Oldschool Dungeon Crawler Gamebook #NaNoGenMo
Before embarking on your adventure, you must first determine your own strengths and weaknesses. Use dice to determine your initial scores. Use the Adventure Sheet to record the details of an adventure. On it you will find boxes for recording your SKILL, STAMINA and LUCK scores.
Roll one die. Add 6 to this number and enter this total in the SKILL box on the Adventure Sheet. Roll two dice. Add 12 to the number rolled and enter this total in the STAMINA box. There is also a LUCK box. Roll one die, add 6 lo this number and enter this total in the LUCK box. For reasons that will be explained below, SKILL, STAMINA and LUCK scores change constantly during an adventure. You must keep an accurate record of these scores and for this reason you are advised either to write small in the boxes or to keep an eraser handy. But never rub out your Initial scores. Although you may be awarded additional SKILL, STAMINA and LUCK points, these totals may never exceed your Initial scores, except on very rare occasions, when you will be instructed on a particular page. Your SKILL score reflects your swordsmanship and general fighing expertise; the higher the better. Your STAMINA score reflects your general constitution, your will to survive, your determination and overall fitness; the higher your STAMINA score, the longer you will be able to survive. Your LUCIK score indicates how naturally lucky a person you are. Luck -and magic -are facts of life in the fantasy kingdom you are about to explore.
NAME: Malota
RACE: Female Human
CLASS: Mage
- SKILL:
- STAMINA:
- LUCK:
WEAPONS:
EQUIPMENT:
ARMOR:
TREASURE:
You will often come across pages in the book which instruct you to fight a creature of some sort. An option to Ree may be given, but if not -or if you choose to attack the creature anyway -you must resolve the battle as described below.
At various times during your adventure, either in battles or when you come across situations in which you could either be lucky or unlucky (details of these are given on the pages themselves), you may call on your luck to make the outcome more favourable. But beware! Using luck is a risky business and if you are unlucky, the results could be disastrous. The procedure for using your luck is as follows: roll two dice. If the number rolled is less than or equal to your current LUCK score, you have been Lucky and the result will go in your favour If the number rolled is higher than your current LUCK score, you have been Unlucky and you will be penalized. This procedure is known as Testing your Luck. Each time you Test your Luck, you must subtract 1 point from your current LUCK score. Thus you will soon realize that the more you rely on your luck, the more risky this will become.
In certain paragraphs of the book you will be told to Test your Luck and will be told the consequences of your being Lucky or Unlucky. However, in battles you always have the opHon of using your luck either to inflict a more serious wound on a creature you have ust wounded, or to minimize the effects of a wound your opponent has just inflicted on you. If you have just wounded the creature, you may Test your Luck as described above. If you are Lucky, you have inflicted a severe wound and may subtract an extra 2 points from the creature's STAMINA score. However, if you are Unlucky, the wound was a mere graze and you must restore 1 point to the creature's STAMINA (i.e., instead of scoring the normal 2 points of damage, you have now scored only 1). If the creature has just wounded. You may Test your Luck to try to minimize the wound. If you are Lucky, you have managed to avoid the full damage of the blow; restore 1 point of STAMINA (i.e. instead of doing 2 points of damage, it has done only 1). If you are Unlucky, you have taken a more serious blow. Subtract 1 extra STAMINA point. Remember that you must subtract 1 point from your own LUCK score each time you Test your Luck.
You start your adventure with the basic tools of your trade a fine sword, clothes suitable for travelling, a backpack to hold your Provisions and any tresasure you may come across. You can not carry more than 5 items in your inventori.
Your name is Malota. You are a female human mage. You traveled for two months to find the place where Barona, your dwarf girlfriend is kidnapped by evil forces. A Demon-worshipping cult tomb, frozen in an ancient glacier. Rumor has it that it is the site of a great miracle. You need to find Barona inside this dungeon and escape with her before the sun goes down beneath the mountains.
Turn to Room 1.
You delve into the deeps of this dungeon.
You open the door to a small room. At the room's center lies a squat stone altar, its top covered in recently spilled blood. A huge iron cage lies on its side in this room, and its gate rests open on the floor. The stinking corpse in the middle of the room looks human, but the damage both time and the rats have wrought are enough to make determining its race by appearance an extremely difficult.
If you go through the north door, turn to Room 198.
If you go through the east door, turn to Room 83.
If you go through the west door, turn to Room 120.
You enter a smelly room. Rough fighting circles are scratched into the surface of the floor. A dozen statues stand or kneel in this room, and each one lacks a head and stands in a posture of action or defense. Several white marble busts that rest on white pillars dominate this room. Most appear to be male or female humans of middle age. One is spread across the floor in a thousand pieces.
If you go through the north door, turn to Room 146.
If you go through the east door, turn to Room 102.
If you go through the south door, turn to Room 176.
This hall is choked with corpses. The bodies of orcs and ogres lie in tangled heaps where they died, and the floor is sticky with dried blood. A dozen statues stand or kneel in this room, and each one lacks a head and stands in a posture of action or defense. The manacles set into the walls of this room give you the distinct impression that it was used as a prison and torture chamber. Rough fighting circles are scratched into the surface of the floor.
If you go through the north door, turn to Room 206.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 191.
If you go through the west door, turn to Room 160.
You poke your head through the break in the wall and look upon a room of titanic size. In the center of this chamber, the statue of a giant spider is skillfully crafted. This chamber is clearly a prison. Small barred cells line the walls, leaving a foot-wide pathway for a guard to walk. Looking inside, you see a pile of refuse and offal that nearly reaches the ceiling.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 199.
If you go through the east door, turn to Room 227.
If you go through the west door, turn to Room 240.
SKILL 6
STAMINA 10
You enter a silent room. Three low, oblong piles of rubble lie near the center of this room. Two male humans, a male elf, and a female dwarf lie in drying pools of their blood. Two male humans, a male elf, and a female dwarf lie in drying pools of their blood.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 104.
If you go through the south door, turn to Room 237.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 241.
SKILL 6
STAMINA 8
You open the door to confront a room of odd pillars. Rough fighting circles are scratched into the surface of the floor. A large forge squats against the far wall of this room, and coals glow dimly inside. A cluster of low crates surrounds a barrel in the center of this chamber. Atop the barrel lies a stack of copper coins and two stacks of cards, one face up.
If you go through the north door, turn to Room 172.
If you go through the east door, turn to Room 139.
If you go through the west door, turn to Room 162.
SKILL 5
STAMINA 5
You open the door to a huge room. Rough fighting circles are scratched into the surface of the floor. Rusting spikes line the walls and ceiling of this chamber. The manacles set into the walls of this room give you the distinct impression that it was used as a prison and torture chamber.
If you go through the north door, turn to Room 140.
If you go through the east door, turn to Room 61.
If you go through the south door, turn to Room 130.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 71.
SKILL 4
STAMINA 4
A chill crawls up your spine and out over your skin as you look upon this room. Several white marble busts that rest on white pillars dominate this room. Most appear to be male or female humans of middle age. One is spread across the floor in a thousand pieces. This chamber is clearly a prison. Small barred cells line the walls, leaving a foot-wide pathway for a guard to walk. At the room's center lies a squat stone altar, its top covered in recently spilled blood.
If you go through the north door, turn to Room 41.
If you go through the south door, turn to Room 207.
If you go through the west door, turn to Room 143.
You open the door to what must be a combat training room. Thick cobwebs fill the corners of the room, and wisps of webbing hang from the ceiling and waver in a wind you can barely feel. The water pools near the base of the wall, and a rivulet runs along the wall an out into the hall. The water smells fresh. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling.
If you go through the north door, turn to Room 189.
If you go through the east door, turn to Room 58.
This room is a small antechamber before titanic bronze doors. Two male humans, a male elf, and a female dwarf lie in drying pools of their blood. Huge rusted metal blades jut out of cracks in the walls, and rusting spikes project down from the ceiling almost to the floor. When looking into this chamber, you're confronted by a thousand reflections of yourself looking back. Mirrored walls set at different angles fill the room.
If you go through the north door, turn to Room 227.
If you go through the east door, turn to Room 32.
This door is closed. You need the △ key to open it. If you have the △ key, turn to Room 203.
This door is closed. You need the △ key to open it. If you have the △ key, turn to Room 18.
SKILL 5
STAMINA 3
You enter a huge room and your steps echo. Every surface bears scorch marks and ash piles on the floor. The room reeks of fire and burnt flesh. Unlike the flagstone common throughout the dungeon, this room is walled and floored with black marble veined with white. Rusting spikes line the walls and ceiling of this chamber.
If you go through the north door, turn to Room 247.
If you go through the south door, turn to Room 30.
The door to this room swings open easily on well-oiled hinges. This chamber of well-laid stones holds a wide bas-relief of a pastoral scene. Dozens of dead, winged beings lie scattered about the floor, each about the size of a cat, their broken bodies are batlike and buglike at the same time. Each had six legs. Thick cobwebs fill the corners of the room, and wisps of webbing hang from the ceiling and waver in a wind you can barely feel.
If you go through the north door, turn to Room 122.
If you go through the east door, turn to Room 205.
If you go through the south door, turn to Room 223.
If you go through the west door, turn to Room 92.
SKILL 6
STAMINA 3
You enter a big room. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling. The corpse of a minotaur lies on the floor, its belly carved out. In the center of this chamber, the statue of a giant spider is skillfully crafted.
If you go through the north door, turn to Room 229.
If you go through the south door, turn to Room 228.
SKILL 3
STAMINA 2
You enter a small room. Mushrooms grow in clusters of hundreds all over the floor. You hear a low rumbling and cracking noise. Many small desks with high-backed chairs stand in three long rows in this room. Everything is covered with dust.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 118.
If you go through the east door, turn to Room 131.
If you go through the south door, turn to Room 217.
This door is closed. You need the △ key to open it. If you have the △ key, turn to Room 108.
You enter a smelly room. The columns of stone are carved as tree trunks and seem placed at random like trees in a forest. A rotting corpse that looks to be a hobgoblin rest in the center ot this chamber. It lacks a head. In the center of this large room lies a foot-wide round pit, its edges lined with rusting iron spikes.
If you go through the north door, turn to Room 34.
If you go through the east door, turn to Room 165.
If you go through the west door, turn to Room 76.
This room is shattered. This chamber of well-laid stones holds a wide bas-relief of a pastoral scene. Many small desks with high-backed chairs stand in three long rows in this room. Everything is covered with dust. The liquid lies about feet below your feet and is so murky that you can't see its bottom. The room smells sour.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 164.
If you go through the south door, turn to Room 233.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 250.
You enter a huge room. Four skeletons dressed in aged clothing and rusting armor lie on the floor in the room against the walls. The columns of stone are carved as tree trunks and seem placed at random like trees in a forest. Rounded green stones set in the floor form a snake's head. The body of the snake flows back and toward the wall to go round creating a spiral pattern on the floor.
If you go through the north door, turn to Room 46.
SKILL 5
STAMINA 8
You enter a huge room. It looks like the orcs and ogres were fighting. The bodies are largely stripped of valuables, but a few broken weapons jut from the slain or lie discarded on the floor. Two male humans, a male elf, and a female dwarf lie in drying pools of their blood. This chamber is clearly a prison. Small barred cells line the walls, leaving a foot-wide pathway for a guard to walk.
This door is closed. You need the △ key to open it. If you have the △ key, turn to Room 10.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 31.
SKILL 3
STAMINA 3
You enter a big room. At the room's center lies a squat stone altar, its top covered in recently spilled blood. When looking into this chamber, you're confronted by a thousand reflections of yourself looking back. Mirrored walls set at different angles fill the room. This chamber holds a large tomb carved on the east side wall.
If you go through the west door, turn to Room 130.
You open the door to a small room. At the room's center lies a squat stone altar, its top covered in recently spilled blood. This chamber holds a large tomb carved on the east side wall. Mushrooms grow in clusters of hundreds all over the floor.
If you go through the north door, turn to Room 225.
If you go through the east door, turn to Room 214.
If you go through the south door, turn to Room 164.
If you go through the west door, turn to Room 124.
SKILL 3
STAMINA 4
You open the door, and the reek of garbage assaults your nose. Tapestries decorate the walls of this room. Although they may once have been brilliant in hue, they now hang in graying tatters. Two male humans, a male elf, and a female dwarf lie in drying pools of their blood. When looking into this chamber, you're confronted by a thousand reflections of yourself looking back. Mirrored walls set at different angles fill the room.
If you go through the east door, turn to Room 215.
If you go through the west door, turn to Room 246.
This room is shattered. The stinking corpse in the middle of the room looks human, but the damage both time and the rats have wrought are enough to make determining its race by appearance an extremely difficult. In the ceiling above it is a small hole that is roughly as wide as two human hands. No doubt some city dweller high above disposes of his rubbish without ever thinking about where it goes. This chamber holds a large tomb carved on the east side wall.
If you go through the north door, turn to Room 75.
If you go through the east door, turn to Room 170.
If you go through the south door, turn to Room 140.
If you go through the west door, turn to Room 193.
You pull open the door and hear the scrape of its opening echo throughout what must be a massive room. Small cages containing small animals and large insects line the walls. Some of the creatures look sickly and alive but most are clearly dead. Looking inside, you see a pile of refuse and offal that nearly reaches the ceiling. When looking into this chamber, you're confronted by a thousand reflections of yourself looking back. Mirrored walls set at different angles fill the room.
If you go through the east door, turn to Room 120.
If you go through the west door, turn to Room 184.
SKILL 3
STAMINA 6
This room is a small antechamber before titanic bronze doors. Many small desks with high-backed chairs stand in three long rows in this room. Everything is covered with dust. A rotting corpse that looks to be a hobgoblin rest in the center ot this chamber. It lacks a head. This chamber of well-laid stones holds a wide bas-relief of a pastoral scene.
If you go through the north door, turn to Room 251.
If you go through the east door, turn to Room 172.
If you go through the west door, turn to Room 87.
SKILL 3
STAMINA 5
You enter a big room. Mushrooms grow in clusters of hundreds all over the floor. Three low, oblong piles of rubble lie near the center of this room. A dozen statues stand or kneel in this room, and each one lacks a head and stands in a posture of action or defense.
If you go through the east door, turn to Room 213.
If you go through the south door, turn to Room 166.
SKILL 5
STAMINA 6
This room is shattered. Stalactites drip down from the ceiling in sharp points while flowstone makes strange shapes on the floor. In the center of this large room lies a foot-wide round pit, its edges lined with rusting iron spikes. Every surface bears scorch marks and ash piles on the floor. The room reeks of fire and burnt flesh.
If you go through the north door, turn to Room 47.
If you go through the east door, turn to Room 30.
If you go through the south door, turn to Room 69.
SKILL 8
STAMINA 7
You enter a medium room. In the ceiling above it is a small hole that is roughly as wide as two human hands. No doubt some city dweller high above disposes of his rubbish without ever thinking about where it goes. Looking inside, you see a pile of refuse and offal that nearly reaches the ceiling. In the center of this large room lies a foot-wide round pit, its edges lined with rusting iron spikes.
If you go through the east door, turn to Room 124.
If you go through the west door, turn to Room 201.
You enter a huge room and your steps echo. Many small desks with high-backed chairs stand in three long rows in this room. Everything is covered with dust. In the ceiling above it is a small hole that is roughly as wide as two human hands. No doubt some city dweller high above disposes of his rubbish without ever thinking about where it goes. Stalactites drip down from the ceiling in sharp points while flowstone makes strange shapes on the floor.
If you go through the north door, turn to Room 119.
If you go through the south door, turn to Room 181.
SKILL 5
STAMINA 12
A chill crawls up your spine and out over your skin as you look upon this room. The dusty floor shows no sign that the walls move over it, but you can see the skeleton of some humanoid impaled on some wall spikes nearby. Armor and weapon racks line the walls and rusty and broken weapons litter the floor. Thick cobwebs fill the corners of the room, and wisps of webbing hang from the ceiling and waver in a wind you can barely feel.
This door is closed. You need the △ key to open it. If you have the △ key, turn to Room 210.
If you go through the west door, turn to Room 101.
A chill wind blows against you as you open the door. You hear a low rumbling and cracking noise. In the ceiling above it is a small hole that is roughly as wide as two human hands. No doubt some city dweller high above disposes of his rubbish without ever thinking about where it goes. Looking inside, you see a pile of refuse and offal that nearly reaches the ceiling.
If you go through the north door, turn to Room 11.
If you go through the east door, turn to Room 46.
If you go through the west door, turn to Room 26.
You peer into this room and spot the white orb of a skull lying on the floor. It looks like the orcs and ogres were fighting. The bodies are largely stripped of valuables, but a few broken weapons jut from the slain or lie discarded on the floor. At the room's center lies a squat stone altar, its top covered in recently spilled blood. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 240.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 18.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 224.
You open the door, and the reek of garbage assaults your nose. Huge rusted metal blades jut out of cracks in the walls, and rusting spikes project down from the ceiling almost to the floor. In the center of this chamber, the statue of a giant spider is skillfully crafted. In the ceiling above it is a small hole that is roughly as wide as two human hands. No doubt some city dweller high above disposes of his rubbish without ever thinking about where it goes.
If you go through the north door, turn to Room 196.
If you go through the east door, turn to Room 135.
If you go through the west door, turn to Room 10.
You enter a small room. Rusting spikes line the walls and ceiling of this chamber. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby. A dozen statues stand or kneel in this room, and each one lacks a head and stands in a posture of action or defense.
If you go through the north door, turn to Room 43.
If you go through the south door, turn to Room 143.
If you go through the west door, turn to Room 245.
SKILL 5
STAMINA 5
A chill wind blows against you as you open the door. Looking inside, you see a pile of refuse and offal that nearly reaches the ceiling. Huge rusted metal blades jut out of cracks in the walls, and rusting spikes project down from the ceiling almost to the floor. The corpse of a minotaur lies on the floor, its belly carved out.
If you go through the north door, turn to Room 126.
If you go through the east door, turn to Room 90.
If you go through the south door, turn to Room 15.
SKILL 6
STAMINA 3
You enter a silent room. A rotting corpse that looks to be a hobgoblin rest in the center ot this chamber. It lacks a head. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling. At the room's center lies a squat stone altar, its top covered in recently spilled blood.
If you go through the north door, turn to Room 197.
If you go through the east door, turn to Room 235.
If you go through the west door, turn to Room 84.
This hall is choked with corpses. The bodies of orcs and ogres lie in tangled heaps where they died, and the floor is sticky with dried blood. This chamber of well-laid stones holds a wide bas-relief of a pastoral scene. Three low, oblong piles of rubble lie near the center of this room. Tapestries decorate the walls of this room. Although they may once have been brilliant in hue, they now hang in graying tatters.
If you go through the south door, turn to Room 41.
SKILL 6
STAMINA 5
There's a hiss as you open this door, and you smell a sour odor. This room is a tomb. Stone sarcophagi stand in five rows of three, each carved with the visage of a warrior lying in state. The stinking corpse in the middle of the room looks human, but the damage both time and the rats have wrought are enough to make determining its race by appearance an extremely difficult. In the center of this large room lies a foot-wide round pit, its edges lined with rusting iron spikes.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 227.
If you go through the west door, turn to Room 199.
The metallic tang of blood assaults your nose as you enter this room. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling. Unlike the flagstone common throughout the dungeon, this room is walled and floored with black marble veined with white. In the ceiling above it is a small hole that is roughly as wide as two human hands. No doubt some city dweller high above disposes of his rubbish without ever thinking about where it goes.
This door is closed. You need the △ key to open it. If you have the △ key, turn to Room 92.
If you go through the west door, turn to Room 59.
SKILL 5
STAMINA 5
You enter a small room. In the center of this chamber, the statue of a giant spider is skillfully crafted. This room is a tomb. Stone sarcophagi stand in five rows of three, each carved with the visage of a warrior lying in state. Rounded green stones set in the floor form a snake's head. The body of the snake flows back and toward the wall to go round creating a spiral pattern on the floor.
If you go through the east door, turn to Room 78.
SKILL 4
STAMINA 3
You enter a small room. The dusty floor shows no sign that the walls move over it, but you can see the skeleton of some humanoid impaled on some wall spikes nearby. A pile of elves bodies lie set in the center of the room, and the floor is sticky with dried blood. Two male humans, a male elf, and a female dwarf lie in drying pools of their blood.
If you go through the north door, turn to Room 68.
If you go through the east door, turn to Room 148.
If you go through the south door, turn to Room 107.
If you go through the west door, turn to Room 119.
You open the door to reveal a foot-by-foot room with a floor studded with spikes. Unlike the flagstone common throughout the dungeon, this room is walled and floored with black marble veined with white. In the center of this large room lies a foot-wide round pit, its edges lined with rusting iron spikes. A rotting corpse that looks to be a hobgoblin rest in the center ot this chamber. It lacks a head.
If you go through the north door, turn to Room 36.
If you go through the east door, turn to Room 114.
If you go through the south door, turn to Room 8.
SKILL 5
STAMINA 4
You enter a huge room. In the ceiling above it is a small hole that is roughly as wide as two human hands. No doubt some city dweller high above disposes of his rubbish without ever thinking about where it goes. This chamber of well-laid stones holds a wide bas-relief of a pastoral scene. Corpses and pieces of corpses hang from hooks that dangle from chains attached to thick iron rings. Most appear humanoid but a few of the body parts appear more monstrous.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 73.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 233.
You enter a small room. Two male humans, a male elf, and a female dwarf lie in drying pools of their blood. Tapestries decorate the walls of this room. Although they may once have been brilliant in hue, they now hang in graying tatters. Dozens of dead, winged beings lie scattered about the floor, each about the size of a cat, their broken bodies are batlike and buglike at the same time. Each had six legs.
If you go through the north door, turn to Room 123.
If you go through the south door, turn to Room 33.
If you go through the west door, turn to Room 85.
You open the door, and the reek of garbage assaults your nose. The corpse of a minotaur lies on the floor, its belly carved out. Two male humans, a male elf, and a female dwarf lie in drying pools of their blood. You see benchlike seats on all the walls. The seats all have holes in their top, like a communal bathroom.
If you go through the north door, turn to Room 93.
SKILL 3
STAMINA 3
A chill wind blows against you as you open the door. The dusty floor shows no sign that the walls move over it, but you can see the skeleton of some humanoid impaled on some wall spikes nearby. Winches and levers project from every wall, and chains with handles dangle from the ceiling. This room is a tomb. Stone sarcophagi stand in five rows of three, each carved with the visage of a warrior lying in state.
If you go through the north door, turn to Room 125.
If you go through the east door, turn to Room 65.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 147.
If you go through the west door, turn to Room 58.
SKILL 5
STAMINA 3
As the door opens, it scrapes up frost from a floor covered in ice. Three low, oblong piles of rubble lie near the center of this room. This chamber is clearly a prison. Small barred cells line the walls, leaving a foot-wide pathway for a guard to walk. The stinking corpse in the middle of the room looks human, but the damage both time and the rats have wrought are enough to make determining its race by appearance an extremely difficult.
If you go through the north door, turn to Room 182.
If you go through the east door, turn to Room 150.
If you go through the south door, turn to Room 17.
If you go through the west door, turn to Room 30.
A pungent, earthy odor greets you as you pull open the door and peer into this room. A rotting corpse that looks to be a hobgoblin rest in the center ot this chamber. It lacks a head. The columns of stone are carved as tree trunks and seem placed at random like trees in a forest. Thick cobwebs fill the corners of the room, and wisps of webbing hang from the ceiling and waver in a wind you can barely feel.
If you go through the north door, turn to Room 62.
If you go through the south door, turn to Room 26.
If you go through the west door, turn to Room 86.
SKILL 9
STAMINA 9
The door to this room swings open easily on well-oiled hinges. A large forge squats against the far wall of this room, and coals glow dimly inside. Several white marble busts that rest on white pillars dominate this room. Most appear to be male or female humans of middle age. One is spread across the floor in a thousand pieces. The columns of stone are carved as tree trunks and seem placed at random like trees in a forest.
If you go through the south door, turn to Room 119.
If you go through the west door, turn to Room 112.
You catch a whiff of the unmistakable metallic tang of blood as you open the door. You see benchlike seats on all the walls. The seats all have holes in their top, like a communal bathroom. Three low, oblong piles of rubble lie near the center of this room. You see benchlike seats on all the walls. The seats all have holes in their top, like a communal bathroom.
If you go through the east door, turn to Room 89.
SKILL 8
STAMINA 9
You open the door to a small room. Unlike the flagstone common throughout the dungeon, this room is walled and floored with black marble veined with white. The liquid lies about feet below your feet and is so murky that you can't see its bottom. The room smells sour. Rounded green stones set in the floor form a snake's head. The body of the snake flows back and toward the wall to go round creating a spiral pattern on the floor.
If you go through the north door, turn to Room 192.
If you go through the west door, turn to Room 61.
SKILL 3
STAMINA 3
The door to this room swings open easily on well-oiled hinges. A huge iron cage lies on its side in this room, and its gate rests open on the floor. This room is a tomb. Stone sarcophagi stand in five rows of three, each carved with the visage of a warrior lying in state. In the ceiling above it is a small hole that is roughly as wide as two human hands. No doubt some city dweller high above disposes of his rubbish without ever thinking about where it goes.
If you go through the north door, turn to Room 221.
If you go through the east door, turn to Room 209.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 64.
This door is closed. You need the ♥ key to open it. If you have the ♥ key, turn to Room 81.
SKILL 3
STAMINA 4
You enter a huge room and your steps echo. Rounded green stones set in the floor form a snake's head. The body of the snake flows back and toward the wall to go round creating a spiral pattern on the floor. This chamber is clearly a prison. Small barred cells line the walls, leaving a foot-wide pathway for a guard to walk. Several white marble busts that rest on white pillars dominate this room. Most appear to be male or female humans of middle age. One is spread across the floor in a thousand pieces.
If you go through the south door, turn to Room 144.
SKILL 3
STAMINA 6
As the door opens, it scrapes up frost from a floor covered in ice. Looking inside, you see a pile of refuse and offal that nearly reaches the ceiling. You gaze into the room and hundreds of skulls gaze coldly back at you. They're set in niches in the walls. Three low, oblong piles of rubble lie near the center of this room.
If you go through the north door, turn to Room 138.
If you go through the south door, turn to Room 193.
If you go through the west door, turn to Room 97.
You enter a smelly room. You gaze into the room and hundreds of skulls gaze coldly back at you. They're set in niches in the walls. This small room contains several pieces of well-polished wood furniture. Eight ornate, high-backed chairs surround a long oval table. Rough fighting circles are scratched into the surface of the floor.
If you go through the east door, turn to Room 167.
If you go through the south door, turn to Room 177.
SKILL 5
STAMINA 4
This hall is choked with corpses. The bodies of orcs and ogres lie in tangled heaps where they died, and the floor is sticky with dried blood. When looking into this chamber, you're confronted by a thousand reflections of yourself looking back. Mirrored walls set at different angles fill the room. Many small desks with high-backed chairs stand in three long rows in this room. Everything is covered with dust. A cluster of low crates surrounds a barrel in the center of this chamber. Atop the barrel lies a stack of copper coins and two stacks of cards, one face up.
If you go through the east door, turn to Room 211.
If you go through the south door, turn to Room 112.
If you go through the west door, turn to Room 169.
SKILL 3
STAMINA 6
As the door opens, You enter a medium room. Looking inside, you see a pile of refuse and offal that nearly reaches the ceiling. A huge iron cage lies on its side in this room, and its gate rests open on the floor. Burning torches in iron sconces line the walls of this room, lighting it brilliantly.
If you go through the east door, turn to Room 184.
If you go through the west door, turn to Room 210.
You enter a huge room. A huge iron cage lies on its side in this room, and its gate rests open on the floor. Several white marble busts that rest on white pillars dominate this room. Most appear to be male or female humans of middle age. One is spread across the floor in a thousand pieces. The columns of stone are carved as tree trunks and seem placed at random like trees in a forest.
If you go through the south door, turn to Room 58.
If you go through the west door, turn to Room 189.
You open the door to a huge room. When looking into this chamber, you're confronted by a thousand reflections of yourself looking back. Mirrored walls set at different angles fill the room. This chamber holds a large tomb carved on the east side wall. Armor and weapon racks line the walls and rusty and broken weapons litter the floor.
If you go through the north door, turn to Room 57.
If you go through the east door, turn to Room 45.
If you go through the west door, turn to Room 9.
You open the door to reveal a foot-by-foot room with a floor studded with spikes. Looking inside, you see a pile of refuse and offal that nearly reaches the ceiling. In the center of this large room lies a foot-wide round pit, its edges lined with rusting iron spikes. Huge rusted metal blades jut out of cracks in the walls, and rusting spikes project down from the ceiling almost to the floor.
If you go through the north door, turn to Room 131.
If you go through the east door, turn to Room 38.
If you go through the south door, turn to Room 101.
If you go through the west door, turn to Room 217.
SKILL 3
STAMINA 4
You open the door to a small room. You see benchlike seats on all the walls. The seats all have holes in their top, like a communal bathroom. A large forge squats against the far wall of this room, and coals glow dimly inside. One corner of the ceiling has a particularly large clot of webbing within which a goblin's bones are tangled.
If you go through the north door, turn to Room 99.
SKILL 3
STAMINA 5
This room is shattered. Four skeletons dressed in aged clothing and rusting armor lie on the floor in the room against the walls. A huge iron cage lies on its side in this room, and its gate rests open on the floor. Rusting spikes line the walls and ceiling of this chamber.
If you go through the east door, turn to Room 50.
If you go through the west door, turn to Room 7.
SKILL 3
STAMINA 3
There's a hiss as you open this door, and you smell a sour odor. A dozen statues stand or kneel in this room, and each one lacks a head and stands in a posture of action or defense. Many small desks with high-backed chairs stand in three long rows in this room. Everything is covered with dust. Corpses and pieces of corpses hang from hooks that dangle from chains attached to thick iron rings. Most appear humanoid but a few of the body parts appear more monstrous.
If you go through the east door, turn to Room 247.
If you go through the south door, turn to Room 47.
SKILL 6
STAMINA 6
Rats inside the room shriek when they hear the door open, then they run in all directions from a putrid corpse lying in the center of the floor. Tapestries decorate the walls of this room. Although they may once have been brilliant in hue, they now hang in graying tatters. Small cages containing small animals and large insects line the walls. Some of the creatures look sickly and alive but most are clearly dead. At the room's center lies a squat stone altar, its top covered in recently spilled blood.
If you go through the east door, turn to Room 192.
If you go through the west door, turn to Room 140.
A chill crawls up your spine and out over your skin as you look upon this room. You gaze into the room and hundreds of skulls gaze coldly back at you. They're set in niches in the walls. You hear a low rumbling and cracking noise. Rusting spikes line the walls and ceiling of this chamber.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 51.
If you go through the south door, turn to Room 70.
SKILL 6
STAMINA 4
You enter a small room. A dozen statues stand or kneel in this room, and each one lacks a head and stands in a posture of action or defense. It looks like the orcs and ogres were fighting. The bodies are largely stripped of valuables, but a few broken weapons jut from the slain or lie discarded on the floor. You gaze into the room and hundreds of skulls gaze coldly back at you. They're set in niches in the walls.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 123.
If you go through the west door, turn to Room 45.
SKILL 3
STAMINA 3
There's a hiss as you open this door, and you smell a sour odor. Rounded green stones set in the floor form a snake's head. The body of the snake flows back and toward the wall to go round creating a spiral pattern on the floor. The dusty floor shows no sign that the walls move over it, but you can see the skeleton of some humanoid impaled on some wall spikes nearby. Two male humans, a male elf, and a female dwarf lie in drying pools of their blood.
If you go through the north door, turn to Room 222.
If you go through the east door, turn to Room 174.
If you go through the south door, turn to Room 149.
If you go through the west door, turn to Room 113.
You enter a huge room. A cluster of low crates surrounds a barrel in the center of this chamber. Atop the barrel lies a stack of copper coins and two stacks of cards, one face up. One corner of the ceiling has a particularly large clot of webbing within which a goblin's bones are tangled. The liquid lies about feet below your feet and is so murky that you can't see its bottom. The room smells sour.
If you go through the north door, turn to Room 102.
If you go through the south door, turn to Room 97.
SKILL 7
STAMINA 7
You enter a huge room. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby. Mushrooms grow in clusters of hundreds all over the floor. A huge iron cage lies on its side in this room, and its gate rests open on the floor.
If you go through the north door, turn to Room 203.
If you go through the south door, turn to Room 40.
You enter a small room. Dozens of dead, winged beings lie scattered about the floor, each about the size of a cat, their broken bodies are batlike and buglike at the same time. Each had six legs. Tapestries decorate the walls of this room. Although they may once have been brilliant in hue, they now hang in graying tatters. Dozens of dead, winged beings lie scattered about the floor, each about the size of a cat, their broken bodies are batlike and buglike at the same time. Each had six legs.
If you go through the north door, turn to Room 26.
If you go through the east door, turn to Room 121.
If you go through the west door, turn to Room 91.
You enter a small room. In the ceiling above it is a small hole that is roughly as wide as two human hands. No doubt some city dweller high above disposes of his rubbish without ever thinking about where it goes. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby. When looking into this chamber, you're confronted by a thousand reflections of yourself looking back. Mirrored walls set at different angles fill the room.
If you go through the north door, turn to Room 64.
If you go through the south door, turn to Room 242.
If you go through the west door, turn to Room 80.
This hall is choked with corpses. The bodies of orcs and ogres lie in tangled heaps where they died, and the floor is sticky with dried blood. It looks like the orcs and ogres were fighting. The bodies are largely stripped of valuables, but a few broken weapons jut from the slain or lie discarded on the floor. Rusting spikes line the walls and ceiling of this chamber. Corpses and pieces of corpses hang from hooks that dangle from chains attached to thick iron rings. Most appear humanoid but a few of the body parts appear more monstrous.
If you go through the north door, turn to Room 152.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 7.
If you go through the south door, turn to Room 226.
If you go through the west door, turn to Room 165.
Rats inside the room shriek when they hear the door open, then they run in all directions from a putrid corpse lying in the center of the floor. The columns of stone are carved as tree trunks and seem placed at random like trees in a forest. You gaze into the room and hundreds of skulls gaze coldly back at you. They're set in niches in the walls. A huge iron cage lies on its side in this room, and its gate rests open on the floor.
If you go through the east door, turn to Room 126.
If you go through the south door, turn to Room 132.
SKILL 6
STAMINA 6
You open the door to confront a room of odd pillars. A huge iron cage lies on its side in this room, and its gate rests open on the floor. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby. Many small desks with high-backed chairs stand in three long rows in this room. Everything is covered with dust.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 127.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 234.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 42.
SKILL 8
STAMINA 6
You open the door to what must be a combat training room. In the center of this chamber, the statue of a giant spider is skillfully crafted. One corner of the ceiling has a particularly large clot of webbing within which a goblin's bones are tangled. Every surface bears scorch marks and ash piles on the floor. The room reeks of fire and burnt flesh.
If you go through the east door, turn to Room 76.
If you go through the south door, turn to Room 135.
If you go through the west door, turn to Room 196.
SKILL 3
STAMINA 5
You open the door to a huge room. Stalactites drip down from the ceiling in sharp points while flowstone makes strange shapes on the floor. The stinking corpse in the middle of the room looks human, but the damage both time and the rats have wrought are enough to make determining its race by appearance an extremely difficult. Every surface bears scorch marks and ash piles on the floor. The room reeks of fire and burnt flesh.
If you go through the north door, turn to Room 143.
If you go through the east door, turn to Room 207.
If you go through the south door, turn to Room 22.
SKILL 6
STAMINA 6
You enter a medium room. The corpse of a minotaur lies on the floor, its belly carved out. You hear a low rumbling and cracking noise. In the center of this large room lies a foot-wide round pit, its edges lined with rusting iron spikes.
If you go through the north door, turn to Room 132.
If you go through the east door, turn to Room 15.
If you go through the south door, turn to Room 171.
If you go through the west door, turn to Room 74.
SKILL 8
STAMINA 11
You open the door to confront a room of odd pillars. Two male humans, a male elf, and a female dwarf lie in drying pools of their blood. Armor and weapon racks line the walls and rusty and broken weapons litter the floor. This room is a tomb. Stone sarcophagi stand in five rows of three, each carved with the visage of a warrior lying in state.
If you go through the east door, turn to Room 244.
As the door opens, You enter a medium room. In the center of this chamber, the statue of a giant spider is skillfully crafted. This chamber of well-laid stones holds a wide bas-relief of a pastoral scene. The manacles set into the walls of this room give you the distinct impression that it was used as a prison and torture chamber.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 80.
If you go through the west door, turn to Room 39.
You open the door to confront a room of odd pillars. A pile of elves bodies lie set in the center of the room, and the floor is sticky with dried blood. You hear a low rumbling and cracking noise. Unlike the flagstone common throughout the dungeon, this room is walled and floored with black marble veined with white.
You find the ♥ key on the floor of this room.
If you go through the east door, turn to Room 195.
SKILL 5
STAMINA 5
You enter a small room. The manacles set into the walls of this room give you the distinct impression that it was used as a prison and torture chamber. A huge iron cage lies on its side in this room, and its gate rests open on the floor. Looking inside, you see a pile of refuse and offal that nearly reaches the ceiling.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 78.
If you go through the east door, turn to Room 70.
If you go through the west door, turn to Room 197.
SKILL 8
STAMINA 8
The door to this room swings open easily on well-oiled hinges. When looking into this chamber, you're confronted by a thousand reflections of yourself looking back. Mirrored walls set at different angles fill the room. This chamber of well-laid stones holds a wide bas-relief of a pastoral scene. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby.
This door is closed. You need the ♥ key to open it. If you have the ♥ key, turn to Room 51.
If you go through the west door, turn to Room 202.
You enter a huge room. Stalactites drip down from the ceiling in sharp points while flowstone makes strange shapes on the floor. Two male humans, a male elf, and a female dwarf lie in drying pools of their blood. This chamber of well-laid stones holds a wide bas-relief of a pastoral scene.
If you go through the north door, turn to Room 113.
If you go through the east door, turn to Room 149.
This door is closed. You need the △ key to open it. If you have the △ key, turn to Room 251.
You enter a huge room. You gaze into the room and hundreds of skulls gaze coldly back at you. They're set in niches in the walls. Rough fighting circles are scratched into the surface of the floor. Rusting spikes line the walls and ceiling of this chamber.
If you go through the north door, turn to Room 87.
If you go through the east door, turn to Room 162.
If you go through the west door, turn to Room 1.
You open the door to what must be a combat training room. Burning torches in iron sconces line the walls of this room, lighting it brilliantly. Rusting spikes line the walls and ceiling of this chamber. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling.
If you go through the north door, turn to Room 129.
If you go through the east door, turn to Room 35.
SKILL 4
STAMINA 4
You open the door to a small room. A huge iron cage lies on its side in this room, and its gate rests open on the floor. Three low, oblong piles of rubble lie near the center of this room. The corpse of a minotaur lies on the floor, its belly carved out.
If you go through the east door, turn to Room 43.
If you go through the west door, turn to Room 147.
You catch a whiff of the unmistakable metallic tang of blood as you open the door. The corpse of a minotaur lies on the floor, its belly carved out. Mushrooms grow in clusters of hundreds all over the floor. It looks like the orcs and ogres were fighting. The bodies are largely stripped of valuables, but a few broken weapons jut from the slain or lie discarded on the floor.
If you go through the east door, turn to Room 47.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 94.
This room is shattered. The liquid lies about feet below your feet and is so murky that you can't see its bottom. The room smells sour. It looks like the orcs and ogres were fighting. The bodies are largely stripped of valuables, but a few broken weapons jut from the slain or lie discarded on the floor. This chamber is clearly a prison. Small barred cells line the walls, leaving a foot-wide pathway for a guard to walk.
If you go through the north door, turn to Room 157.
If you go through the east door, turn to Room 24.
If you go through the south door, turn to Room 83.
SKILL 3
STAMINA 5
This hall is choked with corpses. The bodies of orcs and ogres lie in tangled heaps where they died, and the floor is sticky with dried blood. Many small desks with high-backed chairs stand in three long rows in this room. Everything is covered with dust. Thick cobwebs fill the corners of the room, and wisps of webbing hang from the ceiling and waver in a wind you can barely feel. Rusting spikes line the walls and ceiling of this chamber.
If you go through the south door, turn to Room 123.
If you go through the west door, turn to Room 49.
SKILL 5
STAMINA 8
A chill wind blows against you as you open the door. Dozens of dead, winged beings lie scattered about the floor, each about the size of a cat, their broken bodies are batlike and buglike at the same time. Each had six legs. A cluster of low crates surrounds a barrel in the center of this chamber. Atop the barrel lies a stack of copper coins and two stacks of cards, one face up. The water pools near the base of the wall, and a rivulet runs along the wall an out into the hall. The water smells fresh.
If you go through the west door, turn to Room 34.
SKILL 3
STAMINA 4
You enter a medium room. The liquid lies about feet below your feet and is so murky that you can't see its bottom. The room smells sour. This small room contains several pieces of well-polished wood furniture. Eight ornate, high-backed chairs surround a long oval table. It looks like the orcs and ogres were fighting. The bodies are largely stripped of valuables, but a few broken weapons jut from the slain or lie discarded on the floor.
If you go through the east door, turn to Room 69.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 220.
SKILL 5
STAMINA 5
You enter a silent room. One corner of the ceiling has a particularly large clot of webbing within which a goblin's bones are tangled. Armor and weapon racks line the walls and rusty and broken weapons litter the floor. Unlike the flagstone common throughout the dungeon, this room is walled and floored with black marble veined with white.
If you go through the east door, turn to Room 12.
This door is closed. You need the △ key to open it. If you have the △ key, turn to Room 38.
This door is closed. You need the △ key to open it. If you have the △ key, turn to Room 131.
A pungent, earthy odor greets you as you pull open the door and peer into this room. A dozen statues stand or kneel in this room, and each one lacks a head and stands in a posture of action or defense. Rounded green stones set in the floor form a snake's head. The body of the snake flows back and toward the wall to go round creating a spiral pattern on the floor. This chamber is clearly a prison. Small barred cells line the walls, leaving a foot-wide pathway for a guard to walk.
If you go through the north door, turn to Room 213.
If you go through the east door, turn to Room 103.
If you go through the south door, turn to Room 44.
If you go through the west door, turn to Room 166.
You open the door to reveal a foot-by-foot room with a floor studded with spikes. Corpses and pieces of corpses hang from hooks that dangle from chains attached to thick iron rings. Most appear humanoid but a few of the body parts appear more monstrous. A huge iron cage lies on its side in this room, and its gate rests open on the floor. You see benchlike seats on all the walls. The seats all have holes in their top, like a communal bathroom.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 86.
If you go through the south door, turn to Room 249.
SKILL 4
STAMINA 2
This room is a small antechamber before titanic bronze doors. Corpses and pieces of corpses hang from hooks that dangle from chains attached to thick iron rings. Most appear humanoid but a few of the body parts appear more monstrous. Looking inside, you see a pile of refuse and offal that nearly reaches the ceiling. Three low, oblong piles of rubble lie near the center of this room.
If you go through the north door, turn to Room 174.
If you go through the west door, turn to Room 149.
SKILL 5
STAMINA 4
There's a hiss as you open this door, and you smell a sour odor. Several white marble busts that rest on white pillars dominate this room. Most appear to be male or female humans of middle age. One is spread across the floor in a thousand pieces. Rough fighting circles are scratched into the surface of the floor. Every surface bears scorch marks and ash piles on the floor. The room reeks of fire and burnt flesh.
If you go through the east door, turn to Room 219.
If you go through the south door, turn to Room 184.
If you go through the west door, turn to Room 168.
The strong, sour-sweet scent of vinegar assaults your nose as you enter this room. Two male humans, a male elf, and a female dwarf lie in drying pools of their blood. Rough fighting circles are scratched into the surface of the floor. This small room contains several pieces of well-polished wood furniture. Eight ornate, high-backed chairs surround a long oval table.
If you go through the north door, turn to Room 67.
If you go through the east door, turn to Room 53.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 141.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 159.
The door to this room swings open easily on well-oiled hinges. Many small desks with high-backed chairs stand in three long rows in this room. Everything is covered with dust. Tapestries decorate the walls of this room. Although they may once have been brilliant in hue, they now hang in graying tatters. In the ceiling above it is a small hole that is roughly as wide as two human hands. No doubt some city dweller high above disposes of his rubbish without ever thinking about where it goes.
If you go through the north door, turn to Room 180.
If you go through the east door, turn to Room 228.
If you go through the south door, turn to Room 241.
If you go through the west door, turn to Room 200.
You enter a huge room and your steps echo. In the ceiling above it is a small hole that is roughly as wide as two human hands. No doubt some city dweller high above disposes of his rubbish without ever thinking about where it goes. Rough fighting circles are scratched into the surface of the floor. Rough fighting circles are scratched into the surface of the floor.
If you go through the north door, turn to Room 214.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 108.
If you go through the south door, turn to Room 60.
If you go through the west door, turn to Room 164.
SKILL 9
STAMINA 12
As the door opens, it scrapes up frost from a floor covered in ice. Several white marble busts that rest on white pillars dominate this room. Most appear to be male or female humans of middle age. One is spread across the floor in a thousand pieces. This room is a tomb. Stone sarcophagi stand in five rows of three, each carved with the visage of a warrior lying in state. Looking inside, you see a pile of refuse and offal that nearly reaches the ceiling.
If you go through the east door, turn to Room 164.
If you go through the west door, turn to Room 183.
The door to this room swings open easily on well-oiled hinges. One corner of the ceiling has a particularly large clot of webbing within which a goblin's bones are tangled. Unlike the flagstone common throughout the dungeon, this room is walled and floored with black marble veined with white. You gaze into the room and hundreds of skulls gaze coldly back at you. They're set in niches in the walls.
If you go through the north door, turn to Room 59.
If you go through the east door, turn to Room 29.
If you go through the west door, turn to Room 234.
SKILL 8
STAMINA 12
You open the door to a small room. A huge iron cage lies on its side in this room, and its gate rests open on the floor. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby. In the center of this large room lies a foot-wide round pit, its edges lined with rusting iron spikes.
If you go through the east door, turn to Room 245.
If you go through the south door, turn to Room 67.
If you go through the west door, turn to Room 2.
SKILL 3
STAMINA 3
You open the door to a huge room. Several white marble busts that rest on white pillars dominate this room. Most appear to be male or female humans of middle age. One is spread across the floor in a thousand pieces. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling. A large forge squats against the far wall of this room, and coals glow dimly inside.
If you go through the north door, turn to Room 246.
If you go through the east door, turn to Room 116.
If you go through the south door, turn to Room 199.
If you go through the west door, turn to Room 93.
You enter a silent room. This chamber is clearly a prison. Small barred cells line the walls, leaving a foot-wide pathway for a guard to walk. Many small desks with high-backed chairs stand in three long rows in this room. Everything is covered with dust. Tapestries decorate the walls of this room. Although they may once have been brilliant in hue, they now hang in graying tatters.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 136.
If you go through the east door, turn to Room 176.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 154.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 5.
SKILL 3
STAMINA 5
A chill crawls up your spine and out over your skin as you look upon this room. The stinking corpse in the middle of the room looks human, but the damage both time and the rats have wrought are enough to make determining its race by appearance an extremely difficult. Mushrooms grow in clusters of hundreds all over the floor. This room is a tomb. Stone sarcophagi stand in five rows of three, each carved with the visage of a warrior lying in state.
If you go through the north door, turn to Room 237.
If you go through the west door, turn to Room 115.
SKILL 4
STAMINA 4
You inhale a briny smell like the sea as you crack open the door to this chamber. The water pools near the base of the wall, and a rivulet runs along the wall an out into the hall. The water smells fresh. The columns of stone are carved as tree trunks and seem placed at random like trees in a forest. Unlike the flagstone common throughout the dungeon, this room is walled and floored with black marble veined with white.
If you go through the west door, turn to Room 151.
You open the door to a small room. This small room contains several pieces of well-polished wood furniture. Eight ornate, high-backed chairs surround a long oval table. A huge iron cage lies on its side in this room, and its gate rests open on the floor. Burning torches in iron sconces line the walls of this room, lighting it brilliantly.
If you go through the north door, turn to Room 40.
If you go through the east door, turn to Room 157.
SKILL 4
STAMINA 5
You open the door to a small room. Rough fighting circles are scratched into the surface of the floor. Mushrooms grow in clusters of hundreds all over the floor. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 232.
This door is closed. You need the △ key to open it. If you have the △ key, turn to Room 14.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 99.
SKILL 5
STAMINA 6
As the door opens, You enter a medium room. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling. The liquid lies about feet below your feet and is so murky that you can't see its bottom. The room smells sour. The dusty floor shows no sign that the walls move over it, but you can see the skeleton of some humanoid impaled on some wall spikes nearby.
If you go through the north door, turn to Room 156.
If you go through the south door, turn to Room 195.
This hall is choked with corpses. The bodies of orcs and ogres lie in tangled heaps where they died, and the floor is sticky with dried blood. The dusty floor shows no sign that the walls move over it, but you can see the skeleton of some humanoid impaled on some wall spikes nearby. Stalactites drip down from the ceiling in sharp points while flowstone makes strange shapes on the floor. A dozen statues stand or kneel in this room, and each one lacks a head and stands in a posture of action or defense.
If you go through the north door, turn to Room 133.
This door is closed. You need the △ key to open it. If you have the △ key, turn to Room 174.
This room is shattered. Several white marble busts that rest on white pillars dominate this room. Most appear to be male or female humans of middle age. One is spread across the floor in a thousand pieces. Winches and levers project from every wall, and chains with handles dangle from the ceiling. The liquid lies about feet below your feet and is so murky that you can't see its bottom. The room smells sour.
If you go through the south door, turn to Room 214.
If you go through the west door, turn to Room 225.
This room is a small antechamber before titanic bronze doors. The dusty floor shows no sign that the walls move over it, but you can see the skeleton of some humanoid impaled on some wall spikes nearby. A rotting corpse that looks to be a hobgoblin rest in the center ot this chamber. It lacks a head. Thick cobwebs fill the corners of the room, and wisps of webbing hang from the ceiling and waver in a wind you can barely feel.
If you go through the north door, turn to Room 55.
If you go through the east door, turn to Room 48.
If you go through the west door, turn to Room 204.
You enter a smelly room. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby. A huge iron cage lies on its side in this room, and its gate rests open on the floor. Mushrooms grow in clusters of hundreds all over the floor.
If you go through the north door, turn to Room 163.
If you go through the east door, turn to Room 66.
If you go through the south door, turn to Room 82.
SKILL 5
STAMINA 8
You enter a medium room. Small cages containing small animals and large insects line the walls. Some of the creatures look sickly and alive but most are clearly dead. Four skeletons dressed in aged clothing and rusting armor lie on the floor in the room against the walls. You hear a low rumbling and cracking noise.
If you go through the west door, turn to Room 41.
SKILL 4
STAMINA 6
This hall is choked with corpses. The bodies of orcs and ogres lie in tangled heaps where they died, and the floor is sticky with dried blood. The columns of stone are carved as tree trunks and seem placed at random like trees in a forest. You gaze into the room and hundreds of skulls gaze coldly back at you. They're set in niches in the walls. Every surface bears scorch marks and ash piles on the floor. The room reeks of fire and burnt flesh.
If you go through the north door, turn to Room 215.
If you go through the east door, turn to Room 105.
If you go through the west door, turn to Room 116.
SKILL 6
STAMINA 4
Rats inside the room shriek when they hear the door open, then they run in all directions from a putrid corpse lying in the center of the floor. At the room's center lies a squat stone altar, its top covered in recently spilled blood. In the ceiling above it is a small hole that is roughly as wide as two human hands. No doubt some city dweller high above disposes of his rubbish without ever thinking about where it goes. This chamber is clearly a prison. Small barred cells line the walls, leaving a foot-wide pathway for a guard to walk.
If you go through the east door, turn to Room 115.
If you go through the west door, turn to Room 103.
SKILL 4
STAMINA 3
You enter a medium room. A large forge squats against the far wall of this room, and coals glow dimly inside. Rough fighting circles are scratched into the surface of the floor. Rusting spikes line the walls and ceiling of this chamber.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 249.
If you go through the south door, turn to Room 139.
If you go through the west door, turn to Room 172.
This hall is choked with corpses. The bodies of orcs and ogres lie in tangled heaps where they died, and the floor is sticky with dried blood. Rounded green stones set in the floor form a snake's head. The body of the snake flows back and toward the wall to go round creating a spiral pattern on the floor. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby. Four skeletons dressed in aged clothing and rusting armor lie on the floor in the room against the walls.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 191.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 14.
If you go through the west door, turn to Room 232.
You poke your head through the break in the wall and look upon a room of titanic size. The stinking corpse in the middle of the room looks human, but the damage both time and the rats have wrought are enough to make determining its race by appearance an extremely difficult. Winches and levers project from every wall, and chains with handles dangle from the ceiling. Rough fighting circles are scratched into the surface of the floor.
If you go through the north door, turn to Room 48.
If you go through the east door, turn to Room 40.
If you go through the south door, turn to Room 28.
If you go through the west door, turn to Room 155.
As the door opens, it scrapes up frost from a floor covered in ice. The corpse of a minotaur lies on the floor, its belly carved out. This chamber of well-laid stones holds a wide bas-relief of a pastoral scene. Tapestries decorate the walls of this room. Although they may once have been brilliant in hue, they now hang in graying tatters.
If you go through the east door, turn to Room 1.
If you go through the west door, turn to Room 23.
You enter a small room. Stalactites drip down from the ceiling in sharp points while flowstone makes strange shapes on the floor. Four skeletons dressed in aged clothing and rusting armor lie on the floor in the room against the walls. The manacles set into the walls of this room give you the distinct impression that it was used as a prison and torture chamber.
If you go through the west door, turn to Room 69.
SKILL 4
STAMINA 3
This hall is choked with corpses. The bodies of orcs and ogres lie in tangled heaps where they died, and the floor is sticky with dried blood. You hear a low rumbling and cracking noise. The stinking corpse in the middle of the room looks human, but the damage both time and the rats have wrought are enough to make determining its race by appearance an extremely difficult. Armor and weapon racks line the walls and rusty and broken weapons litter the floor.
If you go through the east door, turn to Room 185.
If you go through the south door, turn to Room 12.
SKILL 9
STAMINA 12
You enter a medium room. Huge rusted metal blades jut out of cracks in the walls, and rusting spikes project down from the ceiling almost to the floor. You see benchlike seats on all the walls. The seats all have holes in their top, like a communal bathroom. When looking into this chamber, you're confronted by a thousand reflections of yourself looking back. Mirrored walls set at different angles fill the room.
If you go through the north door, turn to Room 89.
If you go through the south door, turn to Room 43.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 65.
You open the door to what must be a combat training room. Corpses and pieces of corpses hang from hooks that dangle from chains attached to thick iron rings. Most appear humanoid but a few of the body parts appear more monstrous. This chamber holds a large tomb carved on the east side wall. In the center of this chamber, the statue of a giant spider is skillfully crafted.
If you go through the north door, turn to Room 242.
If you go through the east door, turn to Room 20.
If you go through the west door, turn to Room 27.
You catch a whiff of the unmistakable metallic tang of blood as you open the door. Every surface bears scorch marks and ash piles on the floor. The room reeks of fire and burnt flesh. This chamber is clearly a prison. Small barred cells line the walls, leaving a foot-wide pathway for a guard to walk. This chamber of well-laid stones holds a wide bas-relief of a pastoral scene.
If you go through the south door, turn to Room 45.
You enter a medium room. It looks like the orcs and ogres were fighting. The bodies are largely stripped of valuables, but a few broken weapons jut from the slain or lie discarded on the floor. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling. Corpses and pieces of corpses hang from hooks that dangle from chains attached to thick iron rings. Most appear humanoid but a few of the body parts appear more monstrous.
If you go through the north door, turn to Room 159.
If you go through the east door, turn to Room 141.
If you go through the south door, turn to Room 34.
If you go through the west door, turn to Room 72.
You peer into this room and spot the white orb of a skull lying on the floor. This chamber of well-laid stones holds a wide bas-relief of a pastoral scene. A cluster of low crates surrounds a barrel in the center of this chamber. Atop the barrel lies a stack of copper coins and two stacks of cards, one face up. This room is a tomb. Stone sarcophagi stand in five rows of three, each carved with the visage of a warrior lying in state.
If you go through the east door, turn to Room 217.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 73.
You open the door to reveal a foot-by-foot room with a floor studded with spikes. This chamber is clearly a prison. Small barred cells line the walls, leaving a foot-wide pathway for a guard to walk. The corpse of a minotaur lies on the floor, its belly carved out. In the ceiling above it is a small hole that is roughly as wide as two human hands. No doubt some city dweller high above disposes of his rubbish without ever thinking about where it goes.
If you go through the south door, turn to Room 173.
You open the door to a small room. Armor and weapon racks line the walls and rusty and broken weapons litter the floor. In the center of this large room lies a foot-wide round pit, its edges lined with rusting iron spikes. You hear a low rumbling and cracking noise.
If you go through the east door, turn to Room 197.
If you go through the south door, turn to Room 84.
This room is shattered. At the room's center lies a squat stone altar, its top covered in recently spilled blood. A huge iron cage lies on its side in this room, and its gate rests open on the floor. Many small desks with high-backed chairs stand in three long rows in this room. Everything is covered with dust.
If you go through the north door, turn to Room 7.
If you go through the east door, turn to Room 19.
There's a hiss as you open this door, and you smell a sour odor. Three low, oblong piles of rubble lie near the center of this room. Winches and levers project from every wall, and chains with handles dangle from the ceiling. Looking inside, you see a pile of refuse and offal that nearly reaches the ceiling.
If you go through the north door, turn to Room 191.
This door is closed. You need the △ key to open it. If you have the △ key, turn to Room 92.
If you go through the south door, turn to Room 59.
If you go through the west door, turn to Room 14.
SKILL 6
STAMINA 16
As the door opens, You enter a medium room. This room is a tomb. Stone sarcophagi stand in five rows of three, each carved with the visage of a warrior lying in state. Every surface bears scorch marks and ash piles on the floor. The room reeks of fire and burnt flesh. A huge iron cage lies on its side in this room, and its gate rests open on the floor.
If you go through the north door, turn to Room 72.
If you go through the south door, turn to Room 76.
If you go through the west door, turn to Room 244.
You enter a medium room. This chamber of well-laid stones holds a wide bas-relief of a pastoral scene. Three low, oblong piles of rubble lie near the center of this room. At the room's center lies a squat stone altar, its top covered in recently spilled blood.
If you go through the east door, turn to Room 190.
If you go through the south door, turn to Room 110.
If you go through the west door, turn to Room 236.
SKILL 4
STAMINA 6
You open the door to reveal a foot-by-foot room with a floor studded with spikes. At the room's center lies a squat stone altar, its top covered in recently spilled blood. Huge rusted metal blades jut out of cracks in the walls, and rusting spikes project down from the ceiling almost to the floor. Looking inside, you see a pile of refuse and offal that nearly reaches the ceiling.
If you go through the west door, turn to Room 249.
As the door opens, it scrapes up frost from a floor covered in ice. You gaze into the room and hundreds of skulls gaze coldly back at you. They're set in niches in the walls. In the ceiling above it is a small hole that is roughly as wide as two human hands. No doubt some city dweller high above disposes of his rubbish without ever thinking about where it goes. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby.
If you go through the north door, turn to Room 74.
If you go through the east door, turn to Room 171.
If you go through the south door, turn to Room 163.
If you go through the west door, turn to Room 32.
You enter a big room. The columns of stone are carved as tree trunks and seem placed at random like trees in a forest. Looking inside, you see a pile of refuse and offal that nearly reaches the ceiling. You hear a low rumbling and cracking noise.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 104.
If you go through the west door, turn to Room 228.
SKILL 5
STAMINA 14
You catch a whiff of the unmistakable metallic tang of blood as you open the door. Armor and weapon racks line the walls and rusty and broken weapons litter the floor. Stalactites drip down from the ceiling in sharp points while flowstone makes strange shapes on the floor. Several white marble busts that rest on white pillars dominate this room. Most appear to be male or female humans of middle age. One is spread across the floor in a thousand pieces.
If you go through the east door, turn to Room 186.
You enter a big room. A rotting corpse that looks to be a hobgoblin rest in the center ot this chamber. It lacks a head. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby. When looking into this chamber, you're confronted by a thousand reflections of yourself looking back. Mirrored walls set at different angles fill the room.
If you go through the north door, turn to Room 245.
If you go through the south door, turn to Room 53.
SKILL 4
STAMINA 5
You pull open the door and hear the scrape of its opening echo throughout what must be a massive room. In the center of this large room lies a foot-wide round pit, its edges lined with rusting iron spikes. The manacles set into the walls of this room give you the distinct impression that it was used as a prison and torture chamber. Small cages containing small animals and large insects line the walls. Some of the creatures look sickly and alive but most are clearly dead.
If you go through the north door, turn to Room 117.
If you go through the east door, turn to Room 220.
If you go through the west door, turn to Room 6.
SKILL 4
STAMINA 4
A chill wind blows against you as you open the door. Rounded green stones set in the floor form a snake's head. The body of the snake flows back and toward the wall to go round creating a spiral pattern on the floor. In the ceiling above it is a small hole that is roughly as wide as two human hands. No doubt some city dweller high above disposes of his rubbish without ever thinking about where it goes. The stinking corpse in the middle of the room looks human, but the damage both time and the rats have wrought are enough to make determining its race by appearance an extremely difficult.
If you go through the north door, turn to Room 22.
If you go through the east door, turn to Room 63.
If you go through the south door, turn to Room 7.
SKILL 4
STAMINA 4
This room is a small antechamber before titanic bronze doors. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby. This chamber of well-laid stones holds a wide bas-relief of a pastoral scene. Burning torches in iron sconces line the walls of this room, lighting it brilliantly.
You find the ♣ key on the floor of this room.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 97.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 193.
If you go through the west door, turn to Room 126.
You enter a huge room. The manacles set into the walls of this room give you the distinct impression that it was used as a prison and torture chamber. Looking inside, you see a pile of refuse and offal that nearly reaches the ceiling. The water pools near the base of the wall, and a rivulet runs along the wall an out into the hall. The water smells fresh.
If you go through the east door, turn to Room 204.
If you go through the south door, turn to Room 185.
You inhale a briny smell like the sea as you crack open the door to this chamber. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby. The columns of stone are carved as tree trunks and seem placed at random like trees in a forest. You see benchlike seats on all the walls. The seats all have holes in their top, like a communal bathroom.
If you go through the north door, turn to Room 33.
If you go through the east door, turn to Room 8.
If you go through the south door, turn to Room 75.
SKILL 5
STAMINA 4
This hall is choked with corpses. The bodies of orcs and ogres lie in tangled heaps where they died, and the floor is sticky with dried blood. One corner of the ceiling has a particularly large clot of webbing within which a goblin's bones are tangled. A large forge squats against the far wall of this room, and coals glow dimly inside. A dozen statues stand or kneel in this room, and each one lacks a head and stands in a posture of action or defense.
If you go through the north door, turn to Room 52.
If you go through the south door, turn to Room 148.
This room is a small antechamber before titanic bronze doors. This small room contains several pieces of well-polished wood furniture. Eight ornate, high-backed chairs surround a long oval table. The stinking corpse in the middle of the room looks human, but the damage both time and the rats have wrought are enough to make determining its race by appearance an extremely difficult. You see benchlike seats on all the walls. The seats all have holes in their top, like a communal bathroom.
You find the ♀ key on the floor of this room.
If you go through the south door, turn to Room 150.
SKILL 6
STAMINA 7
You poke your head through the break in the wall and look upon a room of titanic size. Winches and levers project from every wall, and chains with handles dangle from the ceiling. Three low, oblong piles of rubble lie near the center of this room. It looks like the orcs and ogres were fighting. The bodies are largely stripped of valuables, but a few broken weapons jut from the slain or lie discarded on the floor.
You find the ► key on the floor of this room.
If you go through the east door, turn to Room 147.
If you go through the south door, turn to Room 2.
SKILL 4
STAMINA 3
A chill crawls up your spine and out over your skin as you look upon this room. This room is a tomb. Stone sarcophagi stand in five rows of three, each carved with the visage of a warrior lying in state. The columns of stone are carved as tree trunks and seem placed at random like trees in a forest. You gaze into the room and hundreds of skulls gaze coldly back at you. They're set in niches in the walls.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 45.
If you go through the east door, turn to Room 85.
If you go through the west door, turn to Room 146.
As the door opens, You enter a medium room. The dusty floor shows no sign that the walls move over it, but you can see the skeleton of some humanoid impaled on some wall spikes nearby. This chamber of well-laid stones holds a wide bas-relief of a pastoral scene. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby.
If you go through the north door, turn to Room 144.
If you go through the south door, turn to Room 157.
If you go through the west door, turn to Room 40.
SKILL 5
STAMINA 5
This room is shattered. A cluster of low crates surrounds a barrel in the center of this chamber. Atop the barrel lies a stack of copper coins and two stacks of cards, one face up. Small cages containing small animals and large insects line the walls. Some of the creatures look sickly and alive but most are clearly dead. Looking inside, you see a pile of refuse and offal that nearly reaches the ceiling.
If you go through the north door, turn to Room 66.
If you go through the east door, turn to Room 95.
This door is closed. You need the △ key to open it. If you have the △ key, turn to Room 208.
If you go through the west door, turn to Room 82.
You open the door to what must be a combat training room. Burning torches in iron sconces line the walls of this room, lighting it brilliantly. Armor and weapon racks line the walls and rusty and broken weapons litter the floor. In the center of this large room lies a foot-wide round pit, its edges lined with rusting iron spikes.
If you go through the north door, turn to Room 145.
If you go through the west door, turn to Room 46.
You enter a huge room. The water pools near the base of the wall, and a rivulet runs along the wall an out into the hall. The water smells fresh. Several white marble busts that rest on white pillars dominate this room. Most appear to be male or female humans of middle age. One is spread across the floor in a thousand pieces. A dozen statues stand or kneel in this room, and each one lacks a head and stands in a posture of action or defense.
If you go through the east door, turn to Room 106.
If you go through the west door, turn to Room 239.
SKILL 4
STAMINA 5
This room is a small antechamber before titanic bronze doors. Armor and weapon racks line the walls and rusty and broken weapons litter the floor. Huge rusted metal blades jut out of cracks in the walls, and rusting spikes project down from the ceiling almost to the floor. The dusty floor shows no sign that the walls move over it, but you can see the skeleton of some humanoid impaled on some wall spikes nearby.
If you go through the south door, turn to Room 71.
You enter a medium room. Looking inside, you see a pile of refuse and offal that nearly reaches the ceiling. Small cages containing small animals and large insects line the walls. Some of the creatures look sickly and alive but most are clearly dead. Tapestries decorate the walls of this room. Although they may once have been brilliant in hue, they now hang in graying tatters.
If you go through the east door, turn to Room 188.
If you go through the south door, turn to Room 236.
SKILL 6
STAMINA 13
You open the door, and the reek of garbage assaults your nose. At the room's center lies a squat stone altar, its top covered in recently spilled blood. The water pools near the base of the wall, and a rivulet runs along the wall an out into the hall. The water smells fresh. A huge iron cage lies on its side in this room, and its gate rests open on the floor.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 104.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 159.
If you go through the west door, turn to Room 237.
SKILL 6
STAMINA 5
You enter a huge room. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling. Small cages containing small animals and large insects line the walls. Some of the creatures look sickly and alive but most are clearly dead. Four skeletons dressed in aged clothing and rusting armor lie on the floor in the room against the walls.
If you go through the east door, turn to Room 119.
If you go through the south door, turn to Room 238.
SKILL 3
STAMINA 5
A chill crawls up your spine and out over your skin as you look upon this room. Rusting spikes line the walls and ceiling of this chamber. Many small desks with high-backed chairs stand in three long rows in this room. Everything is covered with dust. Rounded green stones set in the floor form a snake's head. The body of the snake flows back and toward the wall to go round creating a spiral pattern on the floor.
If you go through the south door, turn to Room 109.
You enter a huge room. In the center of this chamber, the statue of a giant spider is skillfully crafted. The stinking corpse in the middle of the room looks human, but the damage both time and the rats have wrought are enough to make determining its race by appearance an extremely difficult. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling.
If you go through the north door, turn to Room 148.
If you go through the south door, turn to Room 87.
If you go through the west door, turn to Room 107.
You open the door to reveal a foot-by-foot room with a floor studded with spikes. In the center of this large room lies a foot-wide round pit, its edges lined with rusting iron spikes. Unlike the flagstone common throughout the dungeon, this room is walled and floored with black marble veined with white. Mushrooms grow in clusters of hundreds all over the floor.
If you go through the west door, turn to Room 179.
You enter a big room. You see benchlike seats on all the walls. The seats all have holes in their top, like a communal bathroom. Many small desks with high-backed chairs stand in three long rows in this room. Everything is covered with dust. In the center of this large room lies a foot-wide round pit, its edges lined with rusting iron spikes.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 176.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 97.
If you go through the south door, turn to Room 126.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 154.
The door to this room swings open easily on well-oiled hinges. In the center of this large room lies a foot-wide round pit, its edges lined with rusting iron spikes. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling. This small room contains several pieces of well-polished wood furniture. Eight ornate, high-backed chairs surround a long oval table.
If you go through the north door, turn to Room 167.
If you go through the east door, turn to Room 3.
If you go through the west door, turn to Room 177.
You open the door to what must be a combat training room. This chamber of well-laid stones holds a wide bas-relief of a pastoral scene. You gaze into the room and hundreds of skulls gaze coldly back at you. They're set in niches in the walls. Thick cobwebs fill the corners of the room, and wisps of webbing hang from the ceiling and waver in a wind you can barely feel.
If you go through the north door, turn to Room 230.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 178.
If you go through the west door, turn to Room 175.
SKILL 6
STAMINA 5
This room is shattered. Every surface bears scorch marks and ash piles on the floor. The room reeks of fire and burnt flesh. Rounded green stones set in the floor form a snake's head. The body of the snake flows back and toward the wall to go round creating a spiral pattern on the floor. The liquid lies about feet below your feet and is so murky that you can't see its bottom. The room smells sour.
If you go through the east door, turn to Room 6.
If you go through the west door, turn to Room 83.
A chill wind blows against you as you open the door. At the room's center lies a squat stone altar, its top covered in recently spilled blood. Burning torches in iron sconces line the walls of this room, lighting it brilliantly. A dozen statues stand or kneel in this room, and each one lacks a head and stands in a posture of action or defense.
If you go through the north door, turn to Room 135.
If you go through the east door, turn to Room 222.
If you go through the south door, turn to Room 113.
SKILL 7
STAMINA 13
You inhale a briny smell like the sea as you crack open the door to this chamber. The water pools near the base of the wall, and a rivulet runs along the wall an out into the hall. The water smells fresh. Stalactites drip down from the ceiling in sharp points while flowstone makes strange shapes on the floor. Small cages containing small animals and large insects line the walls. Some of the creatures look sickly and alive but most are clearly dead.
If you go through the north door, turn to Room 20.
If you go through the east door, turn to Room 99.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 16.
If you go through the west door, turn to Room 100.
SKILL 3
STAMINA 4
A chill crawls up your spine and out over your skin as you look upon this room. A pile of elves bodies lie set in the center of the room, and the floor is sticky with dried blood. Rusting spikes line the walls and ceiling of this chamber. Unlike the flagstone common throughout the dungeon, this room is walled and floored with black marble veined with white.
If you go through the east door, turn to Room 71.
If you go through the south door, turn to Room 188.
If you go through the west door, turn to Room 15.
This room is shattered. Tapestries decorate the walls of this room. Although they may once have been brilliant in hue, they now hang in graying tatters. Huge rusted metal blades jut out of cracks in the walls, and rusting spikes project down from the ceiling almost to the floor. The liquid lies about feet below your feet and is so murky that you can't see its bottom. The room smells sour.
If you go through the north door, turn to Room 25.
If you go through the east door, turn to Room 93.
This room is shattered. Armor and weapon racks line the walls and rusty and broken weapons litter the floor. A cluster of low crates surrounds a barrel in the center of this chamber. Atop the barrel lies a stack of copper coins and two stacks of cards, one face up. A huge iron cage lies on its side in this room, and its gate rests open on the floor.
If you go through the east door, turn to Room 206.
If you go through the south door, turn to Room 160.
If you go through the west door, turn to Room 54.
You enter a huge room. This chamber holds a large tomb carved on the east side wall. A rotting corpse that looks to be a hobgoblin rest in the center ot this chamber. It lacks a head. Thick cobwebs fill the corners of the room, and wisps of webbing hang from the ceiling and waver in a wind you can barely feel.
If you go through the east door, turn to Room 96.
If you go through the west door, turn to Room 223.
SKILL 4
STAMINA 5
You enter a big room. Rounded green stones set in the floor form a snake's head. The body of the snake flows back and toward the wall to go round creating a spiral pattern on the floor. Corpses and pieces of corpses hang from hooks that dangle from chains attached to thick iron rings. Most appear humanoid but a few of the body parts appear more monstrous. Dozens of dead, winged beings lie scattered about the floor, each about the size of a cat, their broken bodies are batlike and buglike at the same time. Each had six legs.
If you go through the north door, turn to Room 224.
If you go through the east door, turn to Room 55.
If you go through the south door, turn to Room 204.
You open the door to confront a room of odd pillars. You hear a low rumbling and cracking noise. A huge iron cage lies on its side in this room, and its gate rests open on the floor. Dozens of dead, winged beings lie scattered about the floor, each about the size of a cat, their broken bodies are batlike and buglike at the same time. Each had six legs.
If you go through the east door, turn to Room 239.
If you go through the west door, turn to Room 22.
You enter a small room and your steps echo. When looking into this chamber, you're confronted by a thousand reflections of yourself looking back. Mirrored walls set at different angles fill the room. Corpses and pieces of corpses hang from hooks that dangle from chains attached to thick iron rings. Most appear humanoid but a few of the body parts appear more monstrous. You see benchlike seats on all the walls. The seats all have holes in their top, like a communal bathroom.
If you go through the north door, turn to Room 76.
If you go through the west door, turn to Room 135.
SKILL 6
STAMINA 7
A pungent, earthy odor greets you as you pull open the door and peer into this room. Rough fighting circles are scratched into the surface of the floor. Many small desks with high-backed chairs stand in three long rows in this room. Everything is covered with dust. Rounded green stones set in the floor form a snake's head. The body of the snake flows back and toward the wall to go round creating a spiral pattern on the floor.
If you go through the north door, turn to Room 208.
If you go through the east door, turn to Room 117.
If you go through the south door, turn to Room 6.
If you go through the west door, turn to Room 24.
SKILL 3
STAMINA 5
You poke your head through the break in the wall and look upon a room of titanic size. Winches and levers project from every wall, and chains with handles dangle from the ceiling. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling. The water pools near the base of the wall, and a rivulet runs along the wall an out into the hall. The water smells fresh.
If you go through the north door, turn to Room 128.
If you go through the south door, turn to Room 239.
If you go through the west door, turn to Room 207.
SKILL 3
STAMINA 3
You enter a huge room. You hear a low rumbling and cracking noise. This room is a tomb. Stone sarcophagi stand in five rows of three, each carved with the visage of a warrior lying in state. Burning torches in iron sconces line the walls of this room, lighting it brilliantly.
This door is closed. You need the △ key to open it. If you have the △ key, turn to Room 110.
If you go through the south door, turn to Room 95.
If you go through the west door, turn to Room 66.
A chill wind blows against you as you open the door. The columns of stone are carved as tree trunks and seem placed at random like trees in a forest. In the center of this chamber, the statue of a giant spider is skillfully crafted. A huge iron cage lies on its side in this room, and its gate rests open on the floor.
If you go through the east door, turn to Room 161.
You open the door, and the reek of garbage assaults your nose. You see benchlike seats on all the walls. The seats all have holes in their top, like a communal bathroom. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby. Rounded green stones set in the floor form a snake's head. The body of the snake flows back and toward the wall to go round creating a spiral pattern on the floor.
If you go through the north door, turn to Room 2.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 159.
If you go through the west door, turn to Room 104.
SKILL 4
STAMINA 6
The strong, sour-sweet scent of vinegar assaults your nose as you enter this room. In the center of this large room lies a foot-wide round pit, its edges lined with rusting iron spikes. Rounded green stones set in the floor form a snake's head. The body of the snake flows back and toward the wall to go round creating a spiral pattern on the floor. Dozens of dead, winged beings lie scattered about the floor, each about the size of a cat, their broken bodies are batlike and buglike at the same time. Each had six legs.
If you go through the north door, turn to Room 54.
If you go through the east door, turn to Room 160.
You peer into this room and spot the white orb of a skull lying on the floor. Three low, oblong piles of rubble lie near the center of this room. Tapestries decorate the walls of this room. Although they may once have been brilliant in hue, they now hang in graying tatters. Several white marble busts that rest on white pillars dominate this room. Most appear to be male or female humans of middle age. One is spread across the floor in a thousand pieces.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 250.
If you go through the east door, turn to Room 233.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 161.
SKILL 4
STAMINA 3
As the door opens, You enter a medium room. Corpses and pieces of corpses hang from hooks that dangle from chains attached to thick iron rings. Most appear humanoid but a few of the body parts appear more monstrous. A large forge squats against the far wall of this room, and coals glow dimly inside. The stinking corpse in the middle of the room looks human, but the damage both time and the rats have wrought are enough to make determining its race by appearance an extremely difficult.
If you go through the east door, turn to Room 158.
If you go through the west door, turn to Room 206.
SKILL 4
STAMINA 4
This room is a small antechamber before titanic bronze doors. This chamber is clearly a prison. Small barred cells line the walls, leaving a foot-wide pathway for a guard to walk. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby. Rough fighting circles are scratched into the surface of the floor.
If you go through the south door, turn to Room 98.
You open the door to a huge room. Huge rusted metal blades jut out of cracks in the walls, and rusting spikes project down from the ceiling almost to the floor. Many small desks with high-backed chairs stand in three long rows in this room. Everything is covered with dust. Dozens of dead, winged beings lie scattered about the floor, each about the size of a cat, their broken bodies are batlike and buglike at the same time. Each had six legs.
If you go through the north door, turn to Room 28.
If you go through the east door, turn to Room 198.
If you go through the west door, turn to Room 219.
SKILL 6
STAMINA 3
This room is a small antechamber before titanic bronze doors. Tapestries decorate the walls of this room. Although they may once have been brilliant in hue, they now hang in graying tatters. Corpses and pieces of corpses hang from hooks that dangle from chains attached to thick iron rings. Most appear humanoid but a few of the body parts appear more monstrous. You hear a low rumbling and cracking noise.
If you go through the south door, turn to Room 46.
You enter a small room and your steps echo. One corner of the ceiling has a particularly large clot of webbing within which a goblin's bones are tangled. A cluster of low crates surrounds a barrel in the center of this chamber. Atop the barrel lies a stack of copper coins and two stacks of cards, one face up. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby.
If you go through the east door, turn to Room 100.
If you go through the south door, turn to Room 230.
You enter a small room and your steps echo. Rough fighting circles are scratched into the surface of the floor. The liquid lies about feet below your feet and is so murky that you can't see its bottom. The room smells sour. Corpses and pieces of corpses hang from hooks that dangle from chains attached to thick iron rings. Most appear humanoid but a few of the body parts appear more monstrous.
If you go through the north door, turn to Room 96.
If you go through the east door, turn to Room 23.
If you go through the west door, turn to Room 56.
You poke your head through the break in the wall and look upon a room of titanic size. This chamber holds a large tomb carved on the east side wall. Burning torches in iron sconces line the walls of this room, lighting it brilliantly. You hear a low rumbling and cracking noise.
If you go through the north door, turn to Room 142.
If you go through the east door, turn to Room 231.
If you go through the south door, turn to Room 205.
If you go through the west door, turn to Room 122.
SKILL 7
STAMINA 9
Rats inside the room shriek when they hear the door open, then they run in all directions from a putrid corpse lying in the center of the floor. One corner of the ceiling has a particularly large clot of webbing within which a goblin's bones are tangled. A huge iron cage lies on its side in this room, and its gate rests open on the floor. Dozens of dead, winged beings lie scattered about the floor, each about the size of a cat, their broken bodies are batlike and buglike at the same time. Each had six legs.
If you go through the east door, turn to Room 241.
If you go through the west door, turn to Room 137.
As the door opens, You enter a medium room. A pile of elves bodies lie set in the center of the room, and the floor is sticky with dried blood. You gaze into the room and hundreds of skulls gaze coldly back at you. They're set in niches in the walls. Every surface bears scorch marks and ash piles on the floor. The room reeks of fire and burnt flesh.
If you go through the south door, turn to Room 243.
SKILL 5
STAMINA 6
This room is a small antechamber before titanic bronze doors. A cluster of low crates surrounds a barrel in the center of this chamber. Atop the barrel lies a stack of copper coins and two stacks of cards, one face up. Tapestries decorate the walls of this room. Although they may once have been brilliant in hue, they now hang in graying tatters. Huge rusted metal blades jut out of cracks in the walls, and rusting spikes project down from the ceiling almost to the floor.
If you go through the north door, turn to Room 165.
If you go through the east door, turn to Room 226.
If you go through the west door, turn to Room 153.
SKILL 7
STAMINA 6
You enter a huge room. Rough fighting circles are scratched into the surface of the floor. Burning torches in iron sconces line the walls of this room, lighting it brilliantly. In the ceiling above it is a small hole that is roughly as wide as two human hands. No doubt some city dweller high above disposes of his rubbish without ever thinking about where it goes.
If you go through the east door, turn to Room 57.
If you go through the south door, turn to Room 9.
SKILL 4
STAMINA 3
You enter a small room. A large forge squats against the far wall of this room, and coals glow dimly inside. Rusting spikes line the walls and ceiling of this chamber. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling.
If you go through the west door, turn to Room 133.
SKILL 6
STAMINA 5
You open the door to what must be a combat training room. Huge rusted metal blades jut out of cracks in the walls, and rusting spikes project down from the ceiling almost to the floor. A rotting corpse that looks to be a hobgoblin rest in the center ot this chamber. It lacks a head. A dozen statues stand or kneel in this room, and each one lacks a head and stands in a posture of action or defense.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 3.
If you go through the south door, turn to Room 131.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 118.
SKILL 7
STAMINA 8
Rats inside the room shriek when they hear the door open, then they run in all directions from a putrid corpse lying in the center of the floor. The water pools near the base of the wall, and a rivulet runs along the wall an out into the hall. The water smells fresh. A huge iron cage lies on its side in this room, and its gate rests open on the floor. A rotting corpse that looks to be a hobgoblin rest in the center ot this chamber. It lacks a head.
If you go through the south door, turn to Room 50.
If you go through the west door, turn to Room 63.
You pull open the door and hear the scrape of its opening echo throughout what must be a massive room. A huge iron cage lies on its side in this room, and its gate rests open on the floor. It looks like the orcs and ogres were fighting. The bodies are largely stripped of valuables, but a few broken weapons jut from the slain or lie discarded on the floor. Stalactites drip down from the ceiling in sharp points while flowstone makes strange shapes on the floor.
If you go through the north door, turn to Room 53.
If you go through the east door, turn to Room 22.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 141.
SKILL 3
STAMINA 4
You peer into this room and spot the white orb of a skull lying on the floor. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby.
If you go through the east door, turn to Room 243.
SKILL 5
STAMINA 6
You pull open the door and hear the scrape of its opening echo throughout what must be a massive room. Rough fighting circles are scratched into the surface of the floor. Four skeletons dressed in aged clothing and rusting armor lie on the floor in the room against the walls. The water pools near the base of the wall, and a rivulet runs along the wall an out into the hall. The water smells fresh.
If you go through the north door, turn to Room 109.
If you go through the east door, turn to Room 221.
If you go through the west door, turn to Room 79.
You open the door to a small room. Rusting spikes line the walls and ceiling of this chamber. Four skeletons dressed in aged clothing and rusting armor lie on the floor in the room against the walls. This small room contains several pieces of well-polished wood furniture. Eight ornate, high-backed chairs surround a long oval table.
If you go through the east door, turn to Room 74.
If you go through the south door, turn to Room 32.
SKILL 6
STAMINA 6
There's a hiss as you open this door, and you smell a sour odor. You see benchlike seats on all the walls. The seats all have holes in their top, like a communal bathroom. Looking inside, you see a pile of refuse and offal that nearly reaches the ceiling. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby.
If you go through the east door, turn to Room 80.
If you go through the south door, turn to Room 35.
If you go through the west door, turn to Room 129.
SKILL 4
STAMINA 3
You enter a smelly room. You see benchlike seats on all the walls. The seats all have holes in their top, like a communal bathroom. It looks like the orcs and ogres were fighting. The bodies are largely stripped of valuables, but a few broken weapons jut from the slain or lie discarded on the floor. Thick cobwebs fill the corners of the room, and wisps of webbing hang from the ceiling and waver in a wind you can barely feel.
If you go through the south door, turn to Room 1.
If you go through the west door, turn to Room 181.
SKILL 3
STAMINA 6
This hall is choked with corpses. The bodies of orcs and ogres lie in tangled heaps where they died, and the floor is sticky with dried blood. A rotting corpse that looks to be a hobgoblin rest in the center ot this chamber. It lacks a head. Rusting spikes line the walls and ceiling of this chamber. You hear a low rumbling and cracking noise.
If you go through the north door, turn to Room 103.
If you go through the east door, turn to Room 37.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 4.
As the door opens, it scrapes up frost from a floor covered in ice. Huge rusted metal blades jut out of cracks in the walls, and rusting spikes project down from the ceiling almost to the floor. In the ceiling above it is a small hole that is roughly as wide as two human hands. No doubt some city dweller high above disposes of his rubbish without ever thinking about where it goes. Every surface bears scorch marks and ash piles on the floor. The room reeks of fire and burnt flesh.
If you go through the east door, turn to Room 98.
SKILL 5
STAMINA 6
You enter a medium room. Rounded green stones set in the floor form a snake's head. The body of the snake flows back and toward the wall to go round creating a spiral pattern on the floor. Tapestries decorate the walls of this room. Although they may once have been brilliant in hue, they now hang in graying tatters. In the ceiling above it is a small hole that is roughly as wide as two human hands. No doubt some city dweller high above disposes of his rubbish without ever thinking about where it goes.
If you go through the east door, turn to Room 27.
SKILL 3
STAMINA 3
You enter a huge room and your steps echo. You gaze into the room and hundreds of skulls gaze coldly back at you. They're set in niches in the walls. Three low, oblong piles of rubble lie near the center of this room. In the center of this large room lies a foot-wide round pit, its edges lined with rusting iron spikes.
You find your ♥LOVE♥ Barona laying in the middle of this chamber. You can see a crack in the ceiling, a perfect hole to escape of this dungeon. Well done! THE END.
If you go through the east door, turn to Room 81.
The door to this room swings open easily on well-oiled hinges. The manacles set into the walls of this room give you the distinct impression that it was used as a prison and torture chamber. Stalactites drip down from the ceiling in sharp points while flowstone makes strange shapes on the floor. Burning torches in iron sconces line the walls of this room, lighting it brilliantly.
This door is closed. You need the △ key to open it. If you have the △ key, turn to Room 10.
If you go through the south door, turn to Room 68.
You open the door, and the reek of garbage assaults your nose. Tapestries decorate the walls of this room. Although they may once have been brilliant in hue, they now hang in graying tatters. Many small desks with high-backed chairs stand in three long rows in this room. Everything is covered with dust. Every surface bears scorch marks and ash piles on the floor. The room reeks of fire and burnt flesh.
If you go through the north door, turn to Room 169.
If you go through the east door, turn to Room 112.
If you go through the south door, turn to Room 231.
If you go through the west door, turn to Room 142.
SKILL 3
STAMINA 4
You catch a whiff of the unmistakable metallic tang of blood as you open the door. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby. Thick cobwebs fill the corners of the room, and wisps of webbing hang from the ceiling and waver in a wind you can barely feel. A large forge squats against the far wall of this room, and coals glow dimly inside.
If you go through the north door, turn to Room 185.
If you go through the east door, turn to Room 248.
If you go through the west door, turn to Room 12.
SKILL 3
STAMINA 4
You open the door to a small room. Four skeletons dressed in aged clothing and rusting armor lie on the floor in the room against the walls. Dozens of dead, winged beings lie scattered about the floor, each about the size of a cat, their broken bodies are batlike and buglike at the same time. Each had six legs. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby.
If you go through the east door, turn to Room 179.
If you go through the south door, turn to Room 3.
If you go through the west door, turn to Room 167.
SKILL 5
STAMINA 4
You enter a small room and your steps echo. Rounded green stones set in the floor form a snake's head. The body of the snake flows back and toward the wall to go round creating a spiral pattern on the floor. It looks like the orcs and ogres were fighting. The bodies are largely stripped of valuables, but a few broken weapons jut from the slain or lie discarded on the floor. This small room contains several pieces of well-polished wood furniture. Eight ornate, high-backed chairs surround a long oval table.
If you go through the north door, turn to Room 8.
If you go through the east door, turn to Room 173.
If you go through the west door, turn to Room 75.
SKILL 8
STAMINA 6
A chill crawls up your spine and out over your skin as you look upon this room. A rotting corpse that looks to be a hobgoblin rest in the center ot this chamber. It lacks a head. Armor and weapon racks line the walls and rusty and broken weapons litter the floor. Mushrooms grow in clusters of hundreds all over the floor.
This door is closed. You need the △ key to open it. If you have the △ key, turn to Room 149.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 218.
If you go through the south door, turn to Room 172.
If you go through the west door, turn to Room 251.
SKILL 5
STAMINA 3
A chill crawls up your spine and out over your skin as you look upon this room. This chamber is clearly a prison. Small barred cells line the walls, leaving a foot-wide pathway for a guard to walk. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling. Armor and weapon racks line the walls and rusty and broken weapons litter the floor.
If you go through the west door, turn to Room 51.
SKILL 5
STAMINA 4
You enter a huge room. Burning torches in iron sconces line the walls of this room, lighting it brilliantly. Dozens of dead, winged beings lie scattered about the floor, each about the size of a cat, their broken bodies are batlike and buglike at the same time. Each had six legs. You see benchlike seats on all the walls. The seats all have holes in their top, like a communal bathroom.
If you go through the north door, turn to Room 223.
If you go through the east door, turn to Room 56.
This door is closed. You need the △ key to open it. If you have the △ key, turn to Room 29.
SKILL 5
STAMINA 5
As the door opens, it scrapes up frost from a floor covered in ice. Burning torches in iron sconces line the walls of this room, lighting it brilliantly. This chamber is clearly a prison. Small barred cells line the walls, leaving a foot-wide pathway for a guard to walk. The water pools near the base of the wall, and a rivulet runs along the wall an out into the hall. The water smells fresh.
If you go through the west door, turn to Room 55.
You enter a silent room. A huge iron cage lies on its side in this room, and its gate rests open on the floor. Three low, oblong piles of rubble lie near the center of this room. You hear a low rumbling and cracking noise.
If you go through the west door, turn to Room 221.
SKILL 5
STAMINA 3
You enter a smelly room. You see benchlike seats on all the walls. The seats all have holes in their top, like a communal bathroom. One corner of the ceiling has a particularly large clot of webbing within which a goblin's bones are tangled. Rough fighting circles are scratched into the surface of the floor.
If you go through the south door, turn to Room 93.
If you go through the west door, turn to Room 25.
SKILL 5
STAMINA 3
This room is a small antechamber before titanic bronze doors. You see benchlike seats on all the walls. The seats all have holes in their top, like a communal bathroom. Two male humans, a male elf, and a female dwarf lie in drying pools of their blood. In the center of this large room lies a foot-wide round pit, its edges lined with rusting iron spikes.
If you go through the north door, turn to Room 111.
If you go through the east door, turn to Room 232.
If you go through the south door, turn to Room 99.
If you go through the west door, turn to Room 20.
SKILL 6
STAMINA 5
A chill crawls up your spine and out over your skin as you look upon this room. Tapestries decorate the walls of this room. Although they may once have been brilliant in hue, they now hang in graying tatters. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling. A pile of elves bodies lie set in the center of the room, and the floor is sticky with dried blood.
If you go through the south door, turn to Room 115.
If you go through the west door, turn to Room 21.
You pull open the door and hear the scrape of its opening echo throughout what must be a massive room. This chamber of well-laid stones holds a wide bas-relief of a pastoral scene. This small room contains several pieces of well-polished wood furniture. Eight ornate, high-backed chairs surround a long oval table. This small room contains several pieces of well-polished wood furniture. Eight ornate, high-backed chairs surround a long oval table.
If you go through the east door, turn to Room 230.
You enter a silent room. This chamber of well-laid stones holds a wide bas-relief of a pastoral scene. The liquid lies about feet below your feet and is so murky that you can't see its bottom. The room smells sour. In the center of this large room lies a foot-wide round pit, its edges lined with rusting iron spikes.
If you go through the north door, turn to Room 14.
If you go through the east door, turn to Room 59.
If you go through the west door, turn to Room 127.
SKILL 6
STAMINA 5
A chill crawls up your spine and out over your skin as you look upon this room. Burning torches in iron sconces line the walls of this room, lighting it brilliantly. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling. Several white marble busts that rest on white pillars dominate this room. Most appear to be male or female humans of middle age. One is spread across the floor in a thousand pieces.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 208.
SKILL 6
STAMINA 3
You open the door, and the reek of garbage assaults your nose. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling. The stinking corpse in the middle of the room looks human, but the damage both time and the rats have wrought are enough to make determining its race by appearance an extremely difficult. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling.
If you go through the north door, turn to Room 238.
If you go through the east door, turn to Room 181.
If you go through the west door, turn to Room 96.
You catch a whiff of the unmistakable metallic tang of blood as you open the door. A dozen statues stand or kneel in this room, and each one lacks a head and stands in a posture of action or defense. The manacles set into the walls of this room give you the distinct impression that it was used as a prison and torture chamber. The liquid lies about feet below your feet and is so murky that you can't see its bottom. The room smells sour.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 249.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 91.
If you go through the west door, turn to Room 139.
You enter a huge room. Huge rusted metal blades jut out of cracks in the walls, and rusting spikes project down from the ceiling almost to the floor. Winches and levers project from every wall, and chains with handles dangle from the ceiling. A pile of elves bodies lie set in the center of the room, and the floor is sticky with dried blood.
If you go through the east door, turn to Room 212.
If you go through the south door, turn to Room 51.
If you go through the west door, turn to Room 195.
SKILL 5
STAMINA 3
You catch a whiff of the unmistakable metallic tang of blood as you open the door. A dozen statues stand or kneel in this room, and each one lacks a head and stands in a posture of action or defense. The manacles set into the walls of this room give you the distinct impression that it was used as a prison and torture chamber. The liquid lies about feet below your feet and is so murky that you can't see its bottom. The room smells sour.
If you go through the east door, turn to Room 236.
If you go through the south door, turn to Room 66.
If you go through the west door, turn to Room 163.
You inhale a briny smell like the sea as you crack open the door to this chamber. The water pools near the base of the wall, and a rivulet runs along the wall an out into the hall. The water smells fresh. When looking into this chamber, you're confronted by a thousand reflections of yourself looking back. Mirrored walls set at different angles fill the room. The dusty floor shows no sign that the walls move over it, but you can see the skeleton of some humanoid impaled on some wall spikes nearby.
If you go through the north door, turn to Room 12.
If you go through the east door, turn to Room 168.
If you go through the south door, turn to Room 210.
A chill crawls up your spine and out over your skin as you look upon this room. Tapestries decorate the walls of this room. Although they may once have been brilliant in hue, they now hang in graying tatters. Huge rusted metal blades jut out of cracks in the walls, and rusting spikes project down from the ceiling almost to the floor. Four skeletons dressed in aged clothing and rusting armor lie on the floor in the room against the walls.
You find the △ key on the floor of this room.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 243.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 31.
If you go through the south door, turn to Room 169.
You enter a medium room. Armor and weapon racks line the walls and rusty and broken weapons litter the floor. Armor and weapon racks line the walls and rusty and broken weapons litter the floor. Every surface bears scorch marks and ash piles on the floor. The room reeks of fire and burnt flesh.
If you go through the east door, turn to Room 111.
If you go through the south door, turn to Room 20.
SKILL 6
STAMINA 4
You open the door to what must be a combat training room. Corpses and pieces of corpses hang from hooks that dangle from chains attached to thick iron rings. Most appear humanoid but a few of the body parts appear more monstrous. Tapestries decorate the walls of this room. Although they may once have been brilliant in hue, they now hang in graying tatters. In the center of this chamber, the statue of a giant spider is skillfully crafted.
If you go through the north door, turn to Room 71.
If you go through the west door, turn to Room 188.
SKILL 5
STAMINA 4
As the door opens, it scrapes up frost from a floor covered in ice. Rounded green stones set in the floor form a snake's head. The body of the snake flows back and toward the wall to go round creating a spiral pattern on the floor. Dozens of dead, winged beings lie scattered about the floor, each about the size of a cat, their broken bodies are batlike and buglike at the same time. Each had six legs. Two male humans, a male elf, and a female dwarf lie in drying pools of their blood.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 37.
If you go through the south door, turn to Room 10.
If you go through the west door, turn to Room 4.
You enter a small room and your steps echo. The stinking corpse in the middle of the room looks human, but the damage both time and the rats have wrought are enough to make determining its race by appearance an extremely difficult. This chamber of well-laid stones holds a wide bas-relief of a pastoral scene. A dozen statues stand or kneel in this room, and each one lacks a head and stands in a posture of action or defense.
If you go through the north door, turn to Room 13.
If you go through the east door, turn to Room 136.
If you go through the west door, turn to Room 98.
SKILL 6
STAMINA 8
You enter a medium room. Several white marble busts that rest on white pillars dominate this room. Most appear to be male or female humans of middle age. One is spread across the floor in a thousand pieces. The stinking corpse in the middle of the room looks human, but the damage both time and the rats have wrought are enough to make determining its race by appearance an extremely difficult. A huge iron cage lies on its side in this room, and its gate rests open on the floor.
If you go through the south door, turn to Room 13.
SKILL 6
STAMINA 5
You enter a medium room. A pile of elves bodies lie set in the center of the room, and the floor is sticky with dried blood. In the center of this chamber, the statue of a giant spider is skillfully crafted. Every surface bears scorch marks and ash piles on the floor. The room reeks of fire and burnt flesh.
If you go through the north door, turn to Room 183.
If you go through the east door, turn to Room 250.
If you go through the south door, turn to Room 161.
If you go through the west door, turn to Room 216.
SKILL 5
STAMINA 6
You pull open the door and hear the scrape of its opening echo throughout what must be a massive room. The liquid lies about feet below your feet and is so murky that you can't see its bottom. The room smells sour. When looking into this chamber, you're confronted by a thousand reflections of yourself looking back. Mirrored walls set at different angles fill the room. A pile of elves bodies lie set in the center of the room, and the floor is sticky with dried blood.
If you go through the north door, turn to Room 204.
If you go through the west door, turn to Room 185.
You enter a medium room. This chamber is clearly a prison. Small barred cells line the walls, leaving a foot-wide pathway for a guard to walk. Burning torches in iron sconces line the walls of this room, lighting it brilliantly. You gaze into the room and hundreds of skulls gaze coldly back at you. They're set in niches in the walls.
If you go through the east door, turn to Room 118.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 108.
If you go through the west door, turn to Room 214.
You open the door to a huge room. The water pools near the base of the wall, and a rivulet runs along the wall an out into the hall. The water smells fresh. Looking inside, you see a pile of refuse and offal that nearly reaches the ceiling. When looking into this chamber, you're confronted by a thousand reflections of yourself looking back. Mirrored walls set at different angles fill the room.
If you go through the north door, turn to Room 16.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 42.
If you go through the west door, turn to Room 178.
You open the door, and the reek of garbage assaults your nose. You see benchlike seats on all the walls. The seats all have holes in their top, like a communal bathroom. Rough fighting circles are scratched into the surface of the floor. This chamber of well-laid stones holds a wide bas-relief of a pastoral scene.
If you go through the east door, turn to Room 101.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 73.
You enter a big room. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby. Rusting spikes line the walls and ceiling of this chamber. In the ceiling above it is a small hole that is roughly as wide as two human hands. No doubt some city dweller high above disposes of his rubbish without ever thinking about where it goes.
If you go through the east door, turn to Room 242.
If you go through the west door, turn to Room 35.
You open the door to reveal a foot-by-foot room with a floor studded with spikes. The columns of stone are carved as tree trunks and seem placed at random like trees in a forest. A cluster of low crates surrounds a barrel in the center of this chamber. Atop the barrel lies a stack of copper coins and two stacks of cards, one face up. In the center of this chamber, the statue of a giant spider is skillfully crafted.
If you go through the north door, turn to Room 153.
If you go through the east door, turn to Room 133.
If you go through the west door, turn to Room 222.
SKILL 6
STAMINA 11
A chill crawls up your spine and out over your skin as you look upon this room. Small cages containing small animals and large insects line the walls. Some of the creatures look sickly and alive but most are clearly dead. In the center of this chamber, the statue of a giant spider is skillfully crafted. Two male humans, a male elf, and a female dwarf lie in drying pools of their blood.
If you go through the north door, turn to Room 5.
If you go through the east door, turn to Room 154.
If you go through the south door, turn to Room 105.
SKILL 3
STAMINA 6
You open the door to what must be a combat training room. Three low, oblong piles of rubble lie near the center of this room. A cluster of low crates surrounds a barrel in the center of this chamber. Atop the barrel lies a stack of copper coins and two stacks of cards, one face up. The corpse of a minotaur lies on the floor, its belly carved out.
If you go through the north door, turn to Room 155.
If you go through the south door, turn to Room 219.
If you go through the west door, turn to Room 248.
SKILL 9
STAMINA 10
You open the door to a small room. A huge iron cage lies on its side in this room, and its gate rests open on the floor. When looking into this chamber, you're confronted by a thousand reflections of yourself looking back. Mirrored walls set at different angles fill the room. Forge tools hang in racks nearby, and a barrel of water and bellows rest on the floor nearby.
If you go through the north door, turn to Room 173.
If you go through the east door, turn to Room 151.
If you go through the west door, turn to Room 170.
The strong, sour-sweet scent of vinegar assaults your nose as you enter this room. The liquid lies about feet below your feet and is so murky that you can't see its bottom. The room smells sour. Stalactites drip down from the ceiling in sharp points while flowstone makes strange shapes on the floor. Three low, oblong piles of rubble lie near the center of this room.
If you go through the east door, turn to Room 4.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 31.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 243.
The door to this room swings open easily on well-oiled hinges. Corpses and pieces of corpses hang from hooks that dangle from chains attached to thick iron rings. Most appear humanoid but a few of the body parts appear more monstrous. Rounded green stones set in the floor form a snake's head. The body of the snake flows back and toward the wall to go round creating a spiral pattern on the floor. Tapestries decorate the walls of this room. Although they may once have been brilliant in hue, they now hang in graying tatters.
If you go through the north door, turn to Room 98.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 5.
If you go through the west door, turn to Room 186.
SKILL 6
STAMINA 5
This hall is choked with corpses. The bodies of orcs and ogres lie in tangled heaps where they died, and the floor is sticky with dried blood. A rotting corpse that looks to be a hobgoblin rest in the center ot this chamber. It lacks a head. The corpse of a minotaur lies on the floor, its belly carved out. Rusting spikes line the walls and ceiling of this chamber.
If you go through the north door, turn to Room 70.
If you go through the south door, turn to Room 124.
If you go through the west door, turn to Room 235.
SKILL 3
STAMINA 3
You open the door to reveal a foot-by-foot room with a floor studded with spikes. One corner of the ceiling has a particularly large clot of webbing within which a goblin's bones are tangled. Four skeletons dressed in aged clothing and rusting armor lie on the floor in the room against the walls. Dozens of dead, winged beings lie scattered about the floor, each about the size of a cat, their broken bodies are batlike and buglike at the same time. Each had six legs.
If you go through the north door, turn to Room 187.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 240.
This door is closed. You need the ► key to open it. If you have the ► key, turn to Room 224.
If you go through the west door, turn to Room 194.
SKILL 5
STAMINA 4
You open the door to a huge room. At the room's center lies a squat stone altar, its top covered in recently spilled blood. Rounded green stones set in the floor form a snake's head. The body of the snake flows back and toward the wall to go round creating a spiral pattern on the floor. You see benchlike seats on all the walls. The seats all have holes in their top, like a communal bathroom.
If you go through the east door, turn to Room 132.
If you go through the west door, turn to Room 77.
SKILL 5
STAMINA 6
You enter a huge room and your steps echo. Two male humans, a male elf, and a female dwarf lie in drying pools of their blood. You hear a low rumbling and cracking noise. A cluster of low crates surrounds a barrel in the center of this chamber. Atop the barrel lies a stack of copper coins and two stacks of cards, one face up.
If you go through the east door, turn to Room 33.
If you go through the south door, turn to Room 138.
If you go through the west door, turn to Room 102.
SKILL 9
STAMINA 9
A pungent, earthy odor greets you as you pull open the door and peer into this room. Four skeletons dressed in aged clothing and rusting armor lie on the floor in the room against the walls. The dusty floor shows no sign that the walls move over it, but you can see the skeleton of some humanoid impaled on some wall spikes nearby. Small cages containing small animals and large insects line the walls. Some of the creatures look sickly and alive but most are clearly dead.
If you go through the east door, turn to Room 21.
If you go through the south door, turn to Room 103.
You enter a small room and your steps echo. This chamber holds a curious array of machinery. Winches and levers project from every wall, and chains with handles dangle from the ceiling. Armor and weapon racks line the walls and rusty and broken weapons litter the floor. Huge rusted metal blades jut out of cracks in the walls, and rusting spikes project down from the ceiling almost to the floor.
If you go through the south door, turn to Room 11.
If you go through the west door, turn to Room 62.
You peer into this room and spot the white orb of a skull lying on the floor. Armor and weapon racks line the walls and rusty and broken weapons litter the floor. A cluster of low crates surrounds a barrel in the center of this chamber. Atop the barrel lies a stack of copper coins and two stacks of cards, one face up. In the ceiling above it is a small hole that is roughly as wide as two human hands. No doubt some city dweller high above disposes of his rubbish without ever thinking about where it goes.
If you go through the east door, turn to Room 238.
If you go through the west door, turn to Room 205.
You enter a huge room and your steps echo. Armor and weapon racks line the walls and rusty and broken weapons litter the floor. The liquid lies about feet below your feet and is so murky that you can't see its bottom. The room smells sour. This room is a tomb. Stone sarcophagi stand in five rows of three, each carved with the visage of a warrior lying in state.
If you go through the north door, turn to Room 94.
If you go through the east door, turn to Room 134.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 220.
This door is closed. You need the ♣ key to open it. If you have the ♣ key, turn to Room 117.
You enter a smelly room. This room is a tomb. Stone sarcophagi stand in five rows of three, each carved with the visage of a warrior lying in state. The liquid lies about feet below your feet and is so murky that you can't see its bottom. The room smells sour. When looking into this chamber, you're confronted by a thousand reflections of yourself looking back. Mirrored walls set at different angles fill the room.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 16.
This door is closed. You need the ♀ key to open it. If you have the ♀ key, turn to Room 178.
If you go through the west door, turn to Room 230.
You open the door to confront a room of odd pillars. The liquid lies about feet below your feet and is so murky that you can't see its bottom. The room smells sour. The dusty floor shows no sign that the walls move over it, but you can see the skeleton of some humanoid impaled on some wall spikes nearby. Dozens of dead, winged beings lie scattered about the floor, each about the size of a cat, their broken bodies are batlike and buglike at the same time. Each had six legs.
This door is closed. You need the △ key to open it. If you have the △ key, turn to Room 82.
If you go through the east door, turn to Room 208.
If you go through the south door, turn to Room 24.
SKILL 4
STAMINA 4
The wood-made chest squeak when you open it. You find a item at the bottom of the chest.
Drink to recover +2 STAMINA. Destroy item after use.
Once you have picked up the item the chest is empty. Turn back to, Room 10
The cobalt chest squeak when you open it. You find a item at the bottom of the chest.
Drink to recover +3 STAMINA. Destroy item after use.
Once you have picked up the item the chest is empty. Turn back to, Room 14
The iron chest squeak when you open it. You find a armor at the bottom of the chest.
Reduce 1 STAMINA to a creature in the Room if you were wounded in combat..
Once you have picked up the armor the chest is empty. Turn back to, Room 17
The iron-made chest squeak when you open it. You find a item at the bottom of the chest.
Drink to recover +1 STAMINA. Destroy item after use.
Once you have picked up the item the chest is empty. Turn back to, Room 24
The marble-made chest squeak when you open it. You find a coins at the bottom of the chest.
+52 pc.
Once you have picked up the coins the chest is empty. Turn back to, Room 33
The golden chest squeak when you open it. You find a item at the bottom of the chest.
Drink to recover +2 STAMINA. Destroy item after use.
Once you have picked up the item the chest is empty. Turn back to, Room 42
The iron chest squeak when you open it. You find a coins at the bottom of the chest.
+91 pc.
Once you have picked up the coins the chest is empty. Turn back to, Room 61
The wood-made chest squeak when you open it. You find a armor at the bottom of the chest.
Reduce only 1 STAMINA if a ZOMBIE attacks you..
Once you have picked up the armor the chest is empty. Turn back to, Room 67
The iron-made chest squeak when you open it. You find a item at the bottom of the chest.
Drink to recover +1 STAMINA. Destroy item after use.
Once you have picked up the item the chest is empty. Turn back to, Room 71
The wood-made chest squeak when you open it. You find a sword at the bottom of the chest.
+1 SKILL Rolls to Undead. Remove 1 STAMINA extra to Undead
Once you have picked up the sword the chest is empty. Turn back to, Room 73
The diamond chest squeak when you open it. You find a maze at the bottom of the chest.
+1 SKILL Rolls.
Once you have picked up the maze the chest is empty. Turn back to, Room 84
The stone-carved chest squeak when you open it. You find a coins at the bottom of the chest.
+60 gc.
Once you have picked up the coins the chest is empty. Turn back to, Room 85
The golden chest squeak when you open it. You find a scroll at the bottom of the chest.
Inflict 2 STAMINA wound to all the monster inside this room. Destroy item after use.
Once you have picked up the scroll the chest is empty. Turn back to, Room 98
The wood-made chest squeak when you open it. You find a scroll at the bottom of the chest.
Inflict 2 STAMINA wound to a monster. The scroll burns after use.
Once you have picked up the scroll the chest is empty. Turn back to, Room 101
The golden chest squeak when you open it. You find a coins at the bottom of the chest.
+72 pc.
Once you have picked up the coins the chest is empty. Turn back to, Room 105
The wood-made chest squeak when you open it. You find a item at the bottom of the chest.
Drink, enemies can wound in this round. Remove card after 3 Impacts.
Once you have picked up the item the chest is empty. Turn back to, Room 109
The diamond chest squeak when you open it. You find a armor at the bottom of the chest.
Reduce only 1 STAMINA if a SNAKE attacks you.
Once you have picked up the armor the chest is empty. Turn back to, Room 112
The onyx chest squeak when you open it. You find a item at the bottom of the chest.
Drink to remove POISON effect. Destroy item after use.
Once you have picked up the item the chest is empty. Turn back to, Room 113
The wood-made chest squeak when you open it. You find a armor at the bottom of the chest.
Reduce only 1 STAMINA if a ZOMBIE attacks you. FIRE magic inflict no damage.
Once you have picked up the armor the chest is empty. Turn back to, Room 115
The golden chest squeak when you open it. You find a item at the bottom of the chest.
Drink to recover +1 STAMINA. Destroy item after use.
Once you have picked up the item the chest is empty. Turn back to, Room 122
The marble-made chest squeak when you open it. You find a coins at the bottom of the chest.
+27 pc.
Once you have picked up the coins the chest is empty. Turn back to, Room 127
The iron chest squeak when you open it. You find a armor at the bottom of the chest.
Reduce only 1 STAMINA if a ZOMBIE attacks you. FIRE magic inflict no damage.
Once you have picked up the armor the chest is empty. Turn back to, Room 135
The iron-made chest squeak when you open it. You find a item at the bottom of the chest.
Drink to recover +2 STAMINA. Destroy item after use.
Once you have picked up the item the chest is empty. Turn back to, Room 138
The diamond chest squeak when you open it. You find a coins at the bottom of the chest.
+90 ec.
Once you have picked up the coins the chest is empty. Turn back to, Room 153
The onyx chest squeak when you open it. You find a item at the bottom of the chest.
Drink to gain +2 current SKILL. 1 Roll. Destroy item after use.
Once you have picked up the item the chest is empty. Turn back to, Room 158
The iron-made chest squeak when you open it. You find a armor at the bottom of the chest.
Reduce only 1 STAMINA if a ZOMBIE attacks you. FIRE magic inflict no damage.
Once you have picked up the armor the chest is empty. Turn back to, Room 159
The stone-carved chest squeak when you open it. You find a armor at the bottom of the chest.
Reduce 1 STAMINA to a creature in the Room if you were wounded in combat..
Once you have picked up the armor the chest is empty. Turn back to, Room 164
The stone-carved chest squeak when you open it. You find a item at the bottom of the chest.
Remove POISON effect. Destroy item after use.
Once you have picked up the item the chest is empty. Turn back to, Room 165
The copper chest squeak when you open it. You find a armor at the bottom of the chest.
Reduce only 1 STAMINA if a ZOMBIE attacks you. FIRE magic inflict no damage.
Once you have picked up the armor the chest is empty. Turn back to, Room 171
The copper chest squeak when you open it. You find a item at the bottom of the chest.
Drink to gain +1 LUCK. Destroy item after use.
Once you have picked up the item the chest is empty. Turn back to, Room 172
The wood-made chest squeak when you open it. You find a coins at the bottom of the chest.
+8 ec.
Once you have picked up the coins the chest is empty. Turn back to, Room 175
The copper chest squeak when you open it. You find a shortsword at the bottom of the chest.
+2 SKILL Rolls to Demons.
Once you have picked up the shortsword the chest is empty. Turn back to, Room 181
The onyx chest squeak when you open it. You find a item at the bottom of the chest.
Drink to remove POISON effect. Destroy item after use.
Once you have picked up the item the chest is empty. Turn back to, Room 183
The iron-made chest squeak when you open it. You find a sword at the bottom of the chest.
+1 SKILL Rolls to Demons.
Once you have picked up the sword the chest is empty. Turn back to, Room 197
The diamond chest squeak when you open it. You find a sword at the bottom of the chest.
+2 SKILL Rolls to Animals.
Once you have picked up the sword the chest is empty. Turn back to, Room 200
The diamond chest squeak when you open it. You find a item at the bottom of the chest.
Drink to gain +2 current SKILL. 1 Roll. Destroy item after use.
Once you have picked up the item the chest is empty. Turn back to, Room 217
The iron-made chest squeak when you open it. You find a scroll at the bottom of the chest.
Reduce by 1 STAMINA when enemies wounded you. The spell persist in this room
Once you have picked up the scroll the chest is empty. Turn back to, Room 243