged in between two others, and it holds on by only a
- fraction of an inch. You think it would only take a small push to the single
- crate to send the entire stack tumbling over."
- S399: "It's a bottle of aged Kianeese wine, a relic from an empire three
- hundred years fallen. The red wine, kept in a simple green bottle, would be
- considered quite valuable now."
- S400: "some"
- S401: "You can't go that way."
- S402: "You can't go that way."
- S403: "The exit to the north is the only way out."
- S404: "The lord of a dark elven clan stands here, enraged by your intrusion. He
- glares at you with pure, unrefined hatred, preparing a spell."
- S405: "The evil being that stands before you could have come directly from one
- of your nightmares. The dark elf holds a dagger of pure black in his hands,
- blood smeared across his chest and face from a horrid ritual he has been
- conducting. He looks at you with pure hatred, his clear black eyes reflecting
- your pale visage as he slowly moves to make you his next sacrifice.
- Unfortunately, you see no way to restrain him as he moves towards you."
- S406: "The cave is lined with marks in some sort of red ink, and you pray it's
- not blood. The marks depict stories of evil rites, and passages to do anything
- from summoning demons to giving evil powers to he who performs the rituals."
- S407: "Symbols line the floor where the sacrifice has taken place --
- pentagrams, suns, the twin moons, and the marks of some of the dark deities you
- have heard of."
- S408: "The devices are scattered around the room, as though recently having
- been used. Blood and gore covers them, and you can hardly stand to look at the
- evil tools."
- S409: "Blood is everywhere: on the walls, covering the floor, on the tools of
- death which the dark elf lord used. You must be careful so as not to slip and
- be covered in the thick red liquid."
- S410: "The dark altar of the evil elves depicts a squat figure wrapped in dark
- shrouds, but the tears in the shroud reveal its bestial figures of claws, hair,
- the jaws of what looks like a spider, the feet of a goat, and spikes and horns
- lining its torso. You look away before you come to some of its more sickening
- traits."
- S411: "The pentagram appears to be the primary symbol. It lies in the very
- center of the cave and has several markings streaming off of it. Blood has
- smeared the perfectness of the drawing, and you are too afraid to get close to
- the arcane symbol."
- S412: "A gem of pure black, dropped by the dark-elven lord, lies nearby."
- S413: "The gem shines so brightly that it is nearly blinding, making it
- difficult for you to look directly at it. The stone radiates heat and energy,
- making you feel up to the challenges which lie ahead."
- S414: " You find yourself in a hall the likes of which you have never seen.
- It reminds you of the stories Borthur told you about the ancient mountain
- dwarves who built empires in the earth. Stone pillars a hundred feet high line
- the walls, and vast murals and paintings cover the ceiling and walls of this
- gigantic chamber. It is so vast that you can't even see the other end of it.
- Mounds of gold, silver, and jewels of every kind tower above you."
- S415: "You can't go that way."
- S416: "The hall stretches a tremendous distance. You'd better not try to
- navigate around all those mounds of treasure."
- S417: "A flagstaff leans against a treasure chest here."
- S418: "It's a long piece of rounded wood ending in a pointed steel tip. The
- lightness of the wood and the sharp tip lead you to believe it was used to
- carry flags into battle, and doubled as a pike."
- S419: "An old leather strap lies at your feet."
- S420: "The strap is very thin and about twenty feet long. Though it has
- deteriorated considerably after lying here for years, it still seems good
- enough to use."
- S421: "Your possessions lie scattered across the treasure hoard."
- S422: "Tremendous pillars of multi-colored rock line both sides of the great
- hall. It must have taken magic to create such monstrosities."
- S423: "The strange scenes depicted on the walls are stunningly beautiful, but
- your gaze continually returns to the great red dragon."
- S424: "Old and priceless portraits are hung crookedly at various intervals on
- the walls, obviously placed there for Kirizith to look at while basking in the
- wealth."
- S425: "There is more treasure here than you could ever hope to count in thirty
- lifetimes. Piles and piles of gold coins, jewels, gems, rare magical artifacts,
- and every sort of luxury known to man have been hoarded together in this great
- hall."
- S426: "It looks like an arm reaching out of the rock wall."
- S427: "It looks like a mass of flame protruding from the wall."
- S428: "A large ballista sits unused between a pair of wall sconces."
- S429: "The lever is old, but still in working order. It is currently at its
- safe position, waiting to be fired."
- S430: " This is a place unknown to you. Looking around, all you can see is
- an endless plain of red sand, though something tells you that you could not
- walk to the horizon if you wanted to. Above you the sky is a cascade of strange
- colors. No plants or trees grow in this bizarre netherworld. To the east runs a
- path of blue sand, not a grain of it mixing with the red."
- S431: "That direction doesn't seem to exist here."
- S432: "That direction doesn't seem to exist here."
- S433: "That direction doesn't seem to exist here."
- S434: "That direction doesn't seem to exist here."
- S435: "Words can't describe how it feels -- sort of tingly, and yet not even
- really there at all. The field separates you from the snake and the lever. You
- search for an opening, but it bisects the path, stretching infinitely for all
- you know."
- S436: "The door covers half the path. It is inscribed with arcane symbols, but
- it stands upon its own free will, not connected to any wall. You are certain
- your way lies beyond this door."
- S437: "A simple lever sticks up through the sand."
- S438: "A strange occurrance. There is a single green spot of sand in the
- otherwise blue path. It is perfectly round, not a grain of it mixing into the
- blue."
- S439: " You are walking along the strange blue path. To the north and south
- the red sands turn a distinct dark orange, and the sky starts swirling above
- you. A wind picks up, bringing no cool air with it, almost no feeling at all.
- The blue path grows a very light green and continues east."
- S440: "That direction doesn't seem to exist here."
- S441: "That direction doesn't seem to exist here."
- S442: "That direction doesn't seem to exist here."
- S443: "That direction doesn't seem to exist here."
- S444: "Oddly, the path seems to have vanished behind you."
- S445: "A vicious-looking barbarian stands in the center of the path."
- S446: "The barbarian is screaming a war-cry in an unknown guttural tongue as he
- swings his axe in broad circles. He seems unwilling to let you pass, and even
- appears to think that your intrusion here is some sort of challenge directed at
- him."
- S447: " You are walking along the light green path, which continues east
- until it turns a shade of white so bright that you cannot even look at its
- radiance. The dark orange sand grows deeper and richer until it becomes a
- black, so dark it seems as though it blots out all else, and you fear to leave
- the path. The radiant path ends at a giant tree like none other you have ever
- seen before. It stretches for seemingly miles, making your head spin. The trunk
- stretches up high until it reaches the first branch. The leaves glow a dull
- green, giving off a sullen light. The sky grows darker, and the wind races, but
- neither the sand nor the tree is stirred by its soundless gales. Black rain is
- falling upon you, scaring you horribly. It threatens to blot out the white
- path, making you all the more frightened. Bolts of red lightning flash and
- light up the sky, showing you horrors that not even your mind can comprehend,
- leaving you with a deep fear you will hold for your whole life. Beyond the huge
- tree lies a mountain which glows a bright green, only darkened by the terrible
- black rain which even now covers you with ice-cold droplets. The glowing
- mountain matches the tree's height, and you know in your heart that the
- mountain is your final destination."
- S448: "That direction doesn't seem to exist here."
- S449: "That direction doesn't seem to exist here."
- S450: "That direction doesn't seem to exist here."
- S451: "Oddly, the path seems to have vanished behind you."
- S452: "The tree is truly, indescribably enormous. In your adventures you have
- seen some great structures, but this tree dwarfs them all, including the
- mountain. You know that you must climb it, as the path has led directly to it,
- but the first branch is higher than you can reach and the trunk has a smooth
- texture."
- S453: "The trunk glows a deep green, drawing you to it. Its sides are smooth to
- the touch, almost petrified."
- S454: "The leaves of the tree glow a briliant green, thousands upon thousands
- of them covering the sky above as they branch out."
- S455: "The mountain meets the height of the tree, its base climbing to the
- Heavens above to where its top meets the highest branch of the great tree. Its
- green glow is brighter than the wood, and you are drawn to the enormous
- structure."
- S456: "The rain is a dark black. It's icy cold, and you want desperately to
- escape it. Where it strikes the pure whiteness of the path, it leaves a black
- stain, making you fear that you might become stuck here should it obliterate
- the path completely."
- S457: " You stand on the glowing green mountain, which seems now to have no
- shape. The black rain falls like no other storm you've ever seen before,
- covering you and all else, making you scream as it chills your very soul. The
- sky flashes still with the red lightning. The terrors you see in it, horrors
- from this world and all other Planes of Being, bombard your mind, seeking to
- drive you mad. The red lightning strikes the tree, bursting it into a black
- flame, darker still than the rain which now seeks to drive out the green glow.
- As you stand on the small platform at the very top of the mountain, the glow
- turns pure white. The black fire, seeing this, engulfs the edge of the
- platform, darkening the glow. The silent wind pushes and jolts you while the
- rain still seeks to drive out all the light from this world, forever driving
- you into a darkness only lightened by the horrors which even now are revealed
- in the red lightning of the sky. You are numb with fear and pain, and your body
- is weakening, but still your very being fights on to keep the radiant glow of
- the mountain from being darkened forever."
- S458: "There is no escape from this place."
- S459: "The mountain you stand on seems to echo with magic, but good magic. It
- gives you a feeling of peace and harmony with all, but the rain pelts the green
- rocks of the mountain, darkening them and seeking to drive the goodness away."
- S460: "The black rain pours down in sheets, causing you to cry and scream as it
- pelts you, making you lose feeling in your limbs and wrenching your soul with
- its evil."
- S461: "Red lightning flashes in the sky, showing you horrors your mind cannot
- even begin to comprehend."
- S462: "The tree is losing its battle with the evil. Its once bright green limbs
- now glow with a dark foreboding light, almost blotted out by the black flames
- which now engulf the great branches and leaves."
- S463: "The branchs barely glow as the fire of darkness races along them."
- S464: "The leaves, one by one, are being extinguished by the mixture of black
- rain and fire, scattering them into the darkness below."
- S465: "You have never before imagined anything like the black flame. You can
- barely stand its evil aura as it fights with the bright green for dominance of
- this world."
- S466: "A disc hovers in midair before you. On it is a model of some kind."
- S467: "No way out in that direction."
- S468: "No way out in that direction."
- S469: "You walk into a wall of thorny jhaka bushes."
- S470: " The desert blurs past in a dizzying array of colors."
- S471: "The chameleon seems to know where he's going. Better just let him take
- you there."
- S472: "The chameleon runs with blinding speed, making you gasp for breath.
- Somehow he manages to keep up a never-ending one-sided conversation with you."
- S473: "The desert stretches as far as you, its only disturbance, can see. The
- heat is dreadful, and the wind gives no relief."
- S474: "The strange temple you are bound for grows ever nearer, the exterior
- zooming toward you. It is in a state of disuse, its great pillars and statues
- cracked and crumbling. It seems a testament to the builders that it even
- remains standing as it does."
- S475: " From within the laundry basket, nothing can be seen of your
- surroundings."
- S476: "You'll have to get out of the basket of laundry first."
- S477: "Strangely colored robes surround you on all sides."
- S478: "Cornmeal, garvia root, and some other dry rations, probably enough to
- last you through the week."
- S479: "an"
- S480: "It's a rusty, battered, beaten, dented, cracked, splintering, sorry
- excuse for a shovel. You don't think this thing is in any condition to dig up
- anything at all."
- S481: "the"
- S482: "This is the head to the old shovel that Denvil gave you. It's rusty and
- dented, but appears to be in rather good condition, considering how the rest of
- the shovel was."
- S483: "The small white moon of Solaria shines like a jewel in the sky."
- S484: "Fiery red Lunaria burns brightly among tiny twinkling stars."
- S485: "Looking directly at the sun is bad for your eyes."
- S486: "You spend a few quiet moments star-gazing."
- S487: "Well, you're...you. You look exactly like yourself."
- S488: "Instructions for "The Path to Fortune"
-
- First Things First...
- Playing "The Path to Fortune"
- Tips For Newcomers
- Special Features
- About the Authors
- Contacting the Authors/Registration Info
- Acknowledgements
- Changes From Previous Releases
- A Final Note
- "
- S489: "Main Menu"
- S490: "First Things First..."
- S491: "Playing "The Path to Fortune""
- S492: "Tips For Newcomers"
- S493: "Special Features"
- S494: "About the Authors"
- S495: "Contacting the Authors/Registration Info"
- S496: "Acknowledgements"
- S497: "Changes From Previous Releases"
- S498: "A Final Note"
-
- [End of text]
-
- [End of file]
-