Kerkerkruip Locations by Victor Gijsbers begins here. Book - Rooms Part - The rooms themselves Chapter - Entrance Hall The Entrance Hall is a room. "The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human." Entrance Hall is not habitable. Entrance Hall is connectable. Entrance hall is connection-inviting. Entrance Hall is placeable. Entrance Hall is vp-agnostic. Entrance Hall is treasurable. Entrance Hall is civilised. The skull-sized rubies are in entrance hall. The skull-sized rubies are scenery and plural-named. The description of the skull-sized rubies is "They have been filled with the power of suns long extinct, and are now fixed to the ceiling of the wizard's domain. You cannot bear to look at them.". Check taking the skull-sized rubies: say "They are secured to the ceiling by magic more powerful than you can break." instead. The red light is scenery in Entrance Hall. The description of the red light is "You force yourself to look straight into the light -- but after the merest fraction of a second, you involuntarily close your eyes against the painful glare.". An attack modifiers rule (this is the attack penalty in Entrance Hall rule): if the global attacker is the player and the location is Entrance Hall: unless the global attacker is blind: if smoke is thin: say " - 1 (blinding light)[run paragraph on]"; decrease the to-hit modifier by 1; otherwise if not smoke is thick: say " - 2 (blinding light)[run paragraph on]"; decrease the to-hit modifier by 2. The player is in Entrance Hall. Chapter - Hall of Mirrors The Hall of Mirrors is a room. "Mirrors surround you on all sides in an impossible geometry. Myriad reflections follow your every movement -- though some, always in the corner of your eyes, seem to behave differently." Hall of Mirrors is habitable. Hall of Mirrors is connectable. Hall of Mirrors is not connection-inviting. Hall of Mirrors is placeable. Hall of Mirrors is vp-agnostic. Hall of Mirrors is treasurable. Hall of Mirrors is magical. A thing called the mirrors is in Hall of Mirrors. The mirrors are scenery and plural-named. The description of the mirrors is "You look into infinity.". Understand "mirror" as mirrors. Before attacking the mirrors: say "You smash one of the mirrors -- but there are only further mirrors behind it. After a few seconds, the shards of glass start moving up and reform the mirror. Not a crack can be seen." instead. The reflections are scenery in Hall of Mirrors. Before attacking the reflections: try attacking the mirrors instead. The description of the reflections is "Something seems to be wrong, but you cannot find positive evidence.". After printing the name of something while looking when in Hall of Mirrors: say " [one of](reflected thousandfold)[or](mirrored all around you)[or](copied and copied by mirrors)[or](multiplied ad infinitum)[at random]" instead. A whether attacking begins rule (this is the sometimes attack a mirror image in Hall of Mirrors rule): if the location is Hall of Mirrors: unless the global attacker is blind: test the perception of global attacker against 10; if test result is false: say " Confused by the mirrors, [if global attacker is the player]you start[otherwise][the global attacker] starts[end if] attacking a reflection before realising [if global attacker is the player]your[otherwise]its[end if] mistake."; if the concentration of the global attacker is greater than 1: now the concentration of the global attacker is 1; rule fails; [ consider the take away until attack circumstances rules;] otherwise: say " Seeing through the illusion created by the mirrors, [if global attacker is the player]you attack[otherwise][the global attacker] attacks[end if] the real [if global defender is not the player][global defender][otherwise]you[end if].". A perception test rule (this is the concentration bonus in Hall of Mirrors rule): [BUG with chain golem] if an actor attacking in Hall of Mirrors and the actor is the test subject: unless the test subject is blind: if concentration of the actor is greater than 0: increase test score by concentration of the actor; say " + [concentration of the actor] (concentration)[run paragraph on]". A standard AI action select rule (this is the concentration better in Hall of Mirrors select rule): if location is Hall of Mirrors: choose row with an Option of the action of the global attacker concentrating in the Table of AI Combat Options; increase the Weight entry by 1. Chapter - Phantasmagoria Phantasmagoria is a room. "This huge hall is filled with the radiant images of warriors long dead, fighting their bloody battles over and over again.[run paragraph on][unless the player is blind] You see [phantasmagoria show] -- but the scene changes before you can focus on any details.[run paragraph on][end if]" Phantasmagoria is connectable. Phantasmagoria is not connection-inviting. Phantasmagoria is placeable. Phantasmagoria is habitable. Phantasmagoria is treasurable. Phantasmagoria is vp-agnostic. Phantasmagoria is magical. The radiant images are scenery in Phantasmagoria. Understand "warriors" and "battles" and "image" as the radiant images. The description of the radiant images is "For a moment, you watch [phantasmagoria show].". Instead of attacking the radiant images: say "You courageously attack the illusory beings.". To say phantasmagoria show: let N be a random number between 1 and 10; if N is: -- 1: say "vast armies of skeletons clash while their masters pray for the help of forbidden deities"; -- 2: say "a heavily muscled barbarian succumbing to the fiery breath of a dragon"; -- 3: say "two naked [one of]male[or]female[purely at random] slaves fighting to the death for the pleasure of their reptile [one of]master[or]mistress[purely at random]"; -- 4: say "fountains of fire erupting in the middle of a contingent of archers"; -- 5: say "flaming bolts, fired by huge ballistae, flying right over your head"; -- 6: say "several knights in plate armour struggling to reach the shores of a swamp, while the land retreats before them as if it were alive"; -- 7: say "shrieking ghosts being whipped into a frenzy by a necromancer thousands of years old"; -- 8: say "an elated thief running towards a huge pile of treasure, which then opens a maw and devours him"; -- 9: say "a hopeful party of sixteen year old adventurers getting slaughtered by [no dead property][a random monster][dead property]"; -- 10: if at least one monster is not alive: let guy be a random not alive monster; say "yourself fighting [no dead property][the guy][dead property]"; otherwise: say "three bull-men getting eaten by a horrendous swamp monster". Every turn when in phantasmagoria: if hate is present: if a random chance of 1 in 5 succeeds: let lijst be a list of persons; repeat with guy running through alive persons enclosed by the location: unless guy is blind: add guy to lijst; now concentration of guy is 0; say "Suddenly, [one of]a disintegrating skeletal warrior[or]a blast of dragon's fire[or]a naked male slave screaming in fear[or]a naked female slave fleeing in tears[or]a huge fountain of fire[or]a crashing ballista bolt[or]a drowning knight, crying for his god,[or]a ghost devouring the flesh of a still living man[or]a frenzied bull elephant[or]a shrieking princess in the claws of a demon[or]an obese king carried by seven blind eunuchs[at random] appears. [unless lijst is empty]While only an image that flickers and then disappears, it startles [lijst with definite articles][otherwise]The illusions do not affect anyone[end if].". A standard AI action select rule (this is the phantasmagoria concentration select rule): choose row with an Option of the action of the global attacker concentrating in the Table of AI Combat Options; if the location is Phantasmagoria: unless the global attacker is blind: decrease the Weight entry by 2 times the concentration of the global attacker. Chapter - Bridge of Doom [TODO: nooit iets onder de Bridge of Doom?] The Bridge of Doom is a room. "You stand on an exceedingly narrow bridge crossing a seething lake of lava. Dodging would be suicidal." Bridge of Doom is not connectable. Bridge of Doom is not connection-inviting. Bridge of Doom is placeable. Bridge of Doom is habitable. Bridge of Doom is treasurable. Bridge of Doom is vp-likely-underground. Bridge of Doom is elemental. Placing Bridge of Doom is a truth state that varies. Placing Bridge of Doom is false. A placement possible rule: unless placing Bridge of Doom is true: if considered room is Bridge of Doom: unless considered-z is z-coordinate of original room: rule fails; let x-diff be considered-x minus x-coordinate of original room; let y-diff be considered-y minus y-coordinate of original room; let z-diff be considered-z minus z-coordinate of original room; let x be considered-x plus x-diff; let y be considered-y plus y-diff; let z be considered-z plus z-diff; unless the space at x by y by z is free: if the room at x by y by z is not connectable: rule fails; if original room is Bridge of Doom: rule fails. An additional placement rule: if additional considered room is Bridge of Doom: now placing Bridge of Doom is true; let x-diff be x-coordinate of Bridge of Doom minus x-coordinate of original room; let y-diff be y-coordinate of Bridge of Doom minus y-coordinate of original room; let z-diff be z-coordinate of Bridge of Doom minus z-coordinate of original room; let x be x-coordinate of Bridge of Doom plus x-diff; let y be y-coordinate of Bridge of Doom plus y-diff; let z be z-coordinate of Bridge of Doom plus z-diff; if the space at x by y by z is free: let chosen room be a suitable room from Bridge of Doom at x by y by z; place chosen room from Bridge of Doom at x by y by z; otherwise: let place be the room at x by y by z; let way be the direction from Bridge of Doom to place; change the way exit of Bridge of Doom to place; let reverse be the opposite of way; change the reverse exit of place to Bridge of Doom; now placing Bridge of Doom is false. Standard AI action select rule (this is the do not dodge in bridge of doom rule): if the location is Bridge of Doom: unless the global attacker is flying: choose row with an Option of the action of the global attacker dodging in the Table of AI Combat Options; decrease the Weight entry by 100. An aftereffects before flavour text rule (this is the better not dodge on bridge of doom rule): if the location is the bridge of doom and the global defender can move: if the player is the global defender and the player is at dodge: if the to-hit roll is not greater than the defence of the global defender: unless the player is flying: say "You successfully dodge the attack of the [global attacker]. Since there is no place to dodge to on the narrow bridge, your maneuver continues with an involuntary downward movement."; end the game saying "You fell into the lava."; stop the action. Player-vulnerable-to-bridge is a truth state that varies. Player-vulnerable-to-bridge is false. An aftereffects rule (this is the hit may send you off the bridge of doom rule): unless the global defender is flying: if the global defender can move: if the location is the bridge of doom and the global defender is not killed: if the final damage is greater than 0: let n be a random number between 0 and 12; if n is less than final damage: say "Reeling from the blow, [the global defender] balance[if the global defender is not the player or the global defender is plural-named]s[end if] on the edge of the bridge. [italic type]"; let n be a random number between 6 and 10; test the dexterity of the global defender against n; say "[roman type]"; if test result is false: if the global defender is the player: if player-vulnerable-to-bridge is true: say " You frantically try to stay on the bridge, but to no avail. Your left foot slips, and you tumble down towards fiery death."; end the game saying "You fell into the lava."; stop the action; otherwise: say " You frantically try to stay on the bridge, slip, slide past the edge -- and then, somehow, manage to regain your footing at the last moment. That was some extraordinary luck."; now player-vulnerable-to-bridge is true; otherwise: say " [The global defender] slips and falls, disappearing into the lava below."; now the health of the global defender is -10; [remove the global defender from play;] [leads to bug?] otherwise: say " [CAP-defender] manage[if the global defender is not the player or the global defender is plural-named]s[end if] to stay on the bridge.". Exceedingly narrow bridge is scenery in Bridge of Doom. The description of exceedingly narrow bridge is "You doubt there is enough room on the bridge to safely dodge an attack.". Seething lake of lava is a scenery open enterable container in Bridge of Doom. The description of seething lake of lava is "Molten rock -- whether heated by natural or by unnatural means you cannot say.". Carry out entering the seething lake of lava: end the story saying "You committed suicide."; say "On a whim, you jump down into the lava." instead. Instead of direction-jumping down in Bridge of Doom: try entering the seething lake of lava instead. Instead of going down in Bridge of Doom: try entering the seething lake of lava instead. First carry out inserting something into the seething lake of lava: remove the noun from play; say "You throw [the noun] into the lava." instead. Chapter - Temple of Nomos The Temple of Nomos is a room. "The exactly elliptical room is dominated by a towering statue of Nomos, built out of harsh geometrical forms." Temple of Nomos is connectable. Temple of Nomos is not connection-inviting. Temple of Nomos is placeable. Temple of Nomos is habitable. Temple of Nomos is treasurable. Temple of Nomos is consecrated. Temple of Nomos is vp-agnostic. Temple of Nomos is religious. The statue of Nomos is scenery in Temple of Nomos. The description of the statue of Nomos is "While neither cruel nor evil, Nature as Law is the most uncaring and least merciful of all gods. His dictates are obeyed, not out of fear, but out of necessity. Praying to Nomos can be beneficial -- if you are willing to submit to his commands." Instead of attacking the statue of Nomos: say "For aeons, warmth and coldness, air and water, and all the internal material tensions have wrought their slow changes on the atomic structure of the statue of Nomos. This is the exact moment when the critical limit is reached, and Nomos' massive marble fist breaks free and surrenders itself to the laws of gravity. Your body underneath is forced to surrender as well."; end the game saying "You were crushed.". Instead of climbing the statue of Nomos: say "It is far too smooth for you to climb.". The Nomos counter is a number that varies. The Nomos counter is 0. The Nomos wrath counter is a number that varies. The Nomos wrath counter is 0. The Nomos bonus is a truth state that varies. The Nomos bonus is false. Every turn (this is the decrease the Nomos counter rule): if the main actor is the player: if Nomos counter is greater than 0: decrease Nomos counter by 1; if Nomos counter is 0: now Nomos bonus is true. Every turn (this is the decrease the Nomos wrath counter rule): if the main actor is the player: if Nomos wrath counter is greater than 0: decrease Nomos wrath counter by 1; if the Nomos wrath counter is 0: say "From the beginning of time, all the Universe's constituent particles have traced their preordained paths, to arrive at their present constellation -- a rare constellation in which all the thermal energy of your body is suddenly transferred to the air and dissipates. Your blood freezes, and you die."; end the game saying "The last thing you hear is booming but mirthless laughter.". Instead of praying in Temple of Nomos: if the Nomos counter is greater than 0: say "You pray again, even though Nomos has already given you his decree. Will your iniquity go unpunished?"; if Nomos wrath counter is 0: now Nomos wrath counter is a random number between 5 and 50; if a random chance of 1 in 3 succeeds: now Nomos wrath counter is 0; otherwise: now Nomos counter is a random number between 1 and 5; say "A deep voice inside your head speaks: 'You will attack [Nomos counter] turns from now. The law will be with you.'". Before reading a command (this is the planning notification rule): if the main actor is the player: if the Nomos bonus is true: say "[bold type](Remember: Nomos has told you to attack this turn.)[roman type][line break]". First every turn rule (this is the Nomos bonus is false rule): if the main actor is the player: now Nomos bonus is false. Before doing anything except attacking when Nomos bonus is true: if the main actor is the player: if at least one hostile alive person is enclosed by the location: let X be a random hostile person enclosed by the location; say "You plan on [current action], but find yourself attacking [the X] instead."; try attacking X instead; otherwise: say "You plan on [current action], but find your body attacking itself instead!"; make the player strike a blow against the player instead. Before attacking when Nomos counter is greater than 0: say "Deciding to break the command of Nomos, you plan on attacking [the noun]. However, you find yourself "; let N be a random number between 1 and 5; if N is: -- 1: say "doing nothing instead."; try waiting instead; -- 2: say "concentrating instead."; try concentrating instead; -- 3: if the player carries at least one thing: let X be a random thing carried by the player; say "dropping [the X] instead."; try dropping X instead; otherwise: say "praising the god instead." instead; -- 4: say "speaking a language you have never heard instead." instead; -- 5: say "contemplating the inevitability of Death instead." instead. An attack modifiers rule (this is the Nomos attack bonus rule): if Nomos bonus is true and the global attacker is the player: if the numbers boolean is true, say " + 2 (the law is with you)[run paragraph on]"; increase the to-hit modifier by 2. A damage modifiers rule (this is the Nomos damage bonus rule): if Nomos bonus is true and the global attacker is the player: let n be 0; if the global defender provides the property level: now n is 1 + level of the global defender; otherwise: now n is 2; if the numbers boolean is true, say " + [n] (the law is with you)[run paragraph on]"; increase the damage modifier by n. The alternative do not kill yourself rule is listed instead of the do not kill yourself rule in the check attacking rulebook. This is the alternative do not kill yourself rule: if the noun is the player and Nomos bonus is false: take no time; say "You are not that desperate!" instead. The alternative do not attack friendly people rule is listed instead of the do not attack friendly people rule in the check attacking rulebook. This is the alternative do not attack friendly people rule: if the faction of the player is the faction of the noun and Nomos bonus is false: take no time; say "[The noun] is your friend, not your enemy!" instead. The alternative do not attack neutral people rule is listed instead of the do not attack neutral people rule in the check attacking rulebook. This is the alternative do not attack neutral people rule: if the faction of the player does not hate the faction of the noun and Nomos bonus is false: take no time; say "[The noun] is not your enemy." instead. Chapter - Temple of Aite The Temple of Aite is a room. "The black stones have been scratched in a million fights, and will nevermore lose the faint colour of blood. This is the temple of Aite, whose laughing statue rises above all." Temple of Aite is connectable. Temple of Aite is not connection-inviting. Temple of Aite is placeable. Temple of Aite is habitable. Temple of Aite is treasurable. Temple of Aite is consecrated. Temple of Aite is vp-agnostic. Temple of Aite is religious. The statue of Aite is scenery in Temple of Aite. The description of the statue of Aite is "A vast statue made of razor sharp weapons. The goddess of chaos and destruction is a dangerous one to worship -- but it can be worth it.". The Aite wrath state is a number that varies. The Aite wrath state is 0. [-1: angry; +1 pleased] Instead of attacking the statue of Aite: say "You experimentally whack the statue a couple of times, but it doesn't seem to budge. Has this pleased the goddess, or angered her?"; if a random chance of 4 in 9 succeeds: now the Aite wrath state is 1; [good] otherwise: now the Aite wrath state is -1. [bad] Instead of touching the statue of Aite: try climbing the statue of Aite. Instead of climbing the statue of Aite: say "You cut yourself badly as soon as you touch the statue."; decrease the health of the player by 3; if the health of the player is less than 1: end the game saying "You sacrificed yourself to Aite.". Instead of praying in Temple of Aite (this is the Aite prayer rule): do the Aite prayer. To do the Aite prayer: say "You ask Aite for help in battle, and [run paragraph on][if player is beloved of Aite]confidently[otherwise]anxiously[end if] await the consequences.[line break][paragraph break]"; if the Aite counter is 0: now the Aite counter is a random number between 2 and 12. The Aite counter is a number that varies. The Aite counter is 0. Every turn (this is the decrease the Aite counter rule): if Aite counter is greater than 0: decrease Aite counter by 1; if Aite counter is 0: have Aite intervene. To have Aite intervene: let n be a random number between 1 and 6; if Aite wrath state is 1 and n is less than 4: increase n by 3; if Aite wrath state is -1 and n is greater than 3: decrease n by 3; [1-3 are bad, 4-6 are good] if player is beloved of Aite: increase n by 1; if at least one hostile alive person is enclosed by the location: repeat with guy running through hostile alive persons enclosed by the location: if guy is beloved of Aite: if a random chance of 1 in 2 succeeds, decrease n by 1; if n is greater than 6, now n is 6; if n is less than 1, now n is 1; let X be permanent health of the player; now X is X divided by 8; [the standard unit of damage is 12.5% of the maximum health of the player, rounded down] unless at least one hostile alive person is enclosed by the location: if n is greater than 2: make no decision; let guy be a random hostile alive person enclosed by the location; if n is: -- 1: say "A gigantic [one of]sword[or]spear[or]pike[at random] bursts out of the ground, skewering you for [bold type][X times 2] damage[roman type]!"; decrease the health of the player by X times 2; unless the player is killed: let the player lose concentration; if the player is hidden: now the player is not hidden; say "Your cry of pain reveals your presence."; if health of the player is less than 1: end the game saying "Aite is a dangerous mistress."; -- 2: say "A huge [one of]sword[or]spear[or]pike[at random] bursts out of the ground, impaling you for [bold type][X] damage[roman type]!"; decrease the health of the player by X; unless the player is killed: let the player lose concentration; if health of the player is less than 1: end the game saying "Aite is a dangerous mistress."; -- 3: if the concentration of the guy is less than 3: say "[The guy] suddenly looks [bold type]highly concentrated[roman type], as if divinely inspired."; now the concentration of the guy is 3; -- 4: if the concentration of the player is less than 3: say "You suddenly feel divinely inspired and [bold type]highly concentrated[roman type]."; now the concentration of the player is 3; -- 5: say "A huge [one of]sword[or]spear[or]pike[at random] bursts out of the ground, impaling [the guy] for [bold type][X] damage[roman type]!"; decrease the health of the guy by X; unless guy is killed: let the guy lose concentration; if health of the guy is less than 1: now the global attacker is the player; now the global defender is the guy; consider the grant powers when a monster is slain rule; -- 6: say "A gigantic [one of]sword[or]spear[or]pike[at random] bursts out of the ground, impaling [the guy] for [bold type][X times 2] damage[roman type]!"; decrease the health of the guy by X times 2; unless guy is killed: let the guy lose concentration; if health of the guy is less than 1: now the global attacker is the player; now the global defender is the guy; consider the grant powers when a monster is slain rule. An attack modifiers rule (this is the Aite-loved bonus in Temple of Aite rule): if the location is the Temple of Aite: if the global attacker is beloved of Aite: if the numbers boolean is true, say " + 2 (beloved of Aite)[run paragraph on]"; increase the to-hit modifier by 2. Chance to win rule (this is the CTW Aite bonus rule): if the location is the Temple of Aite: if the global attacker is beloved of Aite: increase the chance-to-win by 2. Chapter - Temple of Sul The Temple of Sul is a room. "The only feature breaking the monotony of the circular room made of polished white marble is a huge [if the statue of Sul is in the Temple of Sul]statue. Hewn from flawless mountain crystal, it portrays the goddess Sul[otherwise]pile of fragments of the broken statue[end if]." Temple of Sul is connectable. Temple of Sul is not connection-inviting. Temple of Sul is placeable. Temple of Sul is habitable. Temple of Sul is treasurable. Temple of Sul is consecrated. Temple of Sul is vp-agnostic. Temple of Sul is religious. The statue of Sul is scenery in Temple of Sul. The description of the statue of Sul is "This is the crystal-clear statue of Sul, goddess of blessings and purification. She has been known to lift curses; but she has also been rumoured to hate spurious prayers.". The pile of fragments is scenery. The description of the pile of fragments is "This crystal rubble is all that is left of the proud statue of Sul.". Instead of taking the pile of fragments: say "For reasons that cannot be merely physical, you are unable to move the rubble". Understand "rubble" and "broken" and "statue" and "crystal" as the pile of fragments. Instead of attacking the statue of Sul: say "As soon as you strike the statue, it shatters into a thousand pieces."; remove the statue of Sul from play; move the pile of fragments to the temple of sul; repeat with item running through things: if a random chance of 9 in 10 succeeds: unless item is incorruptible, now item is cursed. Instead of touching the statue of Sul: try climbing the statue of Sul. Instead of climbing the statue of Sul: say "You attempt to climb Sul's statue, but it so smooth that you make no progress at all.". Maximum prayers to Sul is a number that varies. When play begins: now maximum prayers to Sul is a random number between 1 and 3. Instead of praying in Temple of Sul: unless the statue of Sul is in the Temple of Sul: say "Praying has little effect, now that the statue has been destroyed."; otherwise: unless the maximum prayers to Sul is greater than 0: say "You pray, but there is no answer."; otherwise: if the player has at least one cursed corruptible thing: let K be a list of things; repeat with item running through cursed corruptible things had by the player: now item is not cursed; add item to K; say "Sul uncurses [K with definite articles]."; decrease maximum prayers to Sul by 1; otherwise if the player has at least one cursed thing: say "Unfortunately, Sul cannot help you."; otherwise: say "Sul is displeased with your spurious prayer!"; now maximum prayers to Sul is 0; if the player has at least one corruptible not cursed thing: let item be a random corruptible not cursed thing had by the player; now item is cursed; now item is curse-identified. Chapter - Temple of Isatzo The Temple of Isatzo is a room. "Exactly half of the room is black, and exactly half of it is white. This is the temple of Isatzo, the god of balance, whose statue stands in the center, one arm stretched out to each side." Temple of Isatzo is connectable. Temple of Isatzo is connection-inviting. Temple of Isatzo is placeable. Temple of Isatzo is habitable. Temple of Isatzo is treasurable. Temple of Isatzo is consecrated. Temple of Isatzo is vp-agnostic. Temple of Isatzo is religious. The statue of Isatzo is scenery in Temple of Isatzo. The description of the statue of Isatzo is "Made of grey stone, the statue of Isatzo offers one healing and one punishing hand to the world. He looks on mankind with one auspicious and one dropping eye, in equal scale weighing delight and dole.". Instead of attacking the statue of Isatzo: say "The statue seems impervious to harm.". Instead of touching the statue of Isatzo: try climbing the statue of Isatzo. Instead of climbing the statue of Isatzo: say "For every meter you climb, you glide one meter down.". Understand "auspicious" and "dropping" and "eye" and "arm" and "arms" as the statue of Isatzo. The Isatzo time-out is a number that varies. The Isatzo time-out is 0. Every turn (this is the decrease the Isatzo time-out each turn rule): if the main actor is the player and the Isatzo time-out is greater than 0: decrease Isatzo time-out by 1; if Isatzo time-out is 0 and player is in Temple of Isatzo: say "Isatzo is available for prayer again.". Instead of praying in the Temple of Isatzo: if not hate is present: take no time; say "There is nothing for Isatzo to balance here -- you must be engaged in a fight."; otherwise: if Isatzo time-out is greater than 0: take no time; say "The time for a new intervention by Isatzo has not yet come."; otherwise: now Isatzo time-out is a random number between 2 and 10; let guy be the player; while the faction of guy does not hate the faction of the player: let guy be a random person enclosed by the location; [this cannot fail, since hate is present] let m be a random number between 1 and 4; if m is 1: let n be concentration of guy + concentration of player; increase n by 1; now n is n divided by 2; now concentration of guy is n; now concentration of the player is n; say "Isatzo sets your concentration and that of [the guy] to [if n is 0]none[otherwise if n is 1]mild[otherwise if n is 2]medium[otherwise if n is 3]maximal[end if]."; if m is 2: if health of guy is health of player: say "Isatzo feels your health and that of [the guy] are already balanced enough."; otherwise: let n be health of guy minus health of player; let n be absolute value of n; increase n by 1; now n is n divided by 2; if health of guy is less than health of player: say "Isatzo transfers [n] health from you to [the guy]."; increase health of the guy by n; decrease health of the player by n; if health of guy is greater than health of player: say "Isatzo transfers [n] health from [the guy] to you."; decrease health of the guy by n; increase health of the player by n; if m is 3: if a random chance of 1 in 2 succeeds: let i be the number of things had by the player; let j be the number of things had by guy; let k be i + j; if i is j or k is 0: say "Isatzo feels your items and those of [the guy] are well-balanced."; if i is greater than j: let item be a random not readied thing had by the player; say "Isatzo decides to give your [item] to [the guy]."; move item to guy; if j is greater than i: let item be a random not readied thing had by the guy; say "Isatzo decides to give [possessive of the guy] [item] to you."; move item to player; otherwise: let n be a random number between 0 and 3; if a random chance of 1 in 2 succeeds: now concentration of the player is n; say "To balance the combat, Isatzo sets your concentration to [if n is 0]none[otherwise if n is 1]mild[otherwise if n is 2]medium[otherwise if n is 3]maximal[end if]."; otherwise: now concentration of guy is n; say "To balance the combat, Isatzo sets the concentration of [the guy] to [if n is 0]none[otherwise if n is 1]mild[otherwise if n is 2]medium[otherwise if n is 3]maximal[end if]."; if m is 4: let item be a random readied weapon enclosed by the player; if a random chance of 1 in 2 succeeds: say "Isatzo decides that your [item] is imbalanced and needs a buff (permanent +1 attack bonus)."; increase weapon attack bonus of item by 1; otherwise: say "Isatzo decides that your [item] is imbalanced and needs a nerf (permanent -1 attack bonus)."; decrease weapon attack bonus of item by 1. Chapter - The Crypt The Crypt is a room. "Skulls and bones lie scattered amongst the ruined tombs. One big sarcophagus is still intact, and currently [if the sarcophagus is open]open[otherwise]closed[end if]." The Crypt is connectable. The Crypt is not connection-inviting. The Crypt is placeable. The Crypt is not habitable. The Crypt is treasurable. The Crypt is vp-underground. The Crypt is deathly. Ruined tombs is scenery in the crypt. Understand "skulls" and "skull" and "bones" and "bone" as the ruined tombs. The description of the ruined tombs is "Broken and useless.". Instead of taking the ruined tombs: say "You do not find anything useful among the debris.". The sarcophagus is a closed openable scenery container in The Crypt. Understand "tomb" as the sarcophagus. The description of the sarcophagus is "A marble monstrosity carved with skeletons and other symbols of death.". Understand "symbols" and "skeletons" as the sarcophagus. The sarcophagus-inhabitant is a person that varies. The sarcophagus-inhabitant is yourself. [No other default value.] Treasure placement rule (this is the fill the sarcophagus rule): if the crypt is placed: if a random chance of 1 in 2 succeeds: place 1 of minor things in the sarcophagus; if a random chance of 1 in 5 succeeds: place 1 of major things in the sarcophagus; if a random chance of 1 in 12 succeeds: place 1 of epic things in the sarcophagus; if a random chance of 3 in 7 succeeds: let X be a random off-stage undead person; now sarcophagus-inhabitant is X. Report opening the sarcophagus: if the sarcophagus-inhabitant is not yourself: if the sarcophagus-inhabitant is not off-stage or the sarcophagus-inhabitant is killed: now the sarcophagus-inhabitant is yourself; if the sarcophagus-inhabitant is not yourself and the sarcophagus contains less than one thing: move sarcophagus-inhabitant to the location of the sarcophagus; now the player is not hidden; say "As you open the sarcophagus, [a sarcophagus-inhabitant] jumps out!" instead; if the sarcophagus-inhabitant is not yourself and the sarcophagus encloses at least one things: move sarcophagus-inhabitant to the location of the sarcophagus; now the player is not hidden; say "As you open the sarcophagus, you see [a list of things enclosed by the sarcophagus]; but also [a sarcophagus-inhabitant] jumping out of it!" instead; if the sarcophagus-inhabitant is yourself and the sarcophagus encloses at least one thing: say "The sarcophagus contains [a list of things enclosed by the sarcophagus]." instead; if the sarcophagus-inhabitant is yourself and the sarcophagus contains less than one thing: say "The sarcophagus is disappointingly empty. Some other grave robber must have been here before you." instead. Instead of entering the sarcophagus: say "One should not joke with death.". Chapter - Workshop of the Blademaster Workshop of the Blademaster is a room. "The famous workshop of the master of Algir has been transported here in all its glory. A huge forge dominates the room." The huge forge is scenery in Workshop of the Blademaster. The huge forge is an open enterable container. The description of the huge forge is "Some say the Blademaster sold his soul for this forge. Whether infernal or simply magical, it is continually heated by ever-burning sulphur unconsumed, and has been used to craft wonders. Even someone as unskilled as you can insert weapons into it in order to heat them up.". Understand "sulphur" as the huge forge. Carry out entering the huge forge: say "You decide to test whether the inside of the forge is truly as hot as hell. Your experience is consistent with the stories."; end the story saying "Only a little carbon remains of you.". Every turn when the huge forge contains at least one thing (this is the huge forge rule): repeat with item running through things enclosed by huge forge: now heat strength of item is 9. Chapter - Space-Time Discontinuum Space-Time Discontinuum is a room. "Here powerful sorcerers once tortured time to learn the secrets of eternity. Everything around you seems to happen either faster or slower than it should." The difficulty level of Space-Time Discontinuum is 1. [Too weird for newbies.] Initiative rule (this is the initiative is almost completely random in Space-Time Discontinuum rule): if location is Space-Time Discontinuum and the location is not initiative-conferring: repeat with X running through all alive persons enclosed by the location: now the initiative of X is a random number between 0 and 100. Chapter - Vast Staircase The Vast Staircase is a room. "A vast staircase spirals up and down[if staircase still goes down]. In a pinch, you would be able to jump down to the room below, although this might not be particularly healthy[end if]." Vast Staircase is connectable. Vast Staircase is not connection-inviting. Vast Staircase is placeable. Vast Staircase is habitable. Vast Staircase is treasurable. Vast Staircase is vp-agnostic. Vast Staircase is barren. Placing Vast Staircase is a truth state that varies. Placing Vast Staircase is false. [Because it is only considered when moving up or down, we boost the likelihood of the VS a little in those circumstances.] A placement scoring rule (this is the Vast Staircase has higher probability rule): if considered room is Vast Staircase: increase current room score by 1. A placement possible rule: unless placing Vast Staircase is true: if considered room is Vast Staircase: unless considered-z is not z-coordinate of original room: rule fails; let x-diff be considered-x minus x-coordinate of original room; let y-diff be considered-y minus y-coordinate of original room; let z-diff be considered-z minus z-coordinate of original room; let x be considered-x plus x-diff; let y be considered-y plus y-diff; let z be considered-z plus z-diff; unless the space at x by y by z is free: if the room at x by y by z is not connectable: rule fails; if original room is Vast Staircase: rule fails. An additional placement rule: if additional considered room is Vast Staircase: now placing Vast Staircase is true; let x-diff be x-coordinate of Vast Staircase minus x-coordinate of original room; let y-diff be y-coordinate of Vast Staircase minus y-coordinate of original room; let z-diff be z-coordinate of Vast Staircase minus z-coordinate of original room; let x be x-coordinate of Vast Staircase plus x-diff; let y be y-coordinate of Vast Staircase plus y-diff; let z be z-coordinate of Vast Staircase plus z-diff; if the space at x by y by z is free: let chosen room be a suitable room from Vast Staircase at x by y by z; place chosen room from Vast Staircase at x by y by z; otherwise: let place be the room at x by y by z; let way be the direction from Vast Staircase to place; change the way exit of Vast Staircase to place; let reverse be the opposite of way; change the reverse exit of place to Vast Staircase; now placing Vast Staircase is false. To decide whether the staircase still goes down: [The player may collapse the passage.] let place be the room down from Vast Staircase; if place is a room: decide yes; otherwise: decide no. Check direction-jumping down in Vast Staircase: unless staircase still goes down: take no time; say "That passage no longer exists." instead. Check direction-jumping down in Vast Staircase: unless the player can move: take no time; say "Right now, you cannot move." instead. Instead of direction-jumping down in Vast Staircase: let m be a random number between 2 and 6; if a random chance of 1 in 4 succeeds: increase m by 5; let place be the room down from Vast Staircase; say "You jump down into [the place], receiving [m] damage in the process."; decrease health of player by m; consider the sudden combat reset rules; move player to place; now the take no time boolean is false; if player is killed: end the story saying "Your death was not particularly heroic.". An aftereffects rule (this is the hit may send you off the vast staircase rule): if staircase still goes down: unless the global defender is flying: if the global defender can move: if the location is the vast staircase and the global defender is not killed: if the final damage is greater than 0: let n be a random number between 0 and 16; if n is less than final damage: say "Reeling from the blow, [the global defender] balance[if the global defender is not the player or the global defender is plural-named]s[end if] on the edge of the staircase. [italic type]"; let n be a random number between 6 and 11; test the dexterity of the global defender against n; say "[roman type]"; if test result is false: let m be a random number between 2 and 6; if a random chance of 1 in 4 succeeds: increase m by 5; let place be the room down from Vast Staircase; if the global defender is the player: say " You frantically try to stay on the staircase, but to no avail. Your right foot slips, and you tumble down, receiving [m] damage in the process."; decrease health of player by m; consider the sudden combat reset rules; move player to place; now the take no time boolean is false; if player is killed: end the story saying "Your death was not particularly heroic."; otherwise: say " [The global defender] slips and falls!"; decrease health of the global defender by m; now concentration of the global defender is 0; move global defender to place; otherwise: say " [CAP-defender] manage[if the global defender is not the player or the global defender is plural-named]s[end if] to stay on the staircase.". Chapter - Alchemical Laboratory The Alchemical Laboratory is a room. "Centuries ago, Malygris captured the great alchemist Metastasio and forced him to work in this laboratory. Most of his equipment is now gone, but one curious machine remains." Alchemical Laboratory is alchemical. The curious machine is scenery in alchemical laboratory. The curious machine is an open container. The material of the curious machine is iron. The description of the curious machine is "You have no idea how this machine works, but it seems that you can insert an item into it.". Last check inserting something into the curious machine: if the noun is a grenade: say "The machine beeps angrily and rejects [the noun]."; otherwise: if more than zero grenades are off-stage: let chosen grenade be a random flash grenade; let m be a random number between 1 and 4; if m is 2, now chosen grenade is a random rust grenade; if m is 3, now chosen grenade is a random fragmentation grenade; if m is 4, now chosen grenade is a random smoke grenade; let item be a new object cloned from chosen grenade; move item to the location; remove the noun from play; say "You put [the noun] in the curious machine. It starts clicking and beeping, and after a short while, [an item] drops on the ground."; otherwise: say "You put [the noun] in the curious machine, but when nothing happens, you take it out again."; rule succeeds. Chapter - Hall of Vapours The Hall of Vapours is a room. "Several large pipes continuously spew forth vapours into this room." Hall of Vapours is alchemical. Understand "vapours" and "vapour" as the clouds of smoke. The large pipes are scenery in Hall of Vapours. The description of large pipes is "You wonder whether these are actual chimneys or tiny portals to some smoke-filled hell.". The smoke timer of Hall of Vapours is 10. Every turn (this is the smoke the dungeon from the Hall of Vapours rule): if Hall of Vapours is placed: if smoke timer of Hall of Vapours is less than 10: now the smoke timer of Hall of Vapours is 10; repeat with place running through rooms adjacent to Hall of Vapours: if smoke timer of place is less than 2: now the smoke timer of place is 2. Last when play begins: consider the smoke the dungeon from the Hall of Vapours rule. Chapter - Portal Room Portal Room is a room. "A huge [if the huge magical portal is in Portal Room]magical[otherwise]empty[end if] portal dominates the room." Portal Room is magical. The huge magical portal is scenery in Portal Room. The description of huge magical portal is "You can enter this portal -- but who knows where you will be getting out?". A thing called the huge empty portal is scenery. The description of the huge empty portal is "The magical field gone, the portal now seems pretty useless.". Instead of entering the huge magical portal: teleport the player; if a random chance of 1 in 4 succeeds: remove huge magical portal from play; move huge empty portal to Portal Room. Instead of entering the huge empty portal: take no time; say "The magical field has dissipated, and the portal is now useless.". Chapter - Library Library is a room. "Hundreds of books line the walls of this magnificent library, a bigger collection than the already legendary one of the marquis of Savon. Malygris even has a scroll analyser installed." Library is civilised. Hundreds of books are scenery in library. Understand "book" as the hundreds of books. The description of hundreds of books is "These tomes appear to be written in many different alphabets, but none you can make any sense of.". Instead of taking the hundreds of books: say "You'd love to partake of the undoubtedly forbidden knowledge stored in them, but you cannot read any of the alphabets -- and there is little doubt that the languages would be equally unfamiliar to you.". Instead of reading the hundreds of books: try taking the hundreds of books. The material of hundreds of books is paper. The scroll analyser count is a number that varies. When play begins (this is the set scroll analyser count rule): now scroll analyser count is 1; if a random chance of 1 in 2 succeeds: increase scroll analyser count by 1; if a random chance of 1 in 6 succeeds: increase scroll analyser count by 1. [5/12, 6/12, 1/12] The scroll analyser is an open scenery container in library. The material of the scroll analyser is iron. The description of scroll analyser is "This weird machine can identify scrolls, [if scroll analyser count is greater than 0]and seems ready for operation. Just put a scroll in it, and it will do its magic[otherwise]but it seems to have broken down[end if].". Understand "analyzer" and "weird" and "machine" and "device" as the scroll analyser. A treasure scoring rule (this is the scrolls in library rule): if considered treasure contains a scroll and considered room is the library: increase current room score by 2. Last check inserting something into the scroll analyser: if the noun is not a scroll or scroll analyser count is less than 1: say "The scroll analyser refuses to open."; otherwise: decrease scroll analyser count by 1; let effect be scroll-effect of the noun; if player has-knowledge-of effect: say "The machine confirms that this is [a noun].[run paragraph on]"; otherwise: repeat through Table of Magic Scrolls: if scroll-effect entry is effect and true-name entry is true: say "It is a [scroll entry]![run paragraph on]"; scroll-effect-identify effect; repeat with item running through scrolls carried by the player: if scroll-effect of item is effect: have the parser notice item; if scroll analyser count is less than 1: say " As you take back your scroll, something snaps within the analyser. It will probably never work again."; otherwise: say "[paragraph break]"; rule succeeds. Chapter - Drawing Room The Drawing Room is a room. "This otherwise unremarkable room has been decorated with a fascinating drawing." The Drawing Room is connectable. The Drawing Room is not connection-inviting. The Drawing Room is placeable. The Drawing Room is habitable. The Drawing Room is treasurable. The Drawing Room is vp-agnostic. The Drawing Room is civilised. A placement possible rule: if the considered room is the drawing room or the considered room is the quartering room: if the number of rooms surrounding considered-x by considered-y by considered-z is the number of cardinal directions: rule fails. An additional placement rule: if the additional considered room is the drawing room: place quartering room next to drawing room. An additional placement rule: if the additional considered room is the quartering room: place drawing room next to quartering room. The fascinating drawing is scenery in the drawing room. Understand "painting" and "shadow" and "battle" and "scene" as the fascinating drawing. Instead of examining the fascinating drawing: let X be a list of persons; repeat with guy running through alive not off-stage persons: unless guy is Malygris or guy is Nameless Horror: add guy to X; let n be the number of killed persons; let item be a random readied weapon carried by the player; if the number of entries in X is greater than 1: say "The artist has skillfully drawn a battle scene involving [X with indefinite articles]. [if n is greater than 2]Several figures seem to have been smudged out. [end if]In the background, Malygris rises triumphant over all[if Eternal Prison is placed] -- unless the huge shadow behind him is a creature threatening to consume even him[end if]."; otherwise: say "The artist has skillfully drawn a battle scene between you and Malygris, where you are evidently being crushed by the mighty wizard. Large portions of the drawing have been wiped out.". After deciding the scope of the player while in Drawing Room: repeat with guy running through alive not off-stage persons: unless guy is Nameless Horror: [TODO!!! This is an ugly hack.] place guy in scope. Before doing anything except examining in Drawing Room: if the noun is a person and the location of the noun is not the location of the player: take no time; say "It is only a drawing." instead; if the second noun is a person and the location of the second noun is not the location of the player: take no time; say "It is only a drawing." instead; continue the action. Persuasion rule for asking people to try doing something when the player is in Drawing Room: if the location of the person asked is not the location of the player: say "It is only a drawing."; persuasion fails. Instead of attacking or cutting or touching the fascinating drawing: say "The painting seems to be magically protected.". Chapter - Quartering Room The Quartering Room is a room. "The smell of decay here is overwhelming. A large pile of human body parts lies in a corner." The Quartering Room is connectable. The Quartering Room is not connection-inviting. The Quartering Room is placeable. The Quartering Room is habitable. The Quartering Room is treasurable. The Quartering Room is vp-agnostic. The Quartering Room is deathly. Instead of smelling in the Quartering Room: say "The stench of rotting bodies overwhelms everything else.". The large pile of body parts is scenery in the Quartering Room. Understand "human" and "non-human" and "part" and "legs" and "arms" and "heads" and "intestines" as the large pile of body parts. Description of the large pile of body parts is "A gruesome collection of legs, arms, heads, intestines, and all other parts of the human body. If you really wanted to, you could search it for treasures.". Instead of taking the large pile of body parts: say "You definitely do not want any of the body parts.". Pile-searched is a truth state that varies. Pile-searched is false. Instead of searching the large pile of body parts: if pile-searched is false: if a random chance of 1 in 2 succeeds: now pile-searched is true; if rotting corpse is off-stage and rotting corpse is alive: say "As you search the pile, a rotting corpse jumps out!"; move rotting corpse to location of the large pile of body parts; now the player is not hidden; otherwise: say "The most valuable thing you find is a putrefying arm that might function as a club."; move putrefying arm to player; otherwise: do the pile-scroll-giving; otherwise: say "You find nothing else in the pile.". To do the pile-scroll-giving: let effect be a random scroll-effect; while effect is no-effect: now effect is a random scroll-effect; if a random chance of 1 in 4 succeeds: now effect is scroll-ghoulification; if a random chance of 1 in 3 succeeds: now effect is scroll-summoning; let item be a random prototypical obfuscated scroll which has-scroll-effect effect; if player has-knowledge-of effect: now item is a random prototypical plain scroll which has-scroll-effect effect; let newobject be a new object cloned from item; move newobject to player; say "You have found [a newobject] buried between the body parts. It is slightly wet and smelly, but still usable.". The putrefying arm is a weapon. The description of putrefying arm is "Although it smells terribly, this arm is actually quite sturdy. You could beat people with it.". The damage die of putrefying arm is 8. The weapon attack bonus of putrefying arm is 1. Instead of smelling putrefying arm: say "It is horrible.". [In a huge beast skeleton?] [a white stairway that mounted amid the veering vapors. Behind him the flames rose unbroken, like a topless rampart; and on either hand, from instant to instant, the smoke shaped itself into demon forms and faces that menaced him] [Presently he came to the huge, browless skull of an uncouth creature, which reposed on the ground with upward-gazing orbits; and beyond the skull was the monster's moldly skeleton, wholly blocking the passage. Its ribs were cramped by the narrowing walls, as if it had crept there and had died in the darkness, unable to withdraw or go forward. White spiders, demon-headed and large as monkeys, had woven their webs in the hollow arches of the bones; and they swarmed out interminably as Nushain approached; and the skeleton seemed to stir and quiver as they seethed over it abhorrently and dropped to the ground before the astrologer. Behind them others poured in a countless army, crowding and mantling every ossicle.] Part - Special Rooms To put (place - a room) in a near location: let starting position be a random placed room; now considered-x is the x-coordinate of starting position; now considered-y is the y-coordinate of starting position; now considered-z is the z-coordinate of starting position; do a random step; do a random step; while not the space at considered-x by considered-y by considered-z is free: do a random step; now x-coordinate of place is considered-x; now y-coordinate of place is considered-y; now z-coordinate of place is considered-z; now place is placed; if generation info is true, say "* Added [place] ([x-coordinate of place], [y-coordinate of place], [z-coordinate of place]).[line break][run paragraph on]". To do a random step: let q be a random number between 1 and 6; if q is 1, increase considered-x by 1; if q is 2, decrease considered-x by 1; if q is 3, increase considered-y by 1; if q is 4, decrease considered-y by 1; if q is 5, increase considered-z by 1; if q is 6, decrease considered-z by 1. Chapter - Eternal Prison The Eternal Prison is a room. "The sense of evil emanating from the very stone of this room is almost overpowering." Eternal Prison is connectable. Eternal Prison is not connection-inviting. Eternal Prison is not placeable. Eternal Prison is not habitable. Eternal Prison is not treasurable. Eternal prison is not teleportable. Eternal Prison is vp-underground. Eternal Prison is barren. A dungeon interest rule (this is the potentially add the Eternal Prison rule): if a random chance of 1 in 5 succeeds: put Eternal Prison in a near location. Chapter - Hidden Treasury Hidden Treasury is a room. "On a raised portion of the floor stands a huge chest, beautifully inlaid with gems and precious metals. It must have been full of treasure once." Hidden Treasury is connectable. Hidden Treasury is not connection-inviting. Hidden Treasury is not placeable. Hidden Treasury is not habitable. Hidden Treasury is not treasurable. Hidden Treasury is not teleportable. Hidden Treasury is vp-agnostic. Hidden Treasury is civilised. The ornate chest is scenery in Hidden Treasury. The ornate chest is a closed openable container. Understand "gems" and "precious" and "metals" as the ornate chest. A dungeon interest rule (this is the potentially add the Hidden Treasury rule): if a random chance of 1 in 5 succeeds: put Hidden Treasury in a near location; place 3 of minor things in ornate chest; place 1 of major things in ornate chest; if a random chance of 1 in 3 succeeds: place 1 of epic things in ornate chest. Chapter - Cavern of Rust Cavern of Rust is a room. "The walls of this cavern are covered with the spores of the rust fungus." Cavern of Rust is connectable. Cavern of Rust is not connection-inviting. Cavern of Rust is not placeable. Cavern of Rust is not habitable. Cavern of Rust is treasurable. Cavern of Rust is not teleportable. Cavern of Rust is vp-agnostic. Cavern of Rust is barren. Cavern of Rust is rust-spored. A dungeon interest rule (this is the potentially add the Cavern of Rust rule): if a random chance of 1 in 5 succeeds: put Cavern of Rust in a near location. Kerkerkruip Locations ends here.