Kerkerkruip Locations by Victor Gijsbers begins here. Use authorial modesty. Book - Rooms Section - Room labels for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) A room has a figure name called the map-label. The map-label of a room is usually Figure of Null. Section - Special map backgrounds (for use with Kerkerkruip Glimmr Additions by Erik Temple) A room has a figure name called the map-background. The map-background of a room is usually Figure of Null. The Bridge of Doom is tunnel-drawn. The map-background of Bridge of Doom is Figure of map_room_lava. [If a room's background needs to extend outside the tile extent of the room, give it a y-offset.] [Figure of map_room_lava has a number called y-offset. The y-offset is 0.] Part - The rooms themselves Chapter - Temple type [Initially, at least, the only role of the temple kind is to enable easy display of the temple overlay on the graphical map.] A temple is a kind of a room. 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[initial-possessions]." 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 extra-accepting. Entrance Hall is civilised. Say-possessions is a truth state that varies. Say-possessions is true. To say initial-possessions: if say-possessions is true: now say-possessions is false; say ".[paragraph break]You possess [a list of things had by the player][if ment timer is not 0], and are [bold type]under the influence of ment[roman type][run paragraph on]" 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 modifier rule (this is the attack penalty in Entrance Hall rule): if the location is Entrance Hall: if the global attacker is using eyes: let n be 2 minus the smoke penalty of Entrance Hall; if n is greater than 0: say " - [n] (blinding light)[run paragraph on]"; decrease the attack strength by n. The player is in Entrance Hall. Section - Entrance Hall label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Entrance Hall is Figure of map_label_Entrance. Chapter - Hall of Mirrors The hall of mirrors is a room. "Mirrors surround you on all sides in an impossible geometry[run paragraph on][if the player is using eyes]. Myriad reflections follow your every movement -- though some, always in the corner of your eyes, seem to behave differently[end if]." 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 extra-accepting. 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.". Fragmentation rule (this is the hall of mirrors fragmentation rule): if fragmentation-place is Hall of Mirrors: if player is in Hall of Mirrors: say "All the mirrors are blown to pieces and fall down like a rain of ice and light. But after a few seconds, the shards of glass start moving up and reform the mirrors. Not a crack can be seen."; rule succeeds. After printing the name of something while looking when the location is the Hall of Mirrors: say "[run paragraph on]"; if the player is using eyes: say " [one of](reflected thousandfold)[or](mirrored all around you)[or](copied and copied by mirrors)[or](multiplied ad infinitum)[at random]". Check an actor hitting when the location is Hall of Mirrors (this is the sometimes attack a mirror image in Hall of Mirrors rule): if the global attacker is using eyes: unless the global attacker grapples the global defender: unless the global defender grapples the global attacker: unless reflection-attack is true: test the mind of global attacker against (14 - tension); 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; follow the special dagger of double strike rule; 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] [attack][end if] the real [if global defender is not the player][global defender][otherwise]you[end if].". An AI action selection rule for a person (called P) when the location is Hall of Mirrors (this is the concentration is more important in the Hall of Mirrors rule): choose row with an Option of the action of P concentrating in the Table of AI Action Options; increase the Action Weight entry by 1. Section - Hall of Mirrors label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Hall of Mirrors is Figure of map_label_Mirrors. Chapter - Phantasmagoria The 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][if the player is using eyes] 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 extra-accepting. 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 "a necromancer sheltering from a volley of arrows behind a freshly summoned giant's corpse"; -- 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 [the name of a random monster]"; -- 10: if at least one monster is not alive: let guy be a random not alive monster; say "yourself fighting [the name of the guy]"; otherwise: say "three bull-men getting eaten by a horrendous swamp monster". Every turn when the location is the phantasmagoria and the combat status is not peace: let n be the number of alive persons in phantasmagoria; now n is (3 times n); if a random chance of 1 in n succeeds: let lijst be a list of persons; repeat with guy running through alive persons enclosed by the location: if guy is using eyes: if concentration of guy is greater than 0: if a random number between 1 and 5 is greater than the concentration of guy: have guy lose concentration with penalty 0, silently; if concentration broken of guy is true: add guy to lijst; say "Suddenly, [one of]a disintegrating skeletal warrior appears[or]a blast of dragon's fire appears[or]a naked male slave appears, screaming in fear[or]a naked female slave appears, fleeing in tears[or]a huge fountain of fire appears[or]a crashing ballista bolt appears[or]a drowning knight appears, crying for his god[or]a ghost appears, devouring the flesh of a still living man[or]a frenzied bull elephant appears[or]a shrieking princess appears in the claws of a demon[or]an obese king carried by seven blind eunuchs appears[or]a newly reanimated soldier appears, taking a blow for his necromancing comrade[at random]. [unless lijst is empty]While only an image that flickers and then disappears, it [bold type]startles [lijst with definite articles][roman type][otherwise]The illusions do not affect anyone[end if].". An AI action selection rule for a person (called P) when the location is Phantasmagoria (this is the concentration is often futile in Phantasmagoria rule): if P is using eyes: choose row with an Option of the action of P concentrating in the Table of AI Action Options; decrease the Action Weight entry by 2 times the concentration of P. Section - Hall of Mirrors label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Phantasmagoria is Figure of map_label_Phantasmagoria. Chapter - Lake of Lava The lake of lava is a room. Lake of Lava is nogo. Lake of Lava is not connectable. Lake of Lava is not connection-inviting. Lake of Lava is not placeable. Lake of Lava is not teleportable. Lake of Lava is not habitable. Lake of Lava is not treasurable. Lake of Lava is not extra-accepting. Lake of Lava is vp-likely-underground. Lake of Lava is elemental. A placement possible rule: if original room is Lake of Lava: rule fails. Falling rule (this is the Lake of Lava kills fallers rule): if falling-destination is Lake of Lava: if falling-guy is not ethereal: if falling-guy is player: end the story saying "You fell into the lava"; otherwise: now the health of falling-guy is -10; [Instakill effect, bypasses the damage system.] rule succeeds. Section - Lake of Lava label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Lake of Lava is Figure of map_label_Lava_lake. 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 not extra-accepting. 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; now x is considered-x; now y is considered-y; now z is considered-z - 1; unless the space at x by y by z is free: rule fails; [always placing Lake of Lava under Bridge of Doom] 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; connect Bridge of Doom to place; now x is x-coordinate of Bridge of Doom; now y is y-coordinate of Bridge of Doom; now z is z-coordinate of Bridge of Doom - 1; place Lake of Lava from Bridge of Doom at x by y by z; now placing Bridge of Doom is false. An AI action selection rule for an at-React person (called P) when the location is Bridge of Doom (this is the do not dodge on the Bridge of Doom rule): unless P is flying: choose row with an Option of the action of P dodging in the Table of AI Action Options; decrease the Action Weight entry by 100. Player-vulnerable-to-bridge is a truth state that varies. Player-vulnerable-to-bridge is false. After an actor hitting (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 global defender is at dodge: if the attack strength is less than the defence of the global defender: unless the global defender is flying: if the global defender is the player: if player-vulnerable-to-bridge is true: 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 story saying "You fell into the lava"; stop the action; otherwise: say "You successfully dodge the attack of [the global attacker]. Since there is no place to dodge to on the narrow bridge, your maneuver almost ends in a drop down into the lava -- but you manage to [bold type]regain your balance[roman type] almost miraculously. This is something you might not want to try again."; now player-vulnerable-to-bridge is true; otherwise: say "[The global defender] [avoid] the attack, but in doing so [step] from the bridge and [plunge] into the lava below!"; now the health of global defender is -10; [Instakill.] continue the action. To balance is a verb. To manage is a verb. An aftereffects rule (this is the hit may send you off the bridge of doom rule): if global defender can fall: if the location is the bridge of doom and the global defender is alive: if the total damage is greater than 0: let n be a random number between 0 and 12; if n is less than the total damage: say "Reeling from the blow, [the global defender] [balance] on the edge of the bridge. [italic type][run paragraph on]"; let n be a random number between 6 and 10; test the body of the global defender against n; say "[roman type][run paragraph on]"; 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."; have a falling event with the global defender falling in Bridge of Doom for reason 1; 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."; have a falling event with the global defender falling in Bridge of Doom for reason 1; otherwise: say " [The global defender] [manage] 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: unless the player is ethereal: end the story saying "You committed suicide."; say "On a whim, you jump down into the lava." instead; otherwise: try going down instead. Carry out direction-jumping down in Bridge of Doom: try entering the seething lake of lava instead. Instead of going down in Bridge of Doom when the player can move: unless the player is ethereal: 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. Section - Bridge of Doom label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Bridge of Doom is Figure of map_label_Bridge. Chapter - Some Temple Stuff An idol is a kind of thing. A temple has an idol called the resident idol. An idol is usually scenery. After examining an idol: if the noun is the resident idol of the location: unless the player worships a god: say "You feel that you could [italic type]sacrifice[roman type] your powers here.". Check sacrificing (this is the cannot sacrifice in a temple when statue is not present rule): if location of the player is a temple: let item be resident idol of the location of the player; unless item is enclosed by location of the player: take no time; say "This place has been profaned." instead. To profane (place - a temple): remove resident idol of place from play; let angry guy be a random god who infuses the location of the player; if player worships a god: let guy be a random god worshipped by the player; if place is dedicated to guy: end the story saying "Wise people do not anger their own gods. You were not wise."; otherwise: say "[line break][Guy] appreciates your profaning of the holy place of [angry guy], and grants you 1 favour!"; raise favour of the player by 1. Definition: a temple (called the place) is profaned if the resident idol of place is not enclosed by place. Every turn (this is the gods suggest profaning rule): if the location of the player is a temple: if combat status is peace: if player worships a god: if resident idol of the location is enclosed by the location: if a random chance of 1 in 10 succeeds: let guy be a random god who infuses the location of the player; unless player worships guy: say "You are given to understand that [a random god worshipped by the player] would like you to attack the statue of [guy]." Chapter - Temple of Nomos The temple of Nomos is a temple. "The exactly elliptical room [if the statue of Nomos is enclosed by the temple of Nomos]is dominated by a towering statue of Nomos, built out of harsh geometrical forms[otherwise]used to be dominated by a towering statue of Nomos[end if]." Temple of Nomos is dedicated to Nomos. 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 extra-accepting. Temple of Nomos is consecrated. Temple of Nomos is vp-agnostic. Temple of Nomos is religious. The statue of Nomos is an idol in Temple of Nomos. The resident idol of the Temple of Nomos is the statue 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." Understand "god" and "deity" as the statue of Nomos. [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[apostrophe] massive marble fist breaks free and surrenders itself to the laws of gravity. Your body underneath is forced to surrender as well."; end the story saying "You were crushed". ] [I like it ... but we need something else now!] Instead of attacking the statue of Nomos: say "For aeons, warmth and coldness, air and water, and whatever internal tensions there were 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 as you hit the statue, Nomos[apostrophe] massive marble body breaks apart and surrenders itself to the laws of gravity."; if the player worships Nomos: say "[line break]You attempt to jump aside, but one of Nomos[apostrophe] fists falls right on top of you, crushing you into a pile of unidentifiable goo."; otherwise: now the Nomos wrath counter is a random number between 70 and 100; say "[line break]The booming voice of Nomos fills the temple. 'You will be punished, puny mortal! In exactly [Nomos wrath counter] turns, you will die.'"; profane the Temple of Nomos. Instead of climbing the statue of Nomos: say "It is far too smooth for you to climb.". [Doesn't do anything right now, but we might want to reuse it.] The Nomos wrath counter is a number that varies. The Nomos wrath counter is 0. 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 story saying "The last thing you hear is booming but mirthless laughter". Section - Temple of Nomos label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Temple of Nomos is Figure of map_label_Nomos. Chapter - Temple of Aite The temple of Aite is a temple. "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[if the statue of Aite is enclosed by the temple of Aite], whose laughing statue rises above all[end if]." Temple of Aite is dedicated to Aite. 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 extra-accepting. Temple of Aite is consecrated. Temple of Aite is vp-agnostic. Temple of Aite is religious. The statue of Aite is an idol in Temple of Aite. The resident idol of the Temple of Aite is the statue 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.". Understand "god" and "deity" as the statue of Aite. Aite-wrath is a truth state that varies. Aite-wrath is false. Instead of attacking the statue of Aite: say "You experimentally whack the statue a couple of times, but it doesn't seem to budge. You hit it once more, when it suddenly shatters into a thousand iron swords that rain down all around you."; if the player worships Aite: say "[line break]You attempt to dodge the weapons, but you are no match for the goddess."; otherwise: say "[line break]Miraculously, you manage to dodge all the weapons. But Aite's voice screams through the dungeon, promising you a painful death at the hands of your enemies!"; now Aite-wrath is true; profane the Temple of Aite. An attack modifier rule (this is the Aite wrath attack modifier rule): if Aite-wrath is true: if the global defender is the player and the global attacker is not the player: [Aite isn't cool enough to make you hit yourself harder in case of a Nomos intervention or some such] if the numbers boolean is true, say " + 2 (Aite's wrath)[run paragraph on]"; increase the attack strength by 2. Instead of touching the statue of Aite: try climbing the statue of Aite. Instead of climbing the statue of Aite: say "You cut yourself as soon as you touch the statue. The weapons deal [run paragraph on]"; deal 3 points of physical damage; have statue of Aite inflict damage on the player; say "."; if the health of the player is less than 1: end the story saying "You sacrificed yourself to Aite". An attack modifier 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 attack strength by 2. Chance to win rule (this is the CTW Aite bonus rule): if the location is the Temple of Aite: if the running AI is beloved of Aite: increase the chance-to-win by 2. Section - Temple of Aite label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Temple of Aite is Figure of map_label_Aite. Chapter - Temple of Sul The temple of Sul is a temple. "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 dedicated to Sul. 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 extra-accepting. Temple of Sul is consecrated. Temple of Sul is vp-agnostic. Temple of Sul is religious. The statue of Sul is an idol in Temple of Sul. The resident idol of the Temple of Sul is the statue 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.". Understand "god" and "deity" and "crystal" as the statue of Sul. The pile of fragments is scenery. The description of the pile of fragments is "This crystal rubble is all that is left of the once 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."; move the pile of fragments to the temple of Sul; if the player worships Sul: say "[line break]At the same moment, your own body starts growing. It becomes stiff and cold, and you feel your consciousness slipping away. Before you understand that Sul is fashioning you into a new statue of herself, you die."; otherwise: say "[line break]You feel Sul's curses raining down around you."; repeat with item running through things: if a random chance of 2 in 3 succeeds: if item is a weapon and item is not a natural weapon: unless item is incorruptible, now item is cursed; if item is clothing: unless item is incorruptible, now item is cursed; profane the Temple of Sul. 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.". Section - Temple of Sul label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Temple of Sul is Figure of map_label_Sul. Chapter - Temple of Chton The temple of Chton is a temple. "This austere alabaster chamber is a temple to Chton, the god of death. You do not expect the dead to be particularly meek here. A smooth grey statue of Chton silently watches you." [Allusions are to Emily Dickinson, "Safe in their alabaster chambres."] Temple of Chton is dedicated to Chton. Temple of Chton is connectable. Temple of Chton is connection-inviting. Temple of Chton is placeable. Temple of Chton is habitable. Temple of Chton is treasurable. Temple of Chton is extra-accepting. Temple of Chton is consecrated. Temple of Chton is vp-agnostic. Temple of Chton is religious. The statue of Chton is an idol in Temple of Chton. The resident idol of the Temple of Chton is the statue of Chton. The description of the statue of Chton is "Strangers to your country are always surprised that Chton is depicted as a good-looking youth rather than as an old man or a skeletal figure. They don't understand that death is the opposite and the abolition of age, illness, decay -- nothing could be more beautiful and seductive.". Understand "smooth" and "grey" as the statue of Chton. Instead of attacking the statue of Chton: say "You grab hold of the statue of Chton, and pull it over with a mighty heave. As it hits the ground, it smashes into thousands of small pieces."; if the player worships Chton: say "[line break]'So you think you can insult me with impunity?' the seductive voice of Chton asks. 'I'm afraid you are wrong. Well -- if you won't be my obedient servant alive, you at least will be my obedient servant dead.' As his words fade, your body starts to rot. Consciousness leaves you as you turn into a mindless zombie."; otherwise: say "[line break]'So you think you can insult me with impunity?' the seductive voice of Chton asks. 'You are wrong, frail mortal.'"; now Chton-killing is true; profane the Temple of Chton. Chton-killing is a truth state that varies. Chton-killing is false. An add specific damage rule (this is the Chton-killing rule): if Chton-killing is true: if the victim is the player: add 2 points of divine damage with reason "Chton's wrath pulls you to your grave". Instead of touching the statue of Chton: say "It feels as cold as death.". Instead of climbing the statue of Chton: say "The statue is too smooth to climb.". An attack modifier rule (this is the undead better in temple of Chton rule): if the global attacker is undead and the location is the Temple of Chton: if the numbers boolean is true, say " + 1 (undead in temple of Chton)[run paragraph on]"; increase the attack strength by 1. Section - Temple of Chton label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Temple of Chton is Figure of map_label_Chton. Chapter - Temple of Herm The temple of Herm is a temple. "Shadows are everywhere, and you feel that the subtle god Herm might be hiding in any of them -- or in none. Warriors despise him, for they assume that Herm is cowardly; mages respect him, for he is a source of knowledge; but only those either unwilling or too weak to fight truly love him." Temple of Herm is dedicated to Herm. Temple of Herm is connectable. Temple of Herm is connection-inviting. Temple of Herm is placeable. Temple of Herm is habitable. Temple of Herm is treasurable. Temple of Herm is extra-accepting. Temple of Herm is consecrated. Temple of Herm is vp-agnostic. Temple of Herm is religious. The statue of Herm is an idol in Temple of Herm. The resident idol of the Temple of Herm is the statue of Herm. Instead of doing anything with the statue of Herm: take no time; say "It seems to be hidden.". Last detection rule (this is the Temple of Herm detection rule): if the location is the Temple of Herm: say " + 2 (Temple of Herm)[run paragraph on]"; increase the hiding roll by 2. Section - Temple of Herm label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Temple of Herm is Figure of map_label_Herm. 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 extra-accepting. 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" and "coffin" as the sarcophagus. The description of the sarcophagus is "A marble monstrosity carved with skeletons and other symbols of death.". The symbols of death are scenery in The Crypt. The symbols of death are plural-named. Understand "skeletons" and "formula" as the symbols of death. The description of the symbols of death is "The symbols seem to spell out a magical formula. Your knowledge of necromancy is limited, and the only way to find out what the formula does would be by reading it.". Symbols-of-death-number is a number that varies. Symbols-of-death-number is 0. Instead of reading the symbols of death: if Symbols-of-death-number is 0: now Symbols-of-death-number is 1; let n be a random number between 1 and 5; if n is less than 3: say "You either fail to pronounce the symbols correctly, or the spell has lost its power, for there is no effect."; if n is 3: unless ghoul-form is form-active: say "As you read the symbols, your flesh starts to rot and most of your vital functions cease. You have been turned into a ghoul!"; ghoulify the player; otherwise: say "You feel your flesh crawl."; if n is 4: unless the player is hidden: now the player is hidden; say "As you speak the spell, you blend into the shadows."; otherwise: say "You feel mysterious."; if n is 5: say "As you read the symbols of death, you feel an immense power surge through your body. It is either intensely hot or inhumanly cold; the difference is impossible to tell. You finish reading the spell, and wonder what you have been given, and whether it is a blessing or a curse."; if a random chance of 1 in 2 succeeds: now the player is death-blessed; [See systems.] otherwise: now the player is death-cursed; otherwise: say "You read the symbols once again, but nothing happens."; stop the action. 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 not super-undead 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 dead: now the sarcophagus-inhabitant is yourself; let N be the number of things contained by the sarcophagus; if the sarcophagus-inhabitant is not yourself: move sarcophagus-inhabitant to the location of the sarcophagus; now the player is not hidden; now the sarcophagus-inhabitant is not asleep; set pronouns from the sarcophagus-inhabitant; if N is 0: say "As you open the sarcophagus, [a sarcophagus-inhabitant] jumps out!"; otherwise: 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!"; otherwise if N > 0: say "The sarcophagus contains [a list of things enclosed by the sarcophagus]. You pick [if N is 1]it[otherwise]them[end if] up."; set pronouns from a random thing enclosed by the sarcophagus; now the player carries everything enclosed by the sarcophagus; otherwise: say "The sarcophagus is disappointingly empty. Some other grave robber must have been here before you."; rule succeeds; Instead of entering the sarcophagus: say "One should not joke with death.". Section - Crypt label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Crypt is Figure of map_label_Crypt. Chapter - Workshop of the Blademaster The 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." Workshop of the Blademaster is connectable. Workshop of the Blademaster is not connection-inviting. Workshop of the Blademaster is placeable. Workshop of the Blademaster is habitable. Workshop of the Blademaster is treasurable. Workshop of the Blademaster is extra-accepting. Workshop of the Blademaster is vp-agnostic. Workshop of the Blademaster is civilised. 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" and "fire" 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.] Last check inserting something into the huge forge: say "You hold [the noun] in the forge for a few seconds."; now heat strength of noun is 9; rule succeeds. Section - Workshop of the Blademaster label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Workshop of the Blademaster is Figure of map_label_Workshop. Chapter - Space-Time Discontinuum The 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." Space-Time Discontinuum is connectable. Space-Time Discontinuum is not connection-inviting. Space-Time Discontinuum is placeable. Space-Time Discontinuum is habitable. Space-Time Discontinuum is treasurable. Space-Time Discontinuum is extra-accepting. Space-Time Discontinuum is vp-agnostic. Space-Time Discontinuum is magical. The rarity of Space-Time Discontinuum is 1. [Placed less often.] The Space-Time Discontinuum is advanced. STD-firstturn is a truth state that varies. STD-firstturn is true. [To ensure that the player can always retreat.] An initiative update rule (this is the initiative is almost completely random in Space-Time Discontinuum rule): if STD-firstturn is false: 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; now STD-firstturn is false. Section - Space-Time Discontinuum label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Space-Time Discontinuum is Figure of map_label_Discontinuum. 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 might be able to escape from combat by [italic type]jumping down[roman type] 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 extra-accepting. 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; connect Vast Staircase to place; 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. Check direction-jumping down in Vast Staircase: unless the player can fall: take no time; say "You currently cannot fall." instead. Carry out direction-jumping down in Vast Staircase: say "You jump down the vast staircase."; have a falling event with actor falling in Vast Staircase for reason 2; do nothing instead. An aftereffects rule (this is the hit may send you off the vast staircase rule): if staircase still goes down: if the global defender can fall: if the location is the vast staircase and the global defender is alive: if the total damage is greater than 0: let n be a random number between 0 and 16; if n is less than the total damage: say "Reeling from the blow, [the global defender] [balance] on the edge of the staircase. [italic type][run paragraph on]"; let n be a random number between 6 and 11; test the body of the global defender against n; say "[roman type]"; if test result is false: 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. "; otherwise: say " [The global defender] slips and falls!"; have a falling event with global defender falling in Vast Staircase for reason 1; otherwise: say " [The global defender] [manage] to stay on the staircase.". A thing called the staircase is scenery in vast Staircase. Understand "stairs" as the staircase. The description of the staircase is "The staircase winds around the wall, leaving the middle of the room empty.". Instead of climbing the staircase: try going up. Section - Vast Staircase label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Vast Staircase is Figure of map_label_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 connectable. Alchemical Laboratory is connectable. Alchemical Laboratory is not connection-inviting. Alchemical Laboratory is placeable. Alchemical Laboratory is habitable. Alchemical Laboratory is treasurable. Alchemical Laboratory is extra-accepting. Alchemical Laboratory is vp-agnostic. 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.". The machine-counter is a number that varies. The machine-counter is 0. To decide which object is an available (O - a description of objects): Let the acceptable choice be nothing; Repeat with item running through O: if item is off-stage, decide on item; now the acceptable choice is item; decide on the acceptable choice; To decide which object is a usable copy of (item - an object): if item is off-stage: decide on item; decide on a new object cloned from item; Last check inserting something into the curious machine: if the noun is a grenade or the noun is incorruptible: say "The machine beeps angrily and rejects [the noun]."; otherwise: let chosen grenade be a random flash grenade; let m be a random number between 1 and 6; if m is 2, now chosen grenade is an available rust grenade; if m is 3, now chosen grenade is an available fragmentation grenade; if m is 4, now chosen grenade is an available smoke grenade; if m is 5, now chosen grenade is an available teleportation grenade; if m is 6, now chosen grenade is an available Morphean grenade; if a random chance of 1 in 100 succeeds and there is a not placed custom-grenade: now the chosen grenade is a random not placed custom-grenade; Let item be the chosen grenade; if the chosen grenade is cloneable: now item is a usable copy of chosen grenade; move item to the location; set pronouns from the item; increase machine-counter by 1; remove the noun from play; let explode-boolean be false; if a random chance of machine-counter in 50 succeeds: now explode-boolean is true; now machine-counter is 0; 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[if explode-boolean is true]. Something seems to have gone wrong, though, and it immediately explodes[end if]."; if explode-boolean is true: now exploding-location is the location; now exploding-grenade is the item; follow the exploding rules; remove item from play; rule succeeds. Section - Alchemical Laboratory label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Alchemical Laboratory is Figure of map_label_Laboratory. Chapter - Hall of Vapours Pipes-open is a truth state that varies. A dungeon interest rule (this is the open or close pipes in Hall of Vapours rule): if a random chance of 3 in 4 succeeds: now pipes-open is true; otherwise: now pipes-open is false. The hall of vapours is a room. "Several large pipes [if pipes-open is true]continuously spew forth vapours into this room[otherwise]dominate the room[end if]. A big wheel is attached to the pipes." Hall of Vapours is connectable. Hall of Vapours is connection-inviting. Hall of Vapours is placeable. Hall of Vapours is habitable. Hall of Vapours is treasurable. Hall of Vapours is extra-accepting. Hall of Vapours is vp-agnostic. 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. They are currently [if pipes-open is true]spewing vapours into the room[otherwise]shut off[end if].". The large pipes are iron. The big wheel is part of the pipes. The description of the big wheel is "This wheel can be turned to open or close the pipes, which are currently [if pipes-open is true]open[otherwise]closed[end if].". Instead of opening the pipes: if pipes-open is true: take no time; say "The pipes are already open."; otherwise: try turning the big wheel. Instead of closing the pipes: if pipes-open is false: take no time; say "The pipes are already closed."; otherwise: try turning the big wheel. Instead of turning the big wheel: if pipes-open is true: now pipes-open is false; otherwise: now pipes-open is true; say "With a mighty push, you turn the wheel. [if pipes-open is true]Smoke immediately starts pouring forth from the pipes[otherwise]Smoke stops coming from the pipes[end if].". Instead of pushing the wheel: try turning the wheel. Instead of pulling the wheel: try turning the wheel. Instead of switching on the pipes: try opening the pipes. Instead of switching off the pipes: try closing the pipes. Smoke rule (this is the smoke the Hall of Vapours rule): if test room is Hall of Vapours and pipes-open is true: if temporary smoke timer is less than 10: now temporary smoke timer is 10. Section - Hall of Vapours label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Hall of Vapours is Figure of map_label_Vapours. Chapter - Portal Room The 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 connectable. Portal Room is not connection-inviting. Portal Room is placeable. Portal Room is habitable. Portal Room is treasurable. Portal Room is extra-accepting. Portal Room is vp-agnostic. 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 when the player can move: 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.". Section - Portal Room label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Portal Room is Figure of map_label_Portal. Chapter - Library The 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 connectable. Library is not connection-inviting. Library is placeable. Library is habitable. Library is treasurable. Library is extra-accepting. Library is vp-agnostic. 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. Instead of burning the hundreds of books: say "You are not a barbarian!". 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 2 succeeds: increase scroll analyser count by 1; if a random chance of 1 in 3 succeeds: increase scroll analyser count by 1; if a random chance of 1 in 4 succeeds: increase scroll analyser count by 1. The scroll analyser is an open scenery container in library. The initial appearance of the scroll analyser is "A scroll analyser seems to have been abandoned here." 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. It no longer accepts scrolls[end if].". Understand "analyzer" and "weird" and "machine" and "device" as the scroll analyser. First dungeon interest rule (this is the turn the analyser into an extra rule): if the library is not placed: now scroll analyser is extra; now scroll analyser is not scenery; now mood of scroll analyser is civilised; remove scroll analyser from play; decrease scroll analyser count by 1. 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; if the noun is identified: say "The machine confirms that this is [a noun].[run paragraph on]"; otherwise: identify noun; say "It is a [noun]![run paragraph on]"; 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. Section - Library label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Library is Figure of map_label_Library. 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 denizen persons: unless guy is Malygris or guy is Nameless Horror: add guy to X; let n be the number of dead persons; 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]. You could further [italic type]examine[roman type] the individual creatures, if you wanted to."; 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.". Adjusted scope for the drawing room is a truth state that varies. After deciding the scope of the player while adjusted scope for the drawing room is true: repeat with guy running through denizen persons: unless guy is Nameless Horror: [TODO!!! This is an ugly hack.] place guy in scope. Before taking a player action when the location is the drawing room: now adjusted scope for the drawing room is true. [To avoid double message.] After taking a player action: now adjusted scope for the drawing room is false. Examining is bypassing-scope. [ See more in Monsters ] Before doing something when the location is the Drawing Room: if not bypassing-scope: 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.". Section - Drawing Room label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Drawing Room is Figure of map_label_Drawing. 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" and "bodies" 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 search count is a number variable. [ The probabilities of finding a healthy scroll, unhealthy scroll, or the corpse depends on how many times we've searched the pile already. The chance of finding both a healthy scroll and the corpse increases the more we search. ] Instead of searching the large pile of body parts: let N be a random number between 0 and 99; if pile search count is: -- -1: say "You find nothing else in the pile." instead; -- 0: if N < 60: find an unhealthy scroll; otherwise if N < 90: find a healthy scroll; otherwise: find the corpse; -- 1: if N < 35: find an unhealthy scroll; otherwise if N < 85: find a healthy scroll; otherwise: find the corpse; -- 2: if N < 10: find an unhealthy scroll; otherwise if N < 50: find a healthy scroll; otherwise: find the corpse; -- otherwise: if N < 10: find an unhealthy scroll; otherwise if N < 30: find a healthy scroll; otherwise: find the corpse; increment pile search count; To find an unhealthy scroll: find a scroll of type random deathly findable scroll name; To find a healthy scroll: find a scroll of type random not deathly findable scroll name; [ This phrase expects N to be an un-obfuscated scroll name. If it is not, you'll get an obfuscated scroll that can't be identified and does nothing. Using the "healthy" and "unhealthy" adjectives above prevents that from ever happening, as long as there is at least one real scroll. But it feels like a hack to me. If more bugs are found related to this problem, I might try to refactor. - Mike Ciul ] To find a scroll of type (N - scroll name): let the template be the default value of scroll; repeat with S running through scrolls: if the true name of S is N: now the template is S; break; let the new scroll be a new object cloned from the template; now the new scroll is carried by the player; set pronouns from the new scroll; say "You have found [a new scroll][one of] in between the body parts[or] buried in the pile[at random]. It's slightly [one of]wet and smelly[or]covered in slime[at random], but it looks like it will still work, so you scoop it up."; To find the corpse: if a random chance of 14 in 15 succeeds: 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; if the player is hidden: say "[line break]Startled, you jump back. A curse escapes your lips, thus blowing your cover."; 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: if a random chance of 4 in 5 succeeds: if the hand of glory is off-stage: say "The most valuable thing you find is an embalmed hand gripping a candle."; move hand of glory to player; otherwise: say "The most valuable thing you find is a putrefying arm that might function as a club."; move putrefying arm to player; otherwise: say "You find an evil object of immense power, the [bold type]hand of Vecna[roman type]!"; move hand of vecna to player; now pile search count is -2; [ Account for the increment ] 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.". Section - Quartering Room label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Quartering Room is Figure of map_label_Quartering. Chapter - Hall of the Raging Banshees The hall of the raging banshees is a room. "A shaded, grotesque hall, fully cut out of onyx.[if living banshees boolean is false] Deep within the blackness of its walls hideous female figures seem to scream at you.[otherwise] A horde of female spirits is flying around, wailing their insane laments.[end if] [italic type](Current tension modifier: +[bansheemod] body, -[bansheemod] mind[if living banshees boolean is true]; [20 + (4 * tension)]% chance of concentration failure[end if].)[roman type]" The Hall of the Raging Banshees is connectable. The Hall of the Raging Banshees is not connection-inviting. The Hall of the Raging Banshees is placeable. The Hall of the Raging Banshees is habitable. The Hall of the Raging Banshees is treasurable. The Hall of the Raging Banshees is extra-accepting. The Hall of the Raging Banshees is vp-agnostic. The Hall of the Raging Banshees is deathly. The rarity of Hall of the Raging Banshees is 2. There is a thing called the banshees. "A horde of banshees is flying through the room, screaming and howling." The banshees are scenery, and plural-named. Understand "figure", "figures", "silhouettes", "silhouette", "woman", "women", "banshee", "banshees" as the banshees. The banshees are in Hall of the Raging Banshees. Instead of examining the banshees: say "You avert your eyes from the horrific sight of the madly screaming women.". Instead of attacking the banshees: say "[if the living banshees boolean is true]They appear to be insubstantial[otherwise]You could not break through the onyx walls[end if]."; take no time. Instead of listening to the banshees: say "[if the living banshees boolean is true]They screams are bloodcurdling[otherwise]No actual sound escapes from the walls[end if].". [Declaring a variable which determines whether the banshees find enough tension to break loose from the walls] The living banshees boolean is a truth state variable. The living banshees boolean is false. To decide which number is the bansheemod: let x be the tension; now x is x divided by 4; if tension is greater than 12: increase x by 1; decide on x. [These rules should run after the tension is updated] Last every turn when the location is the Hall of the Raging Banshees (this is the activate banshees rule): if (the tension is greater than 9) and the living banshees boolean is false: say "The [bold type]banshees[roman type] suddenly break loose from the onyx walls! They start to incite all creatures in the hall, screaming and flying around them."; now the living banshees boolean is true; Last every turn when the living banshees boolean is true (this is the deactivate banshees rule): if 4 is greater than the tension: if the location is the Hall of the Raging Banshees: say "Bored by a lack of tension, the [bold type]banshees[roman type] recede into the walls, leaving with a last, horrifying scream."; now the living banshees boolean is false. Check an actor concentrating when the living banshees boolean is true: let y be the tension; now y is y times 4 plus 20; if a random chance of y in 100 succeeds: say "The wailing of the banshees disturbs [regarding the actor][possessive] attempt to concentrate." instead. An AI action selection rule for a person (called P) when the location is Hall of the Raging Banshees (this is the less concentration when banshees howl rule): if the living banshees boolean is true: choose row with an Option of the action of P concentrating in the Table of AI Action Options; decrease the Action Weight entry by bansheemod. A body bonus rule (this is the banshee body bonus rule): if the location is the Hall of the Raging Banshees and the combat status is not peace: increase faculty bonus score by bansheemod. A mind bonus rule (this is the banshee mind bonus rule): if the location is the Hall of the Raging Banshees and the combat status is not peace: decrease faculty bonus score by bansheemod. Section - Hall of the Raging Banshees label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Hall of the Raging Banshees is Figure of map_label_Banshees. Chapter - Tungausy Sweat Lodge The Tungausy sweat lodge is a room. "The penetrating scent of herbs pervades your nostrils as you enter the Tungausy Sweat Lodge. Though you may feel feeble due to the intense smoke, the incense places your soul in a state of trance, assisting you in the use of certain powers. [italic type](Current tension modifier: +[incensemod] spirit, -[incensemod] on attacks.)[roman type]" The Tungausy Sweat Lodge is connectable. The Tungausy Sweat Lodge is not connection-inviting. The Tungausy Sweat Lodge is placeable. The Tungausy Sweat Lodge is habitable. The Tungausy Sweat Lodge is treasurable. The Tungausy Sweat Lodge is extra-accepting. The Tungausy Sweat Lodge is vp-agnostic. The Tungausy Sweat Lodge is religious. The rarity of Tungausy Sweat Lodge is 2. The incense is scenery. Understand "scent", "herbs", "indigenous", "indigenous herbs", "smoke" as incense. The description of the incense is "The smell of the incense is pervading, containing a mixture of sweet and spicy senses". The incense is in the Tungausy Sweat Lodge. Instead of taking the incense: say "The incense is burned in inaccessible censers.". [The dancing Tungausy shamans are scenery in the Tungausy Sweat Lodge. They are plural-named. Understand "men", "man", "shaman", "chanting", "circle", "dancer", "dancers" as the dancing Tungausy shamans. The description of the dancing Tungausy shamans is "You're not certain whether they are real or a figment, but you feel sure that they cannot harm you, nor you them."] [Instead of doing anything to the dancing Tungausy shamans: say the description of the dancing Tungausy shamans; say line break.] To decide which number is the incensemod: let x be the tension; now x is x divided by 4; if tension is greater than 12: increase x by 1; decide on x. A spirit bonus rule (this is the incense spirit bonus rule): if the location is the Tungausy Sweat Lodge and the combat status is not peace: increase faculty bonus score by incensemod. An attack modifier rule (this is the incense penalty in Sweat Lodge rule): if the location is the Tungausy Sweat Lodge: say " - [incensemod] (incense penalty)[run paragraph on]"; decrease the attack strength by incensemod. Status combat stats rule (this is the sweat lodge attack modifier rule): if the location is the Tungausy Sweat Lodge and incensemod is not 0: if long status is true: say "The [bold type]incense[roman type] gives everyone a +[incensemod] spirit bonus and a -[incensemod] attack penalty.[line break][run paragraph on]"; otherwise: say "[bold type]Incense[roman type]: -[incensemod] attack."; Section - Tungausy Sweat Lodge label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Tungausy Sweat Lodge is Figure of map_label_Sweat_lodge. Chapter - Columnated Ruins The columnated ruins is a room. "This must have been a temple once, but all that is left is a forest of pillars, mostly broken and shattered. Even gods may be forgotten." Understand "columns" as the columnated ruins when the location is not columnated ruins. Columnated Ruins is connectable. Columnated Ruins is not connection-inviting. Columnated Ruins is placeable. Columnated Ruins is habitable. Columnated Ruins is treasurable. Columnated Ruins is extra-accepting. Columnated Ruins is vp-agnostic. Columnated Ruins is civilised. The rarity of Columnated Ruins is 1. The pillars are scenery in columnated ruins. The description of the pillars is "Larger creatures will have trouble navigating the dense forest of pillars, while smaller creatures will find many easy spots to duck away.". Understand "column" and "pillar" and "columns" as the pillars. Instead of pushing or pulling or attacking the pillars: say "They are too tough to play domino with.". An attack modifier rule (this is the attack penalty in Columnated Ruins rule): if the location is Columnated Ruins: let n be the size difference of the global attacker and the global defender; if n is greater than 0: say " + [n] (defender hampered by pillars)[run paragraph on]"; otherwise if n is less than 0: say " - [-1 * n] (attacker hampered by pillars)[run paragraph on]"; increase the attack strength by n.. Section - Columnated Ruins label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Columnated Ruins is Figure of map_label_Columns. [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; mark place as secretly placed; if generation info is true, say "* Secretly 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. [Set secretly placeable and secret-placement rarity of rooms to have them included here. Populate them with monsters and treasure in the dungeon finish rules.] A last creating the map rule (this is the place secret rooms rule): Repeat with the place running through secretly placeable rooms: if the place is placed, next; now original room is Null-room; now considered room is the place; follow the placement possible rules; if rule succeeded: put the place in a near location; 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 secretly placeable. Eternal Prison is not habitable. Eternal Prison is not treasurable. Eternal Prison is not extra-accepting. Eternal prison is not teleportable. Eternal Prison is vp-underground. Eternal Prison is barren. The rarity of Eternal Prison is 3. Section - Eternal Prison label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Eternal Prison is Figure of map_label_Prison. Chapter - Hidden Treasury The 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 secretly 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 rarity of Hidden Treasury is 3. 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 treasure placement rule (this is the fill the Hidden Treasury rule): if the Hidden Treasury is placed: 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. Section - Hidden Treasury label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Hidden Treasury is Figure of map_label_Treasury. Chapter - The Mausoleum The mausoleum is a room. "The walls are adorned with rich gems and gold -- more in a display of wealth than of sound aesthetic judgment. In the middle of the room stands the marble tomb of an ancient king." Mausoleum is connectable. Mausoleum is not connection-inviting. Mausoleum is not placeable. Mausoleum is secretly placeable. Mausoleum is not habitable. Mausoleum is treasurable. Mausoleum is not teleportable. Mausoleum is vp-agnostic. Mausoleum is deathly. The rarity of Mausoleum is 4. The tomb of the ancient king is scenery in the mausoleum. The tomb of the ancient king is a closed openable container. Understand "marble" and "screw" and "screws" and "lid" and "sculptures" and "sculpted" and "head" and "heads" as the tomb of the ancient king. The description of the tomb of the ancient king is "The tomb is made of richly sculpted marble. Some of the sculptures serve as screws to hold the tomb closed.". Understand "mausoleum" as the tomb of the ancient king when the location is Mausoleum. [mainly useful to prevent misunderstandings in the test console] Tomb-ancient-king-counter is a number that varies. Tomb-ancient-king-counter is 0. Last check opening the tomb of the ancient king: if combat status is peace: if tomb-ancient-king-counter greater than 0: say "With combat no longer on your mind, you easily unscrew the lid."; otherwise: say "Unscrewing the lid turns out to be a lot of work, but not difficult."; otherwise: if tomb-ancient-king-counter is 10: say "With a sigh, you remove the last of the marble screws."; otherwise: increase tomb-ancient-king-counter by 1; say "Marble screws with sculpted heads hold the tomb closed. You painstakingly unscrew one that looks like a [one of]gargoyle[or]mermaid[or]skeleton[or]naked woman[or]phallus[or]horse[or]minotaur[or]fairy[or]priest[or]wizard[or]chained slave[or]blood ape[or]copulating man and woman[or]bull impregnating a human woman[or]double-bladed axe[or]man with wings[at random]." instead. A last creating the map rule (this is the potentially connect the Mausoleum rule): if Mausoleum is not placed and a random chance of 1 in 10 succeeds: [TODO] let place be a random normally placed connectable room; place mausoleum next to place; The potentially connect the Mausoleum rule is listed after the place secret rooms rule in the creating the map rules. Definition: a person is mausoleum-inhabitant if it is undead. Definition: the abyss of the soul is mausoleum-inhabitant: no. A treasure placement rule (this is the people the Mausoleum rule): if the Mausoleum is not placed: make no decision; if (a random chance of 2 in 5 succeeds) and (at least one super-undead person is off-stage): let guy be a random super-undead off-stage person; move guy to the mausoleum; otherwise: repeat with i running from 1 to 2: if at least one mausoleum-inhabitant person is off-stage: let guy be a random off-stage mausoleum-inhabitant person; [can be super-undead!] move guy to the mausoleum; place 1 of epic things in the tomb of the ancient king; if a random chance of 1 in 4 succeeds: place 1 [more] of epic things in tomb of the ancient king; Section - Mausoleum label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Mausoleum is Figure of map_label_Mausoleum. Chapter - Cavern of Rust The 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 secretly 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. The rarity of Cavern of Rust is 3. Section - Cavern of Rust label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Cavern of Rust is Figure of map_label_Rust. Chapter - Portal of Smoke The portal of smoke is a room. "Huge clouds of smoke pour forth from a magical portal. This must be an entrance to the elemental plane of smoke!" Portal of Smoke is connectable. Portal of Smoke is not connection-inviting. Portal of Smoke is not placeable. Portal of Smoke is secretly placeable. Portal of Smoke is not habitable. Portal of Smoke is not treasurable. Portal of Smoke is not teleportable. Portal of Smoke is not extra-accepting. Portal of Smoke is vp-agnostic. Portal of Smoke is elemental. The rarity of Portal of Smoke is 3; Smoke rule (this is the smoke at the Portal of Smoke rule): if test room is Portal of Smoke: if temporary smoke timer is less than 20: now temporary smoke timer is 20. The portal to the elemental plane of smoke is stone scenery in Portal of Smoke. Understand "entrance" as portal to the elemental plane of smoke. The description of the portal to the elemental plane of smoke is "You cannot make out any details, given all the smoke that is coming from it; but you could enter the portal if you really wanted to.". Instead of entering the portal to the elemental plane of smoke when the player can move: extract the player from combat; let item be portal to Kerkerkruip; move item to Elemental Plane of Smoke; move player to Elemental Plane of Smoke; now the take no time boolean is false. Does the player mean entering the portal to the elemental plane of smoke: it is likely. Instead of going inside in Portal of Smoke: try entering the portal to the elemental plane of smoke. A treasure placement rule (this is the populate the Plane of Smoke rule): if the Portal of Smoke is placed: place 3 of minor things in Elemental Plane of Smoke Storage; place 1 of major things in Elemental Plane of Smoke Storage; if a random chance of 1 in 3 succeeds: place 1 of epic things in Elemental Plane of Smoke Storage. Section - Portal of Smoke label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Portal of Smoke is Figure of map_label_Smoke_portal. Chapter - Lair of the Imp The lair of the imp is a room. "There is no mistaking the smell of this room: an imp has been living here for centuries." Lair of the Imp is connectable. Lair of the Imp is not connection-inviting. Lair of the Imp is placeable. Lair of the Imp is not habitable. Lair of the Imp is treasurable. Lair of the Imp is teleportable. Lair of the Imp is extra-accepting. Lair of the Imp is vp-agnostic. Lair of the Imp is magical. Rarity of the Lair of the Imp is 3. [Should be special.] Instead of smelling the lair of the imp: say "Mostly sulphur, but you'd recognise this smell anywhere -- you used to have a pet imp when you were an apprentice." The Lair of the Imp is advanced. Dungeon interest rule (this is the add imp to its lair rule): if Lair of the Imp is placed: move imp to Lair of the Imp. Section - Lair of the Imp label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Lair of the Imp is Figure of map_label_Imp_s_Lair. Chapter - The maze The maze is an arena. "You are in a maze of twisty little passages, all alike. Exits lead in all directions." The maze is not faction-imposing. The maze is not challenged-group-inviting. The staging area of the maze is the maze-waiting-room. The maze-waiting-room is a room. "BUG: the player should never end up here." The maze-waiting-room is not connectable. The maze-waiting-room is not connection-inviting. The maze-waiting-room is not placeable. The maze-waiting-room is not habitable. The maze-waiting-room is not treasurable. The maze-waiting-room is not teleportable. The maze-waiting-room is not extra-accepting. The maze-waiting-room is vp-agnostic. The maze-waiting-room is magical. Greater-maze is a region. Maze and maze-waiting-room are in greater-maze. Maze-sound is a direction that varies. Instead of going in the maze when the player can move: do the maze move. [Am I right in saying that this code means you can always retreat for free in the maze?] To do the maze move: if hate is present: now the player is runner; extract the player from combat, giving enemies a chance to hit; if the player is mobile: [Stop if being hit by enemies has made the player immobile; e.g., by being dead.] say "You [if the player is runner]flee[otherwise]move[end if] through the tunnels, quickly losing all sense of direction."; now the player is not runner; repeat with item running through things in the maze: unless item is the player: unless item is a person: remove item from play; otherwise: extract item from combat; if maze-waiting-room encloses a person and the noun is maze-sound: say "[conditional paragraph break][The item] follows you towards the sound."; otherwise: move item to maze-waiting-room; if noun is maze-sound: let guy be a random person in maze-waiting-room; extract guy from combat [should be redundant, but won't do any harm]; move guy to maze; now maze-sound is northwest; update the combat status; if combat status is peace: if a random chance of 1 in 2 succeeds: now maze-sound is a random cardinal direction; say "[line break]A sound comes from somewhere [bold type][maze-sound][roman type] from here."; try looking. Instead of throwing something to in the maze: take no time; say "There is no point throwing [if the noun is a grenade]grenades[otherwise]things[end if] into twisty little passages."; Section - Maze label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Maze is Figure of map_label_Maze. Section - Getting mazed To maze (the first guy - a person) and (the second guy - a person): if first guy is in the maze, stop; if first guy is not alive or second guy is not alive, stop; have first guy and second guy fight in the maze. Before arena arrival of the maze: say "You suddenly find yourself transported to..."; now maze-sound is northwest; [you cannot go nw] Chapter - Entrance to the Arena Entrance to the Arena is a room. "A large, black dome seen from the outside towers over you -- though you find it impossible to say in which direction, as if the normal rules of space do not obtain here. The outer wall of the dome, which must be the legendary Arena of the Fallen, is adorned with high reliefs of battle scenes. The scene depicted above the entrance, which seems hermetically closed, shows [if the Arena of the Fallen is not conquered]a nameless hero triumphing over Malygris[otherwise][the name of the player] triumphing over [oppname][end if]. Some inscriptions are engraved on the wall." Entrance to the Arena is connectable. Entrance to the Arena is not connection-inviting. Entrance to the Arena is placeable. Entrance to the Arena is not habitable. Entrance to the Arena is not treasurable. Entrance to the Arena is extra-accepting. Entrance to the Arena is vp-agnostic. Entrance to the Arena is magical. The rarity of Entrance to the Arena is 4. The black dome is scenery in the Entrance to the Arena. Understand "Arena" and "large" and "black" and "of the fallen" as the black dome. The description of the black dome is "You feel uneasy looking at it, as it seems to be formed of unholy energies that defy all the laws of your own world." The scribblings are scenery in the Entrance to the Arena and plural-named. Understand "writings" and "inscriptions" and "inscription" as the scribblings. The description of the scribblings is "[if the Arena of the Fallen is not conquered]As you start to read the text, it lights up in a dark crimson: [italic type] If you wish, you can relive a battle you fought before, but it will become the most challenging fight you ever had. To start the fight, simply [roman type]REVIVE[italic type][otherwise]Writings glowing with an eerie red light celebrate your victory: 'Hail to our last victor!'[end if].". Instead of reading the scribblings: try examining the scribblings. [See Arena of the Fallen in Kerkerkruip Events and Specials.] Section - Entrance to the Arena label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Entrance to the Arena is Figure of map_label_Arena. Chapter - Hall of the Gods Hall of the Gods is a room. "A long hall, adorned with great statues of the [number of gods in words] great gods, together with pictures of the great battles already fought in the Arena of the Gods. The last picture shows [if Arena of the Gods is conquered]you triumphing over [the Chosenname][otherwise][random fight text][end if]. [if Arena of the Gods is not conquered]While this fight may not let you harvest the soul of the opponent, your courage will be rewarded by your god [italic type](+2 divine favour)[roman type]. If you are willing to fight, stand on the empty pedestal. The faithless will not be tolerated!" Hall of the Gods is connectable. Hall of the Gods is not connection-inviting. Hall of the Gods is placeable. Hall of the Gods is not habitable. Hall of the Gods is not treasurable. Hall of the Gods is extra-accepting. Hall of the Gods is vp-agnostic. Hall of the Gods is religious. The rarity of Hall of the Gods is 4. The Hall of the Gods is advanced. [See Arena of the Fallen in Kerkerkruip Events and Specials.] Section - Hall of Gods label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Hall of the Gods is Figure of map_label_Hall_of_Gods. Chapter - The Arcane Vault The arcane vault is a room. "An oppressive silence pervades the marble hall, as if all earthly sounds are smothered by the alien force of magic. For magic is strong here, and seems to be radiating outward from a crystal pedestal in the middle of the room." The Arcane Vault is connectable. The Arcane Vault is not connection-inviting. The Arcane Vault is placeable. The Arcane Vault is secretly placeable. The Arcane Vault is not habitable. The Arcane Vault is not treasurable. The Arcane Vault is teleportable. The Arcane Vault is not extra-accepting. The Arcane Vault is vp-agnostic. The Arcane Vault is magical. The rarity of Arcane Vault is 4. Instead of listening to the Arcane Vault: say "All sounds seem muffled and unreal.". The crystal pedestal is scenery in Arcane Vault. The crystal pedestal is a supporter. The description of crystal pedestal is "The pedestal is made of a pale purple crystal you have never seen before. On top of it lies [if at least one tome is on the crystal pedestal][a random tome on the crystal pedestal][otherwise]a tome-shaped piece of air[end if]." A dungeon interest rule (this is the place a tome on the pedestal rule): let item be a random off-stage tome; move item to the crystal pedestal; if generation info is true, say "* Put [item] on the pedestal.". Check taking a tome (this is the do no remove tomes from the pedestal rule): if the noun is on the crystal pedestal: say "The magical forces binding the tome to the pedestal are too great." instead. Section - Arcane Vault label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Arcane Vault is Figure of map_label_Vault. Chapter - The Zen Room The Zen Room is a room. "A room of calmth and serenity, adorned with beautiful drawings[if comfy chair is in Zen room]. In the centre, a comfortable looking chair is waiting for you to sit on[end if]." The Zen Room is connectable. The Zen Room is not connection-inviting. The Zen Room is placeable. The Zen Room is habitable. The Zen Room is treasurable. The Zen Room is teleportable. The Zen Room is not extra-accepting. The Zen Room is vp-agnostic. The Zen Room is civilised. The rarity of Zen Room is 6. The Zen drawings are scenery and plural-named. The Zen drawings are in the Zen room. Understand "drawing" and "beautiful" and "mandala" and "Buddha" as the Zen drawings. Instead of examining the Zen drawings, say "Mandalas and pictures of the Buddha. You've never had much respect for these pacifistic religions." The chairinheritor is a person that varies. The chairinheritor is Malygris. When play begins: if a random chance of 1 in 4 succeeds: let X be a list of persons; repeat with guy running through talker denizen not friendly persons: add guy to X; sort X in random order; now chairinheritor is entry 1 of X. Section - Zen Room label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) The map-label of Zen Room is Figure of map_label_Zen. Section - Chairs A chair is a kind of supporter. A chair is enterable. An attack modifier rule (this is the hard to fight while sitting in a chair rule): if the global attacker is on a chair: say " - 3 (sitting in a chair)[run paragraph on]"; decrease the attack strength by 3; if global defender is on a chair: say " + 2 (defender sitting in a chair)[run paragraph on]"; increase the attack strength by 2. Check going (this is the cannot go when in a chair rule): if the player is on a chair: take no time; say "You'll have to stand up first." instead. Check retreating (this is the cannot retreat when in a chair rule): if the player is on a chair: take no time; say "You'll have to stand up first." instead. Section - Comfy chair The comfy chair is a chair and scenery in the Zen Room. The description of the comfy chair is "A leather, well worn chair, but quite cozy to look at[if chairinheritor and comfy chair share a world]. Somehow, you feel it is owned by [the chairinheritor][end if]." Understand "comfortable looking","well worn" and "leather" as the comfy chair. Report entering the comfy chair: if the comfy chair is in the Zen room and chairinheritor is not in the Zen room and chairinheritor is conscious in this world: if the best route from the Zen room to the location of the chairinheritor is a direction: let chair-route be a list of rooms; let place be the Zen room; let way be north; while place is not the location of the chairinheritor: now way is best route from place to the location of the chairinheritor; now place is the room way of place; if place is not the location of the chairinheritor: add place to chair-route; now place is visited; now retreat location is place; [will end up being the last room before the final room] move the comfy chair to the location of chairinheritor; now comfy chair is not scenery; now player is not hidden; say "You hear [the chairinheritor] screaming: '[if player is male]He[otherwise if player is female]She[otherwise]It[end if]'ll probably be in the Zen Room!' Suddenly, you feel yourself, and the chair, moving at a breakneck speed[if chair-route is not empty] through [chair-route with definite articles][end if]. A few moments later you find yourself in [the printed name of the location]. 'Well, well, well,' [the chairinheritor] smirks, 'look who we have here. We meet at last, Adventurer!'"; take no time; rule succeeds. [Elemental Plane: see Kerkerkruip Events and Specials] Kerkerkruip Locations ends here.