:: Old ruins As the terrain levels out somewhat, the path continues among ruins of what must have been a monastery once. Long-crumbled walls surround a cluster of buildings, or rather what's left of them. Wood has rotten away, but stone still bears the mark of proud craftsmen blessing the place with their best work.<> Peharps the past has left behind a gift to help on your journey. But where? * [[In the altar]] (now collapsed) * [[In the library]] (hmm, I wonder) * [[In the garden]] (it needs a magic touch) * [[In the cellar]] (through darkness) * [[Just move on -> Leave ruins]] (you only want to rest) :: In the altar The altar used to be covered by a small dome standing on sculpted pillars, with a building erected around its base. Now it's all a big pile of rubble overgrown by weeds. Yet something gleams in the shadows. (Roll 2d6 + Muscle against a difficulty score of $difficulty.) @@text-align:center; [[Clear the rubble]] / [[Try elsewhere -> Old ruins]] @@ :: Clear the rubble [nobr] <> <> The largest debris you can shove aside by hand. Rubble you can move with the help of your cloak. And an armful of herbs serve to sweep the dust away.

(you roll _roll against a target of $difficulty)

<= $difficulty>>

The stone slab is cracked, its frescoes faded, yet it looks better than it has in decades, and that's what matters. And look, there's a handful of silver coins on the ground.

<> <> <>

But there's just too much work, so you give up in the end.

<
> @@text-align:center;

[[Time to move on -> Fount in ruins]]

@@ :: In the library Off to a side, a circular wall still stands, supporting the remains of a roof. Inside, cracked marble floors are mostly intact. Shelves have long turned into piles of rotten wood. No books survive, but little nooks all over could still hide something of value. (Roll 2d6 + Mischief against a difficulty score of $difficulty.) @@text-align:center; [[Search the library]] / [[Try elsewhere -> Old ruins]] @@ :: Search the library [nobr] <> <> Here, a pillar has collapsed, taking a section of the wall with it. There, thick cobwebs block passage entirely. Elsewhere, the roof looks ready to fall.

(you roll _roll against a target of $difficulty)

<= $difficulty>>

But in a niche within a niche, something shines: a handful of coins.

<> <>

It's no use. You turn around and head back to the door.

<
> @@text-align:center;

[[Time to move on -> Fount in ruins]]

@@ :: In the garden In a corner of the court lies a square patch of soil, overlooked by a sagging shed and a couple of small apple trees. One is dead, and the other might not make it through next winter. The rest of the garden fares little better: only some scraggly bushes grow in it, covered in cobwebs.<> @@text-align:center;

[[Maybe you can do something about it -> Bewitch garden]]

@@ :: Bewitch garden Many a gardener will use witchcraft when all else fails. No shame in it. (Roll 2d6 + Magic against a difficulty score of $difficulty.) Question is, what kind of magic spell could make this place better? <>\ < 0>>\ @@text-align:center; [[Cast spell -> Bewitch garden!]] / [[Try elsewhere -> Old ruins]] @@ <>\ Unfortunately, you draw a blank. @@text-align:center; [[Try elsewhere -> Old ruins]] @@ <>\ :: Bewitch garden! [nobr] <> <> <>

(you roll $roll against a target of $difficulty)

<> <><> <><> <><> <><> <><> <> @@text-align:center;

[[Time to move on -> Fount in ruins]]

@@ :: Sunburst garden <= $difficulty>>\ The sun shines brighter as the spell takes hold, bathing the garden in a glow not of this world. You shade your eyes from the dazzling light; even so, you can't help but notice something small shining in a previously shaded corner: a handful of silver coins.<> <>\ The sun shines brighter as the spell takes hold. So hard it hurts your own eyes. You walk out of the garden in a daze, wondering what that accomplished. <> <>\ :: Cold-snap garden <= $difficulty>>\ As your spell takes hold, the air suddenly becomes frigid. Snowflakes form in the air, and the few remaining plants are covered in frost. All of a sudden, the garden looks even more desolate than before. Nice job breaking it, hero. <>\ Under your spell, the air suddenly becomes frigid. Snowflakes drift by; a sprinkling of frost covers patches of ground here and there. Not very helpful. <><> <>\ :: Smoke-screen garden Sparks and flame burst from your fingertips, producing a thick plume of smoke that spreads in front of you as if driven by wind. It chases away the insects, but otherwise it's not very clear what you accomplished. :: Undergrowth garden <= $difficulty>>\ All over the garden, strong vines emerge from the ground, growing preternaturally fast, sprouting leaves and flowers. All of a sudden, the place looks lively again, albeit in an eerie way. Oh well, you can't have them all.<> <>\ For a long time nothing seems to happen, then a few timid vines poke their heads out the ground, even sprouting tiny leaves before the magic runs out. <> <>\ :: Windstorm garden <= $difficulty>>\ At first nothing seems to happen, then a strong wind picks up, and soon grows into a cleansing storm. It blows away the cobwebs, dust and small debris choking the garden. The soil acquires a hearty brown color, and now you can see scattered blades of grass clinging to life all over. Oh, and something gleams on the ground: a handful of silver coins.<> <>\ At first nothing seems to happen, then a strong wind picks up, and soon grows into a howling gale. It blows away the last leaves of the apple tree and the bushes, and topples what was left of the shed. Now it's all even deader than before. Nice job breaking it, hero. <>\ :: In the cellar Broad steps of brick and stone descend down a dark hole in the ground. They're sagging a little in places, but still look sturdy enough. Above this entrance now stands an empty doorframe, and little else. From below emanates a cold draft, and silence. If you have a torch to spare, who knows what you might unearth. < 0>>\ @@text-align:center; [[Search the cellar]] / [[Try elsewhere -> Old ruins]] @@ <>\ Unfortunately you don't have one. @@text-align:center; [[Try elsewhere -> Old ruins]] @@ <>\ :: Search the cellar [nobr] You strike a light. Soon, your torch is burning, and you head downstairs. Below is a series of small rooms with vaulted ceilings, partitioned by sturdy arches of brick and mortar. Empty shelves line the walls. <> <> <> < 0>>

You're about to turn back, when a glint in the packed floor draws your eyes. There's a handful of silver coins: fair wage for your troubles.

<>

Unfortunately, nothing of value was left behind.

<
> @@text-align:center;

[[Time to move on -> Fount in ruins]]

@@ :: Fount in ruins Towards the far edge of the court is a fountain. Once meant to soothe the mind and quench the thirst, it long stopped flowing. Yet rainwater still pools in a surprisingly deep basin lined with stone flowers. On a closer look, small round shapes litter the bottom, reflecting sunrays. < 0>>\ @@text-align:center; [[Toss a coin and make a wish]] / [[Move on now -> Circle of life]] @@ <>\ @@text-align:center; [[Too bad you have no coin -> Circle of life]] @@ <>\ :: Toss a coin and make a wish [nobr] Your coin hitting the water sounds deafening in the silence of the ruins. You watch it fall to the bottom, trying to pick just one wish out of many. <> <> <> <>

Nothing happens. It's all still and quiet just like before. Oh well.

<> <>

Nothing much happens, of course, but you feel you've learned something.

<> <> <>

For a moment, the sun shines brighter, a butterfly passes through, and divine birdsong rises in the distance. Small blessings, but such is life.

<> <
> @@text-align:center;

[[And the fountain is still there -> Fount in ruins]]

@@ :: Leave ruins To be continued...