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WINDHAL1.Z8
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.txt
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Wrap
Z-code for Z-machine
|
1996-09-03
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320KB
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1,122 lines
Resident data ends at 9310, program starts at 9310, file ends at 4e010
Starting analysis pass at address 930e
End of analysis pass, low address = 9310, high address = 44800
[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]