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<h1>The Gem and the Staff</h1>
You are Erik, a successful high-level burglar with an array of skills and equipment. You also have a ''Ring of Spell Storing'' which currently contains the followings spells:
Spells: Each spell can only be cast @@color:red; once@@
o Charm Person: @@color:green; If it works, the charmed creature regards you as a friendly aquaintance. Lasts for 1 hour@@
o Detect Magic: @@color:green; For up to 10 minutes you can sense the presence of magic within 30ft of you@@
o Magic Missile: @@color:green; Creates eight glowing darts which can hit a creature of your choice that you can see, causing 1d4+1 damage each@@
o Ventriloquism: @@color:green; Creates an sound illusion in the mind of the target. No effect on the undead@@
o Knock: @@color:green; Any target that has a mundane lock, or is stuck or barred, becomes unlocked, unstuck or unbarred@@
o Phantasmal Force: @@color:green; Creates an illusion of an object or event in the mind of the target. No effect on the undead@@
[[Let's get started... |dd02-001]]/* --- Base character values --- */
<<set $pc = {forename:"Erik", surname:"Bolden", sex:"male", str:16, strmod:2, dex:20, dexmod:5, con:14, conmod:2, int:16, intmod:3, wis:10, wismod:0, cha:11, chamod:0, perc:10, prof:3, init:5, ac:16, shps:45, chps:45, xps:34001, gps:0, sps:0, cps:0, size:"medium"}>>
<<set $inv = [{name:"thieves tools", quantity:1, type:"p"}, {name:"50ft rope", quantity:1, type:"p"}, {name:"leather armour", quantity:1, type:"p"}, {name:"rations", quantity:5, type:"u"}, {name:"ring of spell storing", quantity:1, type:"p"}, {name:"pitons", quantity:10, type:"u"}, {name:"short bow", quantity:1, type:"w", dam1:1, dam2:6, dam3:5}, {name:"dagger (+2)", quantity:1, type:"w", dam1:1, dam2:4, dam3:7}, {name:"short sword (+1)", quantity:1, type:"w", dam1:1, dam2:6, dam3:6}, {name:"sleeping potion", quantity:1, type:"u"}, {name:"shrinking potion", quantity:1, type:"u"} ]>>
<<set $spells = [{name:"Charm Person", quantity:1}, {name:"Detect Magic", quantity:1}, {name:"Magic Missile", quantity:1}, {name:"Ventriloquism", quantity:1}, {name:"Knock", quantity:1}, {name:"Phantasmal Force", quantity:1}]>>
<<set $nme_list = [{name:"dummy"}, {name:"young man", status:"alive", hps:4, ac:9, dam1:1, dam2:4, dam3:0, prof:2, xps:5, attack:"dagger", attacks:1, winpass:"dd02-003", disengage:"dd02-006"}, {name:"stone giant", status:"awake", hps:105, ac:13, dam1:3, dam2:8, dam3:5, prof:5, xps:1800, attack:"club", attacks:1, winpass:"dd02-015", disengage:"dd02-008"}, {name:"lake hydra", hps:172, ac:15, dam1:1, dam2:10, dam3:5, prof:5, xps:3900, attack:"teeth", attacks:6, winpass:"dd02-008", disengage:"dd02-010"}, {name:"invisible stalker", status:"invisible", hps:104, ac:14, dam1:2, dam2:6, dam3:3, prof:3, xps:2300, attack:"fist", attacks:2, winpass:"dd02-026", disengage:"dd02-025"}, {name:"troll", status:"asleep", hps:84, ac:15, dam1:2, dam2:6, dam3:4, prof:4, xps:1800, attack:"claws", attacks:2, winpass:"dd02-030", disengage:"dd02-026"}, {name:"tablerug", status:"intact"}, {name:"Tormaq", status:"invisible"}, {name:"ogre", status:"alive", hps:59, ac:11, dam1:2, dam2:8, dam3:4, prof:6, xps:450, attack:"club", attacks:1, winpass:"dd02-102", disengage:"dd02-103"}, {name:"ogres", status:"alive", hps:236, ac:11, dam1:2, dam2:8, dam3:4, prof:6, xps:1800, attack:"club", attacks:4, winpass:"dd02-107", disengage:"youraction"}, {name:"illusion", status:"intact"}, {name:"apprentice", status:"alive", hps:15, ac:9, dam1:1, dam2:6, dam3:0, prof:4, xps:50, attack:"dagger", attacks:1, winpass:"dd02-123", disengage:"dd02-120"}]>>
<<set $encounter = {a002:1, a011:2, a009:3, a026:4, a030:5, a028:6, a040:7, a102:8, a105:9, a117:10, a123:11}>>
<<set $plants = ["dummy", "Hemlock bush", "Black poppies", "Thyme", "Ginger", "Foxglove", "White lotus", "Myrrh", "Frankincense bush", "Belladonna", "Catnip", "Catnip", "Anise", "Elderberry bush", "Dragon plant"]>>
<<set $inv125 = ["dummy", "coins", "spider", "map"]>>
<<set $inv121 = ["dummy", "mirror", "broom", "shield", "staff"]>>
<<set $cweapon to "dagger (+2)", $dodge to 0, $locked to 1, $detected to 0, $curse to 0, $option to 0>>
<<set $debug to 0>><<widget "xdice">><<set $roll to 0>><<for $counti to 0; $counti lt parseInt($args[0]); $counti++>><<set $roll += random(1, parseInt($args[1]))>><</for>><<set $roll += parseInt($args[2])>><<if $debug>>@@color:yellow; Rolled: $args[0] d $args[1] + $args[2]. Result: $roll@@<br><</if>><</widget>>
<<widget "xcheck">><<set $skillok to 0, _xx to random(1, 20), $roll to _xx + $args[1]>><<if $roll gte $args[0]>><<set $skillok to 1>><</if>><<if $debug>>@@color:yellow; Rolled _xx + modifier of $args[1]. Needed to be gte DC $args[0]. Result: $skillok@@<br><</if>><</widget>>
<<widget "xhps">><<set $pc.chps += $args[0]>><<set $pc.chps to $pc.chps.clamp(0, $pc.shps)>><<if $pc.chps lt 1>><<goto lose>><</if>>
<<if $debug>>@@color:yellow; HPs $args[0]@@<br><</if>><</widget>>
/* Inventory XINV "list" | "pickup" item | "drop" item | "has" item */
<<widget "xinv">><<set $xinvok to 0>><<switch $args[0]>><<case "pickup">><<set $inv.push($args[1])>><<case "drop">><<for _xic to 0; _xic lt $inv.length; _xic++>><<if $inv[_xic].name eq $args[1]>><<if $inv[_xic].quantity gt 1>><<set $inv[_xic].quantity -=1>><<else>><<set _xis to $inv.splice(_xic,1)>><</if>><</if>><</for>><<case "has">><<for _xic to 0; _xic lt $inv.length; _xic++>><<if $inv[_xic].name eq $args[1]>><<set $xinvok to 1, $xinvcontents to $inv[_xic]>><</if>><</for>><<default>><<for _xic to 0; _xic lt $inv.length; _xic++>><<set _xis to ", ">><<if _xic gt ($inv.length - 2)>><<set _xis to "">><</if>><<if $inv[_xic].quantity gt 1>><<set _xis = "(" + $inv[_xic].quantity + ")" + _xis>><</if>><<= $inv[_xic].name + _xis>><</for>><</switch>><</widget>>
/* Inventory XSPELL "list" | "drop" spell | "has" spell */
<<widget "xspell">><<set $xspellok to 0>><<switch $args[0]>><<case "drop">><<for _xic to 0; _xic lt $spells.length; _xic++>><<if $spells[_xic].name eq $args[1]>><<set _xis to $spells.splice(_xic,1)>><</if>><</for>><<case "has">><<for _xic to 0; _xic lt $spells.length; _xic++>><<if $spells[_xic].name eq $args[1]>><<set $xspellok to 1>><</if>><</for>><<default>><<for _xic to 0; _xic lt $spells.length; _xic++>><<set _xis to ", ">><<if _xic gt ($spells.length - 2)>><<set _xis to "">><</if>><<= $spells[_xic].name + _xis>><</for>><</switch>><</widget>>
/* Refresh side bar and footer */
<<widget "xrefresh">><<replace "#story-caption">><<display "StoryCaption">><</replace>><<replace "#dd02footer">><<display "PassageFooter">><</replace>><</widget>><<if $debug>>----
<<set _xx to passage()>>Passage: _xx
<<set _xx to previous()>>Previous: _xx
----<</if>><span id="dd02footer">
----
<<set $col_hps to "green">><<if $pc.chps lt ( 2 * $pc.shps ) / 3>><<set $col_hps to "yellow">><</if>><<if $pc.chps lt $pc.shps / 3>><<set $col_hps to "red">><</if>><<print "Hit Points: @@color:" + $col_hps + ";''$pc.chps''@@ (Max $pc.shps) ">><<xinv "has" "rations">><<if $xinvok>>| <<link "Eat rations">><<set $roll = random(1, 4)>><<xhps $roll>><<xinv "drop" "rations">><<xrefresh>><</link>><</if>>
Ring Spells: @@color:green; <<xspell "list">>@@
----
</span>''Inventory''
Money: @@color:red; $pc.gps@@ gold, @@color:red; $pc.sps@@ silver, @@color:red; $pc.cps@@ copper
Weapon: @@color:red; $cweapon@@
<<xinv>><<xinv "has" "healing potion">><<if $xinvok>><br><<link "Drink Healing Potion?">><<xdice 2 4 2>><<xhps $roll>><<xinv "drop" "healing potion">><<xrefresh>><</link>><</if>>
----
''Character''
Name: $pc.forename $pc.surname
XPs: @@color:red; $pc.xps@@
----
''Abilities''
STR: $pc.str DEX: $pc.dex CON: $pc.con
INT: $pc.int WIS: $pc.wis CHA: $pc.cha<h1>Tormaq's Tower</h1>The knock on your door is quiet but firm. You awaken instantly, grab your sword, and stride to the door. Keeping the chain still fastened, you ask, "Who knocks in the middle of the night?"
"I am Cordate of the Guild of Agents. I have a business proposition for Erik Bolden," a voice replies.
Cracking the door open, you inspect your visitor. Your keen thief's eyes detect no disguise or weapons on the distinguished looking man. He seems to be alone, so you let the stranger in.
"I apologize for coming at so late an hour, Erik, but my employer's business is not suited to the prying eyes of daylight. My employer wishes to remain anonymous. He has asked me to hire you to steal an item."
Reaching into his pocket, Cordate displays in his palm a sparkling amber gem of unusual size. "This beautiful object is a fake, made of pure coloured glass, as you can see. It is, however, a duplicate of a real gem. My employer wishes to have you steal the real gem and substitute this copy in its place."
"Where is the true gem located?" you ask.
"Tormaq's tower in the province of Luho," he replies.
A sudden chill dampens your enthusiasm. "I know of Tormaq, the Archmage of Luho. The prospect of thieving from a powerful wizard is not to my liking. Even though I am the best thief in the city, it would be very foolhardy," you reply.
"My employer suspected you might be reluctant," Cordate says. "So he asked me to mention that he knows the only witness to your daring theft of the Royal Scarab from the governor's palace. Should you decline to work for him, my master would feel it his civic duty to produce the witness to the Imperial Guard. Whatever fate should befall you in Luho would be far kinder than what the governor would impose upon one who embarrassed him so. If you accept the task, the witness shall never be heard from. If you bring the real gem back, you will receive your weight in pure gold... enough to keep you in luxury for years."
You consider his words. The theft of the Scarab had gone perfectly. How then had Cordate's mysterious employer known that you were responsible? The mere thought of what the flint-hearted governor might do to one even suspected of the crime... and the rewards for success would be generous indeed, especially with the contract terms guaranteed by the powerful Agents' Guild.
"The reward is indeed bountiful," you reply. "The risks no longer seem as great... even a wizard dons his robe one arm at a time like any other man. I accept the terms!" You shake hands with the agent Cordate to bind the contract.<<set $temp to {name:"teleport scroll", quantity:1, type:"p"}>><<xinv "pickup" $temp>><<set $temp to {name:"fake gem", quantity:1, type:"p"}>><<xinv "pickup" $temp>>
"Here is a scroll to teleport you out of the wizard's tower," adds Cordate. "After you steal the real gem, simply touch the scroll to it." You thank him, and he leaves to allow you to plan your theft.
[[Continue|dd02-002]]<img src="/images/dd02-002.jpg" align="right" style="padding:10px;"><<set $area to "a002">><<set $nme_ptr to $encounter[$area]>>You have arrived at Tormaq's tower just before dawn. Now you are crouched behind an obelisk on the right-hand side of the end of a wooden drawbridge. The 10-foot wide moss-covered drawbridge spans the moat, which runs around the tower. To your left, a mule stands quietly by an obelisk similar to the one you are hiding behind.
Across the drawbridge you see an open entryway leading to the double doors at the base of the round, stone tower. On the outside wall above the entryway is a lantern, and 20 feet above the lantern is a solitary 6-inch wide arrow slit. The rest of the tower above the arrow slit is shrouded in mist.
As you watch the tower, you see a young man emerge from the double doors carrying several sacks, which appear to be empty. He turns, locks the door, then removes something from the purse at his belt, and walks across the drawbridge with the item held at arm's length. As he reaches his mule, the young man puts the item back in his purse. In the dim light, you could not see what he held. Apparently, he hasn't seen you either. The man puts the sacks on the mule and checks the animal's harness. He is obviously preparing to leave.
You could [[attack|youraction]] the young man, or [[talk|dd02-003]] to him, or [[stay hidden|dd02-007][$nme_list[$nme_ptr].status to "gone"]] until he leaves. /* [[dd02-003]][[dd02-006]] */<h2>Combat: Your action</h2>
<<set $nme_ptr = $encounter[$area]>>You have the following actions that you can perform:
<br><br>Swap weapon from $cweapon to: <<for _xic to 0; _xic lt $inv.length; _xic++>><<if $inv[_xic].type is "w">><<capture _xic>><<link `$inv[_xic].name + ". "`>><<set $cweapon to $inv[_xic].name>><<goto "enemyaction">><</link>><</capture>><</if>><</for>>
<<xspell "has" "Magic Missile">><<if $xspellok>><br>OR Cast spell: [["Magic Missile"|magicmissile]]<</if>>
<br>OR [["Strike the " + $nme_list[$nme_ptr].name + " with your " + $cweapon|useweapon]]
<br>OR <<link "Disengage" $nme_list[$nme_ptr].disengage>><</link>>
<br>OR [[Hide|hide]]
<br>OR [[Dodge your opponents next attack|enemyaction][$dodge to 1]]<h2>Combat: Attack with your $cweapon</h2>
<<xinv "has" $cweapon>>
<<set $roll = random(1,20) + $pc.dexmod + $pc.prof>>
<<if $roll gte $nme_list[$nme_ptr].ac>>
<<xdice $xinvcontents.dam1 $xinvcontents.dam2 $xinvcontents.dam3>>
<<if random(1,20) is 20>>
<<set $roll *=2>>
<</if>>
<<set $nme_list[$nme_ptr].hps -= $roll>>
<<if $roll is 0>>
You hit the $nme_list[$nme_ptr].name, but caused no damage.
<<else>>
You hit the $nme_list[$nme_ptr].name with your $cweapon. @@color:red; $roll@@ <<if $debug>>($nme_list[$nme_ptr].hps)<</if>>
<</if>>
<<if $nme_list[$nme_ptr].hps lt 1>>
<br>You have defeated the $nme_list[$nme_ptr].name.<br>
<<set $pc.xps += $nme_list[$nme_ptr].xps, $nme_list[$nme_ptr].status to "dead">>
<<link "Continue" $nme_list[$nme_ptr].winpass>>
<</link>>
<<else>>
<br>[[Continue|enemyaction]]
<</if>>
<<else>>
<br>You missed.<br>[[Continue|enemyaction]]
<</if>>/*
<<set $debug to 0>>
*/
/*
<<set $temp to {name:"medallion of Gosky", quantity:1, type:"p", worth:0}>>
<<xinv "pickup" $temp>>
*/
<<set $countdown to 10>>
[[test|dd02-121][$debug to 0]]
[[testdebug|dd02-121][$debug to 1]]<h2>Combat: The $nme_list[$nme_ptr].name strikes</h2>
<<set $attacks to $nme_list[$nme_ptr].attacks>>
<<if $nme_list[$nme_ptr].name is "lake hydra">>
<<set $attacks to Math.floor($nme_list[$nme_ptr].hps/27)>>
<</if>>
<<if $nme_list[$nme_ptr].name is "ogres">>
<<set $attacks to Math.floor($nme_list[$nme_ptr].hps/59)>>
<</if>>
<<if $nme_list[$nme_ptr].name is "troll">>
<<set $nme_list[$nme_ptr].hps to $nme_list[$nme_ptr].hps + random(1,10)>>
<</if>>
<<if $dodge>>
<<set $dodge to 0>>
/* Check for Dodge: DC 10 (easy), mod +11 */
<<xcheck 10 11>>
<<if $skillok>>
You dodged the $nme_list[$nme_ptr].name.<br>[[Continue|youraction]]
<</if>>
<<else>>
<<for _xic to 0; _xic lt $attacks; _xic++>>
<<set $roll = random(1,20) + $nme_list[$nme_ptr].prof>>
<<if $roll gte $pc.ac>>
<<xdice $nme_list[$nme_ptr].dam1 $nme_list[$nme_ptr].dam2 $nme_list[$nme_ptr].dam3>>
/* Half damage for Uncanny dodge: DC 10 (easy), mod +11 */
<<xcheck 10 11>>
<<if $skillok>>
<<set $roll = Math.floor($roll/2)>>
<</if>>
<<set $pc.chps -= $roll>>
You took $roll HPs of damage from the $nme_list[$nme_ptr].name's $nme_list[$nme_ptr].attack.
<<if $pc.chps lt 1>>
<<goto "lose">>
<</if>>
<<else>>
<br>The $nme_list[$nme_ptr].name missed you.
<</if>>
<</for>>
<br>[[Continue|youraction]]
<</if>>Eight darts fly towards the $nme_list[$nme_ptr].name.
<<xspell "drop" "Magic Missile">>
<<xdice 8 4 8>>
<br><br>The $nme_list[$nme_ptr].name took $roll HPs of damage.
<<set $nme_list[$nme_ptr].hps -=$roll>>
<<if $nme_list[$nme_ptr].hps lt 1>>
<br><br>You have defeated the $nme_list[$nme_ptr].name.<br><br>
<<set $pc.xps += $nme_list[$nme_ptr].xps, $nme_list[$nme_ptr].status to "dead">>
<<link "Continue" $nme_list[$nme_ptr].winpass>>
<</link>>
<<else>>
<br><br>[[Continue|enemyaction]]
<</if>>The young man flees down the trail shouting "Help!" and pulling the mule with him. He is soon out of sight.
[[Continue|dd02-007]]You are hidden.
[[Continue|youraction]]I'm afraid that you died.
<<button "Maybe try again?">><<run Engine.restart()>><</button>>You approach the bridge. There appears to be only two ways into the tower; over the bridge to the double doors, and the 6 inch wide arrow slit above the doors.
<br><br>The moat is wide and deep, the only way across is by the moss-covered bridge. Looking down into the moat you see a few bubbles coming to the surface. Maybe there's something in there?
<<xinv "has" "brass disk">>
<<if $xinvok>>
<br><br>Either the brass disk or the rabbit's foot got the young man over the bridge without triggering any warnings. You hold them both in front of you as he did.
<</if>>
<br><br>Carefully you cross the bridge to the double doors.
/* Check for Acrobatics: DC 20 (hard), mod +11 */
<<xcheck 20 11>>
<<if $xinvok or $skillok>>
<br><br>You reach the shelter of the doorway.
<br><br>[[Continue|dd02-008]]
<<else>>
<br><br>[[Continue|dd02-009]]
<</if>><img src="/images/dd02-008.jpg" align="right" style="padding:10px;">
You are in the entryway of Tormaq's tower. Torches light both sides of the porch, and two massive oak doors studded with large iron door knockers stand ahead of you.
<br><br>Listening at the door you hear heavy footsteps approaching the doors and a deep voice singing;
<br><br>"//Riddlety-hoy, riddlety-hay, Almost time to eat today;
Riddlety-yum, riddlety-yummy, Meat and wine for my empty tummy!//"
<br><br>The footsteps stop, then move away while the verse is repeated.
<br><br>Above you is the arrow slit and you can now see a small flagpole jutting out a few feet above the slit. You could climb the wall and hang from the flagpole to drink your shrinking potion and enter through the arrow slit.
<<if $locked>>
<br><br>The doors are locked.
<br><br>What will you do?
<<xinv "has" "iron key">>
<<if $xinvok>>
<br>o [[Use the iron key to open the doors|dd02-008][$locked to 0]]
<</if>>
<br>o [[Pick the lock to open the doors|dd02-013]]
<<xspell "has" "Knock">>
<<if $xspellok>>
<br>o
<<linkreplace "Use a ''Knock'' spell to open the doors">>
<<xspell "drop" "Knock">>
<<set $locked to 0>>
<<goto "dd02-008">>
<</linkreplace>>
<</if>>
<br>o [[Climb to the flagpole|dd02-012]]
<<else>>
<br><br>The doors are unlocked
<br><br>What will you do?
<br>o [[Enter the tower|dd02-011]]
<br>o [[Climb to the flagpole|dd02-012]]
<</if>>From the depth of the moat there rises up a six-headed, dragon-like creature with fins instead of legs.
It immediately attacks.
[[Continue|youraction][$area to "a009"]]/* [[dd02-010]][[dd02-008]] */The moat is wide and deep, the only way across is by the moss-covered bridge.
The six-headed creature is guarding the bridge. You will have to get past it.
[[Attack|youraction][$area to "a009"]]/* [[dd02-010]][[dd02-008]] */<img src="/images/dd02-011.jpg" align="right" style="padding:10px;">
<<set $area to "a011", $nme_ptr to $encounter[$area]>>
You are in a large storeroom with doors to the north and south. There are shelves filled with boxes and bottles to the east. To the west are two clusters of barrels. A stone well stands between the barrels, and a small sliding panel is set into the wall behind the well.
<<set $option to $nme_list[$nme_ptr].status>>
<<switch $option>>
<<case "awake">>
<br><br>In the aisle beside the well is a 14-foot stone giant armed with a nail-studded club. He is walking towards the far door.
<br><br>As you have entered quietly, he has his back to you.
<br><br>You can:
<br>o [[Attack the stone giant|youraction]] /* [[dd02-011]][[dd02-008]] */
<<xspell "has" "Ventriloquism">>
<<if $xspellok>>
<br>o <<linkreplace "Use ''Ventriloquism'' spell to distract the giant">>
<<xspell "drop" "Ventriloquism">>
<<set $nme_list[$nme_ptr].status to "distracted">>
<<goto "dd02-011">>
<</linkreplace>>
<</if>>
<<xspell "has" "Phantasmal Force">>
<<if $xspellok>>
<br>o
<<linkreplace "Use ''Phantasmal Force'' spell to distract the giant">>
<<xspell "drop" "Phantasmal Force">>
<<set $nme_list[$nme_ptr].status to "distracted">>
<<goto "dd02-011">>
<</linkreplace>>
<</if>>
<<xspell "has" "Magic Missile">>
<<if $xspellok>>
<br>o
<<link "Use ''Magic Missile'' spell to attack the giant" "magicmissile">>
<</link>>
<</if>>
<<xinv "has" "sleeping potion">>
<<if $xinvok>>
<<xinv "has" "rations">>
<<if $xinvok>>
<br> o
<<linkreplace "Lace some rations with your ''sleeping potion'' and offer it to the giant">>
<<xinv "drop" "sleeping potion">>
<<xinv "drop" "rations">>
<<set $nme_list[$nme_ptr].status to "asleep">>
<<goto "dd02-011">>
<</linkreplace>>
<</if>>
<</if>>
<br>o
<<linkreplace "Try to sneak to the north door">>
/* Check for Stealth: DC 15 (normal), mod +11 */
<<xcheck 15 11>>
<<if $skillok>>
<<goto "dd02-015">>
<<else>>
<<goto "youraction">>
<</if>>
<</linkreplace>>
<br>o
<<linkreplace "Try to sneak to the south door">>
/* Check for Stealth: DC 15 (normal), mod +11 */
<<xcheck 15 11>>
<<if $skillok>>
<<goto "dd02-008">>
<<else>>
<<goto "youraction">>
<</if>>
<</linkreplace>>
<<case "distracted">>
<br><br>There is a giant here but he is distracted.
<br><br>o [[Sneak through the north door|dd02-015]]
<br>o [[Sneak through the south door|dd02-008]]
<<set $nme_list[$nme_ptr].status to "awake">>
<<case "asleep" "dead">>
<br><br>In the aisle beside the well is the prone form of a 14-foot stone giant.
<<if $nme_list[$nme_ptr].status is "asleep">>
<<set $nme_list[$nme_ptr].status to "awake">>
<</if>>
<br><br>You search the room. The shelves hold nothing but supplies, as do the barrels. The well is nothing special. The small sliding panel turns out to be a dumbwaiter, maybe you could use it to pull yourself up to a different level.
<br><br>Will you:
<br>o [[Exit south to the porchway|dd02-008]]
<br>o [[Go through the north door|dd02-015]]
<br>o [[Use the dumbwaiter|dd02-016]]
<<default>>
Error: Shouldn't be here. Area: $area. Option: $option.
<</switch>>You crouch at the lock and spread your tools carefully to the side. Taking your lockpicks you gently tease the tumblers in the lock.
/* Check for Lockpicking: DC 15 (normal), mod +11 */
<<xcheck 15 11>>
<<if $skillok>>
<br><br>Success! The tumblers fall into place with a click.
<br><br>[[Continue|dd02-008][$locked to 0]]
<<else>>
<br><br>The lock has defeated you.
<br><br>[[Continue|dd02-008]]
<</if>>Using your ''Second Storey Work'' expertise, you easily climb to the short flagpole. Above you the tower is shrouded in mist, and you can see no futher means of entry. Below you is a six inch arrow slit.<<xinv "has" "shrinking potion">><<if $xinvok>><br><br>You could hang onto the flagpole with one hand, and drink your shrinking potion with the other. Then you may climb through the arrow slit.<</if>>
Will you:
o [[Climb back down to the drawbridge|dd02-008]]<<if $xinvok>><br>o <<linkreplace "Drink your ''shrinking potion'' and enter via the arrow slit">><<xinv "drop" "shrinking potion">><<set $pc.size to "tiny">><<goto "dd02-018">><</linkreplace>><</if>>/* [[dd02-018]] */You are on a landing. Curved stairways lead down to your left and up to right. There is a door here. The giant is not chasing you.
You can follow the stairs [[down|dd02-017]], or [[up|dd02-018]], or go [[through the door|dd02-011]].You are in a dumbwaiter.
You can go [[up|dd02-025]] or [[down|dd02-011]].Dead end. There is nothing here but a small, empty dungeon cell.
Better [[go back up|dd02-015]].<<if $pc.size is "tiny">>You wait a moment for the effects of the potion to wear off.<br><br><<set $pc.size to "medium">><</if>>You are at the top of a stairway at a 10-foot by 10-foot landing. To your left is an unlocked door. To your right is a small arrow slit in the wall.
You can [[go through the unlocked door|dd02-019]], or [[descend the stairway|dd02-015]].<img src="/images/dd02-019.jpg" align="right" style="padding:10px;">
<<set $detected to 0>>
You see a round, stone room, which is really a 20-foot deep pit. Directly across the room you see a passageway leading to a curving corridor. A 5-foot wide stone bridge leads from your doorway to the passageway. The faint smell of sulphur hangs in the room.
/* Detect the bridge trap DC Hard(20) v Investigation(19) */
<<xcheck 20 19>>
<<if $skillok>>
<br><br>Something about the bridge doesn't seem right. You sense that it is somehow trapped.
<</if>>
/* Detect the invisible door DC Hard(20) v Insight(10) */
<<xcheck 20 10>>
<<if $skillok>>
<<set $detected to 1>>
<br><br>You have detected that there is an invisible door covering the opening at the far end of the bridge.
<</if>>
<br><br>Will you:
<br>o [[Walk across bridge|dd02-023]]
<br>o [[Climb around the room on the walls, avoiding the bridge altogether|dd02-022]]You step onto the bridge and immediately a heavy stone wall slams down behind you, blocking the door you used to enter the room. In addition, the bridge itself begins sliding into the wall behind you.
<br><br>You start to run at the opening, planning to jump as you run out of bridge.
<<if $detected>>
<br><br>At the last minute you jump and successfully grab the handle of the invisible door.
<br><br>[[Continue|dd02-024]]
<<else>>
<br><br>At the last minute you jump and slam straight into an invisible door covering the opening. Ouch!
<<xdice 1 4 0>>
<<set $roll = 0 - $roll>>
<<xhps $roll>>
<br><br>You fall to the bottom of the pit. Ouch! Ouch!
<<xdice 2 6 0>>
<<set $roll = 0 - $roll>>
<<xhps $roll>>
<br><br>[[Continue|dd02-021]]
<</if>>You step onto the bridge and immediately a heavy stone wall slams down behind you, blocking the door you used to enter the room. In addition, the bridge itself begins sliding into the wall behind you.
<br><br>You turn and start to climb the walls, making your way over to the opening on the other side.
<<xdice 1 100 0>>
<<if $roll lte 88>>
<br><br>You make it to the far side with no problem. There is an invisible door covering the opening. The door is unlocked and you pass through into the passageway beyond.
<br><br>[[Continue|dd02-024]]
<<else>>
<br><br>Your hand slips at a critical moment and you fall to the bottom of the pit.
<<xdice 2 6 0>>
<<set $roll = 0 - $roll>>
<<xhps $roll>>
<br><br>[[Continue|dd02-021]]
<</if>>The passageway becomes a curved corridor and leads to a stairway up.
[[Continue|dd02-025]]You are at the bottom of the bridge room pit.
<br><br>You will have to try and climb back up to the opening
<<xdice 1 100 0>>
<<if $roll lte 88>>
<br><br>You make it to the opening with no problem. There is an invisible door covering it. The door is unlocked and you pass through into the passageway beyond.
<br><br>[[Continue|dd02-024]]
<<else>>
<br><br>Your hand slips at a critical moment and you fall to the bottom of the pit.
<<xdice 2 6 0>>
<<set $roll = 0 - $roll>>
<<xhps $roll>>
<br><br>[[Continue|dd02-021]]
<</if>><<set $detected to 0>>You are at the top of some [[stairs|dd02-027]]. There is a [[door|dd02-026]] to your right and a hinged panel in the wall to your left.
The hinged panel is the top entry to a [[dumbwaiter|dd02-016]].<img src="/images/dd02-026.jpg" align="top" style="padding:10px;">
<<set $area to "a026", $nme_ptr to $encounter[$area]>>
<br>You are in a great hall, 35 feet long and 20 feet wide. To the south there is a door in the center of the wall. To the north there are three identical doors. The room contains various items of furniture, including tables along the south wall to the east and west; a [[sheaf of papers|dd02-029][$option to 5]] lies on the east table. A [[large tapestry|dd02-029][$option to 7]] partially covers the wall at the west end of the room. In the wall to the east is an alcove in which a 12-inch [[figurine|dd02-029][$option to 6]] stands atop a 3-foot high pedestal.
<<switch visited()>>
<<case 1>>
<br><br>As you look about the room, a voice coming from the direction of the figurine says, "Greetings, guest! If you seek a way or inquire about your fate, I may be of help."
<<case 3 5 7 9 11 13 15>>
<<if $nme_ptr gt 0>>
<<xinv "has" "medallion of Gosky">>
<<set $detected to 1>>
<<if $xinvok>>
<br><br>"May I help?" says the stalker.
<<else>>
<br><br>"May I help?" says the voice.
<</if>>
<</if>>
<<default>>
<<if not $detected and $nme_ptr gt 0>>
/* Detect the creature DC Hard(20) v Insight(10) */
<<xcheck 20 10>>
<<if $skillok>>
<br><br>There seems to be an invisible creature in the room with you!
<<set $detected to 1>>
<</if>>
<</if>>
<</switch>>
<br><br>Will you:
<br>o [[Go through door #1|dd02-028][$detected to 0]] or [[Go through door #2|dd02-030]] or [[Go through door #3|dd02-031]]
<<if $nme_ptr gt 0>>
<br> o [[Ask about door #1|dd02-029][$option to 1]], or [[ask about door #2|dd02-029][$option to 2]], or [[ask about door #3|dd02-029][$option to 3]], or [[ask about your fate|dd02-029][$option to 4]]
<</if>>
<br>o [[Go out through the door to the south|dd02-025]]The stairs end at a curved corridor that leads to a door. On the other side of the door is a 20-foot deep pit. A dead end. You will have to [[go back|dd02-025]].<<xinv "has" "medallion of Gosky">>
<<if $xinvok>>
<<set $temp to "stalker">>
<<else>>
<<set $temp to "voice">>
<</if>>
<<switch $option>>
<<case 1>>
"Widden hay to Rormaq's toom" Says the $temp.<br>
<<case 2>>
"Droll T'tan weep slith tragic measure" Says the $temp.<br>
<<case 3>>
"Amazing art" Says the $temp.<br>
<<case 4>>
"Your fwate ith hanging in the thars" Says the $temp.<br>
<<case 5>>
Among the papers on the table is a letter addressed to a certain ''Sakara the Sorceress.'' The letter states that the writer has obtained a medallion from the ruins of Gosky. Here the late Lord of Gosky had ruled an army of invisible warriors. The writer goes on to say he has given this trinket to his "loyal servant, D'tan, who has found it useful in his duties." The letter ends incompletely; it is neither signed nor sealed.<br>
<<case 6>>
The figurine is a 12-inch jade statuette of an elderly man dressed in flowing robes. The figurine is not attached to the pedestal, and is not magic.<br>
<<case 7>>
The tapestry is in two sections. It has a beautiful oriental weave. The tapestry is not attached to the wall; rather, the sections hang from a rod. The tapestry is normal, and nothing is hidden behind it.<br>
<<default>>
Error: Shouldn't be here. Area: A029. Option: $option
<</switch>>
<<display "dd02-026">><img src="/images/dd02-028.jpg" align="right" style="padding:10px;">
<<set $area to "a028", $nme_ptr to $encounter[$area]>>
This room is a large, well-furnished parlour. Clockwise around the room are a [[large bookcase|dd02-035][$option to 1]], a [[couch and table|dd02-035][$option to 4]], a [[wall cabinet|dd02-035][$option to 2]], a [[wine cabinet|dd02-035][$option to 5]], a [[tapestry|dd02-035][$option to 3]],
<<switch $nme_list[$nme_ptr].status>>
<<case "intact">>
a small table
<<xinv "has" "diamond">>
<<if not $xinvok>>
and a large [[gem|dd02-035][$option to 6]] lying on top of it
<</if>>
, a small rug beneath that table,
<<case "hacked">>
a small table with a leg hacked off, a small rug beneath that table,
<<case "blasted">>
a scorched area,
<<default>>
Error: Shouldn't be here. Area: A028. Status: $nme_list[$nme_ptr].status
<</switch>>
another [[couch and table|dd02-035][$option to 4]] arrangement, and another [[tapestry|dd02-035][$option to 3]].
<br><br>Will you:
<<if $detected>>
<br>o [[Go through the concealed door|dd02-036]]
<</if>>
<<xinv "has" "diamond">>
<<if not $xinvok>>
<br>o [[Take the gem from the table|dd02-037]]
<</if>>
<br>o [[Exit the room|dd02-026]]<img src="/images/dd02-030.jpg" align="right" style="padding:10px;">
<<set $area to "a030", $nme_ptr to $encounter[$area]>>
<<if visited() is 1>>
<<set $light to 0>>
<</if>>
<<if $light is 1>>
On your left is a table with a large jewel on that is giving off a great amount of light. At the far end of the room on the right side, is a very simple bed.
<<if $nme_list[$nme_ptr].status is "dead">>
<br><br>There is a dead ''troll'' here.
<<xinv "has" "medallion of Gosky">>
<<if not $xinvok>>
<<set $temp to {name:"medallion of Gosky", quantity:1, type:"p", worth:0}>>
<<xinv "pickup" $temp>> You take the medallion.
<</if>>
<<xinv "has" "glowing gem">>
<<if not $xinvok>>
<<set $temp to {name:"glowing gem", quantity:1, type:"p", worth:100}>>
<<xinv "pickup" $temp>> You take the glowing gem.
<</if>>
<br><br>[[Leave the room|dd02-026]]
<<else>>
<br><br>A ''troll'', awakened by the bright light, is coming to attack you. It is wearing a medallion around its neck.
<br><br>[[Attack the troll|youraction]]
<</if>>
<<else>>
This room is completely dark, except for a sliver of light filtering in through the opening in the doorway. Barely visible to your left is a table and, on top of it, a lumpy object covered with a cloth. To your right, there seem to be some objects on the floor. At the far end of the room on the right side, the dim light outlines the shape of a very simple bed and a humanoid form lying on it.
<<xinv "has" "medallion of Gosky">>
<<if not $xinvok>>
A faint glint of metal comes from something the humanoid is wearing around its neck.
<</if>>
<<switch $nme_list[$nme_ptr].status>>
<<case "dead">>
<br><br>You can
<br>o [[Examine the lumpy object on the table by lifting the cloth|dd02-030][$light to 1]]
<<xinv "has" "medallion of Gosky">>
<<if not $xinvok>>
<br>o [[Take the object from the humanoid's neck|dd02-005]].
<</if>>
<br>o [[Leave the room|dd02-026]]
<<case "asleep">>
<br><br>You can
<br>o [[Examine the lumpy object on the table by lifting the cloth|dd02-030][$light to 1]]
<<xinv "has" "medallion of Gosky">>
<<if not $xinvok>>
<br>o [[Try to take the object from around the humanoid's neck|dd02-005]].
<</if>>
<br>o [[Attack the humanoid creature|youraction]]
<br>o [[Leave the room|dd02-026]]
<<default>>
<br>o [[Attack the humanoid creature|youraction]]
<</switch>>
<</if>>This room is 10 feet square. A door stands in the center of each wall. To the left and right of each door are identical picture frames, all empty.
Which door will you try:
o [[North|dd02-032]]
o [[East|dd02-031]]
<<if previous() is "dd02-034">>o [[South|dd02-026]]<<else>>o [[South|dd02-031]]<</if>>
o [[West|dd02-031]]This room is 10 feet square. A door stands in the center of each wall. To the left and right of each door are identical picture frames, all empty.
Which door will you try:
o [[North|dd02-032]]
o [[East|dd02-033]]
o [[South|dd02-032]]
o [[West|dd02-032]]This room is 10 feet square. A door stands in the center of each wall. To the left and right of each door are identical picture frames, all empty.
Which door will you try:
o [[North|dd02-033]]
o [[East|dd02-033]]
o [[South|dd02-034]]
o [[West|dd02-033]]This room is 10 feet square. A door stands in the center of each wall. To the left and right of each door are identical picture frames, all empty.
Which door will you try:
o [[North|dd02-034]]
o [[East|dd02-034]]
o [[South|dd02-034]]
o [[West|dd02-031]]<<switch $nme_list[$nme_ptr].status>>
<<case "alive">>
You approach the young man.
<br><br>"Ho there! what business have you at the tower?"
<br><br>He turns to you. "Just delivering some supplies." He waves a piece of paper at you then pushes it into his purse.
<br><br>"Who lives here then, in this desolate place?"
<br><br>He looks at you warily. "Just an old man. I must go now"
<br><br>Will you [[attack|youraction]] the young man, try to [[pickpocket|dd02-004]] his purse, or let him [[leave|dd02-003][$nme_list[$nme_ptr].status to "gone"]] unmolested?
<<case "dead">>
There is a dead young man here. You take his purse then roll the body under some bushes. The mule is still standing here, unconcerned, so you slap it's rump and it ambles off into the distance.
<<set $nme_list[$nme_ptr].status to "gone">>
<<set $temp to {name:"purse", quantity:1, type:"p", worth:0}>>
<<xinv "pickup" $temp>>
<br><br>[[Continue|dd02-003]]
<<case "gone">>
You are on the path to the tower. A 10-foot wide moss-covered drawbridge spans the moat, which runs around the tower.
<<xinv "has" "purse">>
<<if $xinvok>>
<<xinv "drop" "purse">>
<br><br>Examining the purse you extract 5 silver coins, 8 copper coins, a brass disk stamped with the image of a dragon, an iron key, a rabbit's foot, and a folded piece of paper listing common food items. The list is probably what he has just delivered. You discard it.
<<set $pc.sps +=5, $pc.cps +=8>>
<<set $temp to {name:"brass disk", quantity:1, type:"p", worth:0}>>
<<xinv "pickup" $temp>>
<<set $temp to {name:"iron key", quantity:1, type:"p", worth:0}>>
<<xinv "pickup" $temp>>
<<set $temp to {name:"rabbit's foot", quantity:1, type:"p", worth:0}>>
<<xinv "pickup" $temp>>
<</if>>
<br><br>[[Continue|dd02-007]]
<<default>>
Error: Shouldn't be here. Area: A003. Pointer: $nme_ptr. Entry: $nme_list[$nme_ptr]. Status: $nme_list[$nme_ptr].status
<</switch>><<set $nme_list[$nme_ptr].status to "gone">>
/* Check for Pickpocket/Sleight of Hand: DC 15 (normal), mod +11 */
<<xcheck 15 11>>
<<if $skillok>>
<<set $temp to {name:"purse", quantity:1, type:"p", worth:0}>>
<<xinv "pickup" $temp>>
You grab the purse without him noticing.
<br><br>"Bye then!" You say and wave the young man and his mule off into the distance.
<br><br>[[Continue|dd02-003]]
<<else>>
The young man spots your attempt to snatch his purse. He whips the mule and they both flee down the trail out of your sight.
<br><br>[[Continue|dd02-007]]
<</if>>/* Check for Pickpocket/Sleight of Hand: DC 15 (normal), mod +11 */
<<xcheck 15 11>>
<<if $skillok>>
<<set $temp to {name:"medallion of Gosky", quantity:1, type:"p", worth:0}>>
<<xinv "pickup" $temp>>
You take the medallion. The humanoid is a ''troll'' and it remains asleep.
<br><br>[[Continue|dd02-030]]
<<else>>
The humanoid is a ''troll'' and your fumbling has awakened it!
<<set $nme_list[$nme_ptr].status to "awake">>
<br><br>[[Continue|youraction]]
<</if>><<switch $option>>
<<case 1>>
The bookcase is crammed with standard, but non-magical works.<br><br>
<<case 2>>
Several of Tormaq's robes hang inside the cabinet. None of these are magic robes.<br><br>
/* Come up with idea DC Quite Hard(18) v Insight(10) */
<<xcheck 18 10>>
<<if $skillok>>
The back of the cabinet is covered with black velvet. Peering closer you see that there is a concealed door here.<br><br>
<<set $detected to 1>>
<</if>>
<<case 3>>
The tapestry is good quality but would be too heavy to steal. There is nothing concealed behind it.<br><br>
<<case 4>>
The couch is comfortable. There is nothing of interest on the table.<br><br>
<<case 5>>
There are a lot of nice wines here, but they would be too cumbersome to steal.<br><br>
<<case 6>>
The gem looks like a diamond. It is not the gem you seek.<br><br>
<<default>>
<</switch>>
<<display "dd02-028">>Behind the wall cabinet there is a short passageway, then a stairway going up. At the top of the stairs is another short passageway that ends in a single door.
<<xinv "has" "medallion of Gosky">>
<<if $xinvok>>
<br><br>The stalker says, "Roral floom with cairy freatures."
<<else>>
<br><br>A disembodied voice says, "Roral floom with cairy freatures." You recognize the voice as the same one you heard in the main hall.
<</if>>
<br><br>You can [[enter the room|dd02-039]] or [[go back down to the parlour|dd02-028]].As you reach out for the diamond, you suddenly find yourself on the floor. Your foot somehow got entangled in the small rug.
<br><br>You realise that it must be a ''rug of tripping'' and, if you want to take the diamond, you will have to think of a way to get it whilst avoiding the rug.
<br><br>Hmmm, maybe you could:
/* Come up with idea DC Quite Hard(18) v Insight(10) */
<<xcheck 18 10>>
<<if $skillok>>
<br> o [[Knock the diamond to the floor by throwing books at it|dd02-038][$option to 1]]
<</if>>
/* Come up with idea DC Quite Hard(18) v Insight(10) */
<<xcheck 18 10>>
<<if $skillok>>
<br>o [[Knock the diamond to the floor by poking it with your sword|dd02-038][$option to 2]]
<</if>>
/* Come up with idea DC Quite Hard(18) v Insight(10) */
<<xcheck 18 10>>
<<if $skillok>>
<br>o [[Hack off a table leg to make the diamond roll onto floor|dd02-038][$option to 3]]
<</if>>
/* Come up with idea DC Quite Hard(18) v Insight(10) */
<<xcheck 18 10>>
<<xspell "has" "Magic Missile">>
<<if $skillok and $xspellok>>
<br>o [[Blast the table with ''Magic Missile''|dd02-038][$option to 4]]
<</if>>
<br>o [[Go back to looking around the room|dd02-028]]<<switch $option>>
<<case 1>>
You grab some books from the bookcase and throw them until the diamond is knocked to the floor.
<<case 2>>
Reaching over the rug you whack the diamond and send it spinning to the floor.
<<case 3>>
Crouching low, you hack at the nearest table leg until it shatters and the diamond rolls down to you feet.<<set $nme_list[$nme_ptr].status to "hacked">>
<<case 4>>
<<xspell "drop" "Magic Missile">>
Eight darts of fire erupt from your fingertips, converging on the table. Both table and rug erupt in a pillar of flames which quickly died down.
<br><br>The diamond is intact in the mound of soot and ashes.
<<set $nme_list[$nme_ptr].status to "blasted">>
<<default>>
Error: Shouldn't be here. Area: A038. Option: $option
<</switch>>
You pick up the diamond. Should be worth a lot.<br><br>
<<set $temp to {name:"diamond", quantity:1, type:"p", worth:1000}>>
<<xinv "pickup" $temp>>
<<display "dd02-028">><img src="/images/dd02-039.jpg" align="right" style="padding:10px;">
<<if visited() is 1>>
<<set $curse to 0>>
<</if>>
The door opens onto a circular room.
<br><br>Around the outer walls of the room is a garden of various exotic plants and shrubs. In the center of the room is a large tree bearing curious fist-shaped fruits, half-yellow and half-green. In the branches of the tree, small furtive figures hide and dart amidst the foliage. A circular walkway runs between the garden plants and the tree, and a door stands directly across the room.
<<switch $curse>>
<<case 0>>
<<set $curse +=1>>
<<case 1>>
<br><br>A number of the sprites start to speak, casting a curse:
<br><br>"//Nosey one beneath our tree,
<br>Grow to match curiosity!//"
/* Save v spell: DC 15 (normal), mod +6 */
<<xcheck 15 6>>
<<if $skillok>>
<br><br>You managed to save against the curse this time
<<else>>
<br><br>Your nose grows to a length of 10 inches!
<<set $curse +=1>>
<</if>>
<<case 2>>
<br><br>The sprites start chanting again:
<br><br>"//Quiet one who does not talk,
<br>Let music tinkle when you walk!//"
/* Save v spell: DC 15 (normal), mod +6 */
<<xcheck 15 6>>
<<if $skillok>>
<br><br>You managed to save against the curse this time
<<else>>
<br><br>Bells grow on your feet making it impossible for you to move silently.
<<set $curse +=1>>
<</if>>
<<default>>
Error: Shouldn't be here. Area: A039. Curse: $curse
<</switch>>
<br><br>Will you:
<br>o [[Examine the central large tree|dd02-041][$option to 1]]
<br>o [[Smell some of the plants and shrubs|dd02-041][$option to 2]]
<br>o [[Taste some of the plants and shrubs|dd02-041][$option to 3]]
<br>o [[Go through the north door|dd02-040]]
<br>o [[Go through the south door|dd02-036]]<img src="/images/dd02-040.jpg" align="right" style="padding:10px;">
<<set $area to "a040", $nme_ptr to $encounter[$area]>>
/* Check for Stealth: DC 15 (normal), mod +11 */
<<xcheck 15 11>>
<<if ( $curse gt 2 ) or ( not $skillok ) >>
<<set $nme_list[$nme_ptr].status to "awake">>
You made a lot of noise then.<br><br>
<</if>>
<<set $temp to $nme_list[$nme_ptr].status>>
This is a hexagonal room cluttered with diverse furniture and magic apparatus. There is a <<if $temp is "invisible">>[[desk to the west|dd02-044]]<<else>>desk to the west<</if>>.<br><br>In each wall of the room are two stained glass windows. Between each set of windows is a small niche covered with leaded glass. A gem is visible inside each niche. In the <<if $temp is "invisible">>[[second niche|dd02-046][$option to 0]]<<else>>second niche<</if>> to the east, directly over the workbench, rests the only amber gem. <br><br>The only <<if $temp is "invisible">>[[exit|dd02-039]]<<else>>exit<</if>> is to the south.
<<if $temp is "awake">>
<br><br>A previously invisible wizard appears from behind the desk to the west. You will have to [[fight|dd02-044]] him.
<<else>>
<<xinv "has" "medallion of Gosky">>
<<if $xinvok>>
<br><br>The medallion allows you to see that; asleep in the seat behind the desk to the west is the wizard Tormaq in invisible form. You could [[attack|dd02-044]] him.
<</if>>
<</if>>/* Get the plant type */
<<xdice 1 14 0>>
<<set $plant to $roll>>
/* Save v poison: DC 15 (normal), mod +6 */
<<xcheck 15 6>>
<<switch $option>>
<<case 1>>
There are about 12 sprites flitting about in the branches of the tree. Nasty, little, magical creatures. Best avoided.
<br><br>[[Continue|dd02-039]]
<<case 2>>
Hmm, smells like $plants[$plant]
<<if ($plant is 2 ) or ($plant is 6) >>
/* #2 save v poison or die. #6 save v poison or fall asleep */
<<if $skillok>>
<br><br>You saved against poison and are OK this time.
<br><br>[[Continue|dd02-039]]
<<else>>
<br><br>You were overcome by the poison.
<<if $plant is 2>>
<br><br>[[Continue|lose]]
<<else>>
<br><br>[[Continue|dd02-042]]
<</if>>
<</if>>
<<else>>
<br><br>[[Continue|dd02-039]]
<</if>>
<<case 3>>
Hmm, tastes like $plants[$plant]
<<if ($plant is 1 ) or ($plant is 9) >>
/* #1 save v poison or die. #9 save v poison or be confused */
<<if $skillok>>
<br><br>You saved against poison and are OK this time.
<br><br>[[Continue|dd02-039]]
<<else>>
<br><br>You were overcome by the poison.
<<if $plant is 1>>
<br><br>[[Continue|lose]]
<<else>>
<br><br>[[Continue|dd02-042]]
<</if>>
<</if>>
<<else>>
<br><br>[[Continue|dd02-039]]
<</if>>
<<default>>
Error: Shouldn't be here. Area: A041. Option: $option
<</switch>><<set $inv = [{name:"EMPTY", quantity:1, type:"p"} ], $spells = [{name:"NONE", quantity:1}], $cweapon to "NONE", $area to "a030", $nme_ptr to $encounter[$area]>><<if $nme_list[$nme_ptr].status isnot "dead">><<set $nme_list[$nme_ptr].status to "alive">><</if>>You awaken suddenly, shivering in the cold of the dungeon cell beneath Tormaq's tower. It looks like you've really done it this time. Here you are, defenseless, stripped of weapons and equipment, probably about to become the subject of some unspeakable experiment conducted by the fearsome wizard himself<<if $nme_list[$nme_ptr].status is "alive">>; or, perhaps you will be turned into a feeding-time treat for that loathsome troll, D'tan, who serves as Tormaq's errand boy.<<else>>.<</if>>
As you ponder these glum possibilities, you hear footsteps approaching. Soon, the cell door swings open and you are face-to-face with Tormaq.<<if $nme_list[$nme_ptr].status is "alive">> Behind him stands the troll, who holds <<else>> He has <</if>>a brazier of glowing coals and a set of red-hot tongs. No need to ask what those items are for!
"Regained your wits, have you?" Tormaq says with a sneer. "You are a fool to think you could have escaped my tower, thief. The lovely flowers in my conservatory are extremely poisonous! I have also taken great pains to insure that my precious gem is theft-proof. I've set my traps carefully! Perhaps now I should have some fun finding out all about you."
<<if $nme_list[$nme_ptr].status is "alive">>The troll <<else>> He <</if>>pulls out the tongs and starts toward you, a gleeful look dancing in his eyes. "On the other hand, you did do rather well to get as far as you did, and if you will perform a simple service for me, I might be willing to forego torture. Which would you prefer to be: my temporary hireling, or my new toy?" Faced with such a choice, you ask Tormaq what kind of "simple service" he has in mind.
Tormaq immediately gets down to business. He wants you to steal the famous ''Staff of Fazzlewood'' from the cavern dwelling of his arch rival, the great wizard ''Felspel''. Tormaq knows that Felspel will be away from his home for 30 minutes tomorrow. Tormaq will teleport you to the entrance of Felspel's home just after Felspel leaves. You are to break into the wizard's dwelling, find the Staff of Fazzlewood, and return it to Tormaq. The staff is 3 feet long and made of cherrywood. Its ivory handle is carved in the shape of a skull. The staff itself will be somewhere in plain view, but may be magically disguised to look like some other object. Once you have the staff, you are to use the magic ''talisman of homing'' given you by Tormaq. This device will automatically teleport you back to wherever Tormaq happens to be at the time.
Your reward for success will be the sparing of your life, <<if $curse gt 0>>the removal of your curses, <</if>>a small payment, and all the loot you can take from Felspel's home. Failure will bring death from whoever catches you first, Felspel or Tormaq! You reluctantly agree to perform this service, for Felspel is a famous wizard; he is best known for being even more bad-tempered and irritable than Tormaq.
[[Continue|dd02-101]] The following morning you are standing in Tormaq's laboratory, your equipment returned to you, the ''talisman of homing'' dangling from a leather thong around your neck. Tormaq has recharged your ''ring of spell storing'' and returned you to full strength. The wizard repeats his instructions and a warning about failure. He then begins to gesture in the air, uttering strange words.<br><br>The laboratory fades from view, and you find yourself near the [[entrance to a cavern. . .|dd02-102]]
<<set $inv = [{name:"thieves tools", quantity:1, type:"p"}, {name:"50ft rope", quantity:1, type:"p"}, {name:"leather armour", quantity:1, type:"p"}, {name:"rations", quantity:5, type:"u"}, {name:"ring of spell storing", quantity:1, type:"p"}, {name:"pitons", quantity:10, type:"u"}, {name:"short bow", quantity:1, type:"w", dam1:1, dam2:6, dam3:5}, {name:"dagger (+2)", quantity:1, type:"w", dam1:1, dam2:4, dam3:7}, {name:"short sword (+1)", quantity:1, type:"w", dam1:1, dam2:6, dam3:6},{name:"talisman of homing", quantity:1, type:"p"}]>>
<<set $spells = [{name:"Charm Person", quantity:1}, {name:"Detect Magic", quantity:1}, {name:"Magic Missile", quantity:1}, {name:"Ventriloquism", quantity:1}, {name:"Knock", quantity:1}, {name:"Phantasmal Force", quantity:1}]>>
<<set $cweapon to "dagger (+2)", $dodge to 0, $detected to 0, $curse to 0, $option to 0, $locked to 1>>@@color:grey;Roger Butler-Ellis.<br>Original material by John & Laurie van de Graff@@@@color:yellow;The Gem and the Staff@@From behind the desk the wizard Tormaq snaps into plain sight.
His left arm shoots up and you find yourself able to move. He brings his arm down whilst clenching his fist, and you feel consciousness slipping away from you ...
[[Continue|dd02-042]]<<if visited() is 1>>
<<set $gemdoor to "locked", $trapped to 1>>
/* Spot trap DC 15 (normal), perception 10 */
<<xcheck 15 10>>
<<if $skillok>>
<<set $gemdoor to "trapped">>
<</if>>
<</if>>
<<if $gemdoor is "sprung">>
<<set $nme_list[$nme_ptr].status to "awake">>
You are feeling very woozy. You [[turn back|dd02-040]] to the room.
<<else>>
You look carefully at the niche. It is covered with a small door of leaded glass that is $gemdoor.
<<switch $gemdoor>>
<<case "trapped">>
You can try to [[disarm|dd02-046][$option to 1]] the trap,
<<case "locked">>
You can try to [[pick the lock|dd02-046][$option to 2]] on the glass door,
<<case "open">>
You can [[touch the teleport scroll|dd02-042]] to the gem and escape,
<<default>>
Error: Shouldn't be here. Area: A045. GemDoor: $gemdoor
<</switch>>
or you can [[turn back|dd02-040]] to the room.
<</if>><<switch $option>>
<<case 0>>
<<case 1>>
/* disarm trap DC 15 (normal), +11 */
<<xcheck 15 11>>
<<if $skillok>>
<<set $gemdoor to "locked", $trapped to 0>>
You disarmed the trap of poisoned needles.<br><br>
<<else>>
You set off a trap.<br><br>
<<set $gemdoor to "sprung", $trapped to 0>>
<</if>>
<<case 2>>
<<if $trapped>>
You set off a trap.<br><br>
<<set $gemdoor to "sprung", $trapped to 0>>
<<else>>
/* pick lock DC 15 (normal), +11 */
<<xcheck 15 11>>
<<if $skillok>>
<<set $gemdoor to "open">>
You picked the lock.<br><br>
<<else>>
You failed to pick the lock.<br><br>
<</if>>
<</if>>
<<default>>
Error: Shouldn't be here. Area: A046. Option: $option
<</switch>>
<<display "dd02-045">><img src="/images/dd02-102.jpg" align="right" style="padding:10px;">
<<set $area to "a102", $nme_ptr to $encounter[$area]>>
You are crouching behind a boulder on the far right-hand side of a 40-foot wide cavern opening. Peering inside, you see the cavern has a depth of about 30 feet, and that a 5-foot wide passageway leads out of the rear cavern wall.
<<if $nme_list[$nme_ptr].status is "dead">>
<br><br>There is a dead ''ogre'' here. It has nothing of value on its body.<br><br>[[Enter the passageway|dd02-104]]
<<else>>
<br><br>An ''ogre'' armed with a club sits atop a boulder in the center of the area. It is is rather absently watching the cavern entrance. Standing beside the ogre is a large gong. You can hear muffled ogre voices coming from the narrow passageway to the rear of the cavern. These voices don't seem to be getting any closer.<br><br>You could
<<xspell "has" "Ventriloquism">>
<<if $xspellok>>
<<linkreplace " use ''Ventriloquism'', ">>
<<xspell "drop" "Ventriloquism">>
<<goto "dd02-104">>
<</linkreplace>>
<</if>>
<<xspell "has" "Phantasmal Force">>
<<if $xspellok>>
<<linkreplace " use ''Phantasmal Force'', ">>
<<xspell "drop" "Phantasmal Force">>
<<goto "dd02-104">>
<</linkreplace>>
<</if>>
<<linkreplace "throw a rock ">>
<<goto "dd02-104">>
<</linkreplace>>
to distract the ''ogre'' and dive down the passage. Or, you could just [[attack|youraction]] it!
<</if>>
/* [[dummy|dd02-103]] */You are hopelessly lost in the unfamiliar woods.
<<set $temp to "dd02-103">>
<<set $roll to random(1, 100)>>
<<if $roll gt 95>>
<<set $temp to "dd02-102">>
<</if>>
<br><br><<link "Wander about aimlessly" $temp>><</link>>The passway runs from the [[entrance|dd02-102]] for about 20 feet making an S-shaped curve before leading into a large [[35-foot by 40-foot chamber|dd02-105]]. This chamber is well-lit by a roaring fire.<img src="/images/dd02-105.jpg" align="right" style="padding:10px;">
<<set $area to "a105", $nme_ptr to $encounter[$area]>>
The fire is tended by an ogre, who is roasting a large piece of meat on a spit. Three other ogres are sitting against the east wall of the cavern, drinking from cups made from humanoid skulls.
<br><br>Occasionally, one of the ogres gets up, goes to the large keg of ale near the fire, and refills its cup. A passageway stands in the cavern wall directly east from where you are standing.
<br><br>You could
<<set $anyspells to 0>>
<<xspell "has" "Ventriloquism">>
<<if $xspellok>>
<<set $anyspells to 1>>
<<linkreplace " use ''Ventriloquism'', ">>
<<xspell "drop" "Ventriloquism">>
<<goto "dd02-106">>
<</linkreplace>>
<</if>>
<<xspell "has" "Phantasmal Force">>
<<if $xspellok>>
<<set $anyspells to 1>>
<<linkreplace " use ''Phantasmal Force'', ">>
<<xspell "drop" "Phantasmal Force">>
<<goto "dd02-106">>
<</linkreplace>>
<</if>>
<<if $anyspells>>
to distract the ''ogres'' and sneak down the east passage. Go
<<else>>
go
<</if>>
back down [[west passageway|dd02-104]], or, you could just [[attack|youraction]] them (not advised)!
/* [[dummy|dd02-106]] *//* Sneaking passed the orges, Stealth: DC15 (normal), mod +11 */
<<xcheck 15 11>>
<<if $skillok>>
<<goto "dd02-107">>
<<else>>
<<goto "youraction">>
<</if>>
/* [[dummy|dd02-107]] */The short passage ends in a wooden door.
You hear nothing from the other side of the door.
You door is unlocked, and doesn't appear to be trapped.
You can go [[through the door|dd02-108]], or go back to the [[ogre den|dd02-105]].<img src="/images/dd02-108.jpg" align="right" style="padding:10px;">
The door opens into a 25-foot square room. The floor and walls are randomly splotched with many layers of dry paint. The 10-foot high ceiling is dotted with hundreds of small holes, each marked with tiny splotches of dry paint.<br><br>
There is a [[door to the south|dd02-107]] and a set of [[double doors|dd02-110][$gtop to 500, $gleft to 500]] in the north wall of the room. A [[skull|dd02-109][$option to 3]] is carved into each door. Four other [[skulls|dd02-109][$option to 1]] are attached to the walls of the room, each one glowing brightly. To the right of the double doors are rows of pegs and [[various items|dd02-109][$option to 2]] hanging on them.<<switch $option>>
<<case 1>>
The four skulls on the walls are normal human skulls with a //continual light// spell cast on them.<br><br>
<<case 2>>
The items include; a large sack of bones, skulls and rocks; a bow; a spear; a short sword; a quiver and ten arrows, nine with white feathers, one with black feathers. None of these items are magical and none of the weapons are better than those you already have.<br><br>
<<case 3>>
A disembodied voice comes from the skull on the right-hand door:<br>
//If you seek audience with the mighty Felspel, leave your weapons, and let the arrow lead you right//<br>
The skull has clearly had a //magic mouth// spell cast on it.<br><br>
<<default>>
Error: Shouldn't be here. Area: A109. Option: $option
<</switch>>
<<display "dd02-108">>
/* [[dummy|dd02-108]] */<img src="/images/dd02-110.jpg" align="right" style="padding:10px;position:absolute;top:35px;left:400px;">
<<set $temp to '<img src="/images/dd02-110.png" align="right" style="padding:0px;position:absolute;top:' + $gtop + 'px;left:' + $gleft + 'px;">'>>
<<print $temp>>
The double doors open onto a long hallway, 15-feet wide and 15-feet high The hallway is illuminated by glowing skulls similar to those in the antechamber. The walls, ceiling and floor are all made of white marble except for a 5-foot wide strip of black obsidian running down the center of the hall The strip is inlaid with silver symbols every 15-feet. The first symbol appears to be an arrow pointing straight ahead. The other two symbols appear to be strange hieroglyphs or runes of some type. At the far end of the corridor is a set of double doors adorned with carved skeletons.<br><br>
The whole room radiates magic or danger or both, it's so overwhelming, it's hard to say which. You decide that it would be wise to move slowly and carefully in this area.<br><br>
Use the arrow keys to move about in the hallway:<br><br>
<<link "↑" "dd02-111">><<set $option to 1>><</link>><br>
<<link "←" "dd02-111">><<set $option to 2>><</link>>
<<link "→" "dd02-111">><<set $option to 3>><</link>><br>
<<link "↓" "dd02-111">><<set $option to 4>><</link>><<switch $option>>
<<case 1>>
<<set $gtop -=50>>
<<case 2>>
<<set $gleft -=50>>
<<case 3>>
<<set $gleft +=50>>
<<case 4>>
<<set $gtop +=50>>
<<default>>
Error: Shouldn't be here. Area: A111. Option: $option
<</switch>>
<<if $gtop gt 520>>
Ouch! You walked into a wall...<br><br>
<<xdice 1 4 0>>
<<set $roll = 0 - $roll>>
<<xhps $roll>>
<<set $gtop to 500>>
<</if>>
<<if $gleft lt 440>>
Ouch! You walked into a wall...<br><br>
<<xdice 1 4 0>>
<<set $roll = 0 - $roll>>
<<xhps $roll>>
<<set $gleft to 450>>
<</if>>
<<if $gtop lt 240>>
<<goto "dd02-112">>
<</if>>
<<if $gleft gt 560>>
<<if $gtop gt 390 and $gtop lt 420>>
<<goto "dd02-113">>
<<else>>
Ouch! You walked into a wall...<br><br>
<<xdice 1 4 0>>
<<set $roll = 0 - $roll>>
<<xhps $roll>>
<<set $gleft to 550>>
<</if>>
<</if>>
<<display "dd02-110">>
/* [[dummy|dd02-110]] [[dummy|dd02-112]] [[dummy|dd02-113]] */You have fallen into a pit trap!
This entire section of the flooring has collapsed dropping you into a 30-foot deep pit.
[[Continue|dd02-114][$fall to 3]]<img src="/images/dd02-113.jpg" align="right" style="padding:10px;">That section of wall must have been a //permanent illusion.//
You have passed through into an east-west running 5-foot wide corridor illuminated by two more of the familiar glowing skulls. The corridor ends behind you. A black door stands ahead of you. No hinges or handles are visible on the door, but occasional ripples flow across its glistening surface.
As you approach the door, a mouth and an ear form on its surface. The mouth speaks, saying:
//"State your name so that I may announce your entrance to all within the Outer Sanctum of Felspel. I will let no one enter without announcing his name."//
Enter any name you like <<set $runeLines to 1>><<textbox "$temp" $pc.forename "dd02-117">> /* [[dummy|dd02-117]] */<<xdice $fall 6 0>>
<<set $roll = 0 - $roll>>
<<xhps $roll>>
<<set $roll to ($fall * 10) >>
You are at the bottom of the pit having fallen $roll feet.<br><br>
The walls of this pit are damp and smooth. It will be hard to get out of here.<br><br>
<<set $temp to 68 - ($pc.shps - $pc.chps)>>
<<xdice 1 100 0>>
<<linkreplace "Try to climb out of the pit">>
<<if $roll lte $temp>>
<<set $gtop to 250, $gleft to 500>>
<<goto "dd02-115">>
<<else>>
<<xdice 1 3 0>>
<<set $fall to $roll>>
<<goto "dd02-114">>
<</if>>
<</linkreplace>>
/* [[dummy|dd02-114]] [[dummy|dd02-115]] */<img src="/images/dd02-115.jpg" align="right" style="padding:10px;position:absolute;top:35px;left:400px;">
<<set $temp to '<img src="/images/dd02-110.png" align="right" style="padding:0px;position:absolute;top:' + $gtop + 'px;left:' + $gleft + 'px;">'>>
<<print $temp>>
You are in a long hallway, 15-feet wide and 15-feet high The hallway is illuminated by glowing skulls similar to those in the antechamber. The walls, ceiling and floor are all made of white marble except for a 5-foot wide strip of black obsidian running down the center of the hall.<br><br>
At the north end of the room is a gaping pit. Beyond is a set of double doors adorned with carved skeletons.<br><br>
The whole room radiates magic or danger or both, it's so overwhelming, it's hard to say which. You decide that it would be wise to move slowly and carefully in this area.<br><br>
Use the arrow keys to move about in the hallway:<br><br>
<<link "↑" "dd02-116">><<set $option to 1>><</link>><br>
<<link "←" "dd02-116">><<set $option to 2>><</link>>
<<link "→" "dd02-116">><<set $option to 3>><</link>><br>
<<link "↓" "dd02-116">><<set $option to 4>><</link>><<switch $option>>
<<case 1>>
<<set $gtop -=50>>
<<case 2>>
<<set $gleft -=50>>
<<case 3>>
<<set $gleft +=50>>
<<case 4>>
<<set $gtop +=50>>
<<default>>
Error: Shouldn't be here. Area: A111. Option: $option
<</switch>>
<<if $gtop gt 520>>
Ouch! You walked into a wall...<br><br>
<<xdice 1 4 0>>
<<set $roll = 0 - $roll>>
<<xhps $roll>>
<<set $gtop to 500>>
<</if>>
<<if $gleft lt 440>>
Ouch! You walked into a wall...<br><br>
<<xdice 1 4 0>>
<<set $roll = 0 - $roll>>
<<xhps $roll>>
<<set $gleft to 450>>
<</if>>
<<if $gtop lt 240>>
<<goto "dd02-112">>
<</if>>
<<if $gleft gt 560>>
<<if $gtop gt 380 and $gtop lt 420>>
<<goto "dd02-113">>
<<else>>
Ouch! You walked into a wall...<br><br>
<<xdice 1 4 0>>
<<set $roll = 0 - $roll>>
<<xhps $roll>>
<<set $gleft to 550>>
<</if>>
<</if>>
<<display "dd02-115">>
/* [[dummy|dd02-115]] [[dummy|dd02-112]] [[dummy|dd02-113]]*/<<set $countdown -=1>>
<<if $countdown gt 0>>
<<xdice 1 3 0>>
<<switch $roll>>
<<case 1>>
[[Wander aimlessly in the dark|dd02-119]]
<<case 2>>
[[Wander aimlessly in the dark|dd02-117]]
<<case 3>>
[[Wander aimlessly in the dark|dd02-108]]
<<default>>
<</switch>>
<<else>>
[[Wander aimlessly in the dark|dd02-117][$runeLines to 1]]
<</if>><<set $area to "a117", $nme_ptr to $encounter[$area]>>
<<if $nme_list[$nme_ptr].status is "intact">>
<img src="/images/dd02-117.jpg" align="right" style="padding:10px;">
<<if $temp is "no one">>
<<else>>
//"$temp now enters the Outer Sanctum!"//<br><br>
<<set $temp to "no one">>
<</if>>
You are in a large room, 40 feet long by 25 feet wide. There is a [[door to the south|dd02-113]] that leads back to the corridor. A door stands in the centre of the walls to your [[left|dd02-118][$option to 2]] and [[right|dd02-120]]. Curtains hang along the walls to your immediate [[left|dd02-118][$option to 1]] and [[right|dd02-118][$option to 1]], standing out from the walls at a distance of about 2 feet.<br><br>
<<switch $runeLines>>
<<case 1 2 3 4 5 6>>
Directly across the room stands a man dressed in a long black robe adorned with a gray crescent moon. He stands on a stone platform with his back to you, totally preoccupied with the runes he is painting on the back wall of the room. As you watch him, he finishes painting one row of runes, and begins painting another row directly below them.
<<set $suffix to "", $prefix to "is">>
<<if $runeLines gt 1>>
<<set $suffix to "s", $prefix to "are">>
<</if>>
There $prefix $runeLines complete line$suffix of runes.<br><br>
You could [[talk|dd02-118][$option to 3]] to the wizard, or [[approach him|dd02-118][$option to 5]],
<<xspell "has" "Magic Missile">>
<<if $xspellok>>
<<linkreplace " blast him with ''Magic Missile'', ">>
<<xspell "drop" "Magic Missile">>
<<set $option to 4>>
<<goto "dd02-118">>
<</linkreplace>>
<</if>>
or [[attack him|dd02-118][$option to 5]].
<<case 7>>
You are blind!<br><br>
<<xdice 1 4 1>>
[[Wander aimlessly in the dark|dd02-119][$countdown to $roll]]
<<default>>
<<set $runeLines to 1>>
<</switch>>
<<else>>
<img src="/images/dd02-117a.jpg" align="right" style="padding:10px;">
You are in a large room, 40 feet long by 25 feet wide. There is a [[door to the south|dd02-113]] that leads back to the corridor. A door stands in the centre of the walls to your [[left|dd02-118][$option to 2]] and [[right|dd02-120]]. Curtains hang along the walls to your immediate [[left|dd02-118][$option to 1]] and [[right|dd02-118][$option to 1]], standing out from the walls at a distance of about 2 feet. There is a [[door to the north|dd02-121][$countdown to 10]].<br><br>
<</if>><<switch $option>>
<<case 1>>
The area behind the curtain is entirely dark and filled with webs, you struggle and finally get free.<br><br>
<<xdice 1 3 0>>
<<set $runeLines += $roll>>
<<case 2>>
It's a false door<br><br>
<<set $runeLines += 1>>
<<case 3>>
He ignores you, maybe can't even hear you.<br><br>
<<set $runeLines += 1>>
<<case 4>>
The fiery missiles seem to strike an invisible barrier near the stone platform. The wizard doesn't notice and carries on painting.<br><br>
<<set $runeLines += 1>>
<<case 5>>
As you get near to the wizard, he and the wall he was painting on, disappear. They were an //illusion//.<br><br>
<<set $nme_list[$nme_ptr].status to "dispelled">>
<<default>>
Error: Shouldn't be here. Area: A118. Option: $option
<</switch>>
<<display "dd02-117">>
/* [[dummy|dd02-117]] */<<set $runeLines +=1>>
You are are in a 5-foot wide by 20-foot long corridor which is illuminated by the familiar glowing skulls. There is a door back to the [[Outer Sanctum|dd02-117]] at one end of the corridor, and a plain door at the other end.<br><br>
Listening at the plain door you hear the occasional sound of pages being turned. Also, a young male voice is muttering unfamiliar words.
<<if $locked>>
The door is locked.
<br><br>What will you do?
<br>o [[Pick the lock to open the door|dd02-122]]
<<xspell "has" "Knock">>
<<if $xspellok>>
<br>o
<<linkreplace "Use a ''Knock'' spell to open the door">>
<<xspell "drop" "Knock">>
<<set $locked to 0>>
<<goto "dd02-120">>
<</linkreplace>>
<</if>>
<<else>>
<br><br>The door is unlocked. [[Quietly enter the room|dd02-123]]
<</if>><img src="/images/dd02-121.jpg" align="right" style="padding:10px;">
<<set $countdown -=1>>
<<if $countdown gt 0>>
The door opens into a room, 25-feet wide by 30-feet long. The items in this room, clockwise from your left, are:
a [[wooden workbench|dd02-126][$option to 1]],
a [[carpet|dd02-126][$option to 2]] mounted on the wall,
a [[cabinet|dd02-126][$option to 3]],
<<if $inv121[1] is "mirror">>
a [[mirror|dd02-126][$option to 4]],
<</if>>
<<if $inv121[2] is "broom">>
a [[broom|dd02-126][$option to 5]],
<</if>>
a [[bookcase|dd02-126][$option to 7]] holding numerous [[books|dd02-126][$option to 13]],
a [[desk|dd02-126][$option to 6]]
and [[chair|dd02-126][$option to 14]],
a [[bed|dd02-126][$option to 8]]
with [[pillows|dd02-126][$option to 15]],
a [[sword|dd02-127]],
<<if $inv121[3] is "shield">>
a [[shield|dd02-126][$option to 9]],
<</if>>
a [[chest|dd02-126][$option to 16]],
a [[tapestry|dd02-126][$option to 10]],
a [[painting|dd02-126][$option to 11]],
and an [[elephant's foot|dd02-126][$option to 12]] made into a receptacle for several wooden staves.
There is a [[door|dd02-117][$temp to "no one", $runeLines to 1]] to the south.
<<else>>
Suddenly, you hear the sound of the door being locked.<br><br>
You spin around to see a very angry wizard blocking your escape.<br><br>
Before you can react, he casts a magic //web// to hold you whilst he prepares your doom.<br><br>
<<xdice 1 4 0>>
<<switch $roll>>
<<case 1>>
From his outspread hands there erupts a massive //fireball// that hurtles towards you... <br><br>
<<case 2>>
From his outspread palms there comes a hissing and a cloud of noxious green gas... <br><br>
<<case 3>>
From his outspread hands he emits two black rays of //death// at you...<br><br>
<<default>>
With a wave of his arms you feel your flesh hardening into stone... <br><br>
<</switch>>
[[Continue|lose]]
<</if>>You crouch at the lock and spread your tools carefully to the side. Taking your lockpicks you gently tease the tumblers in the lock.
/* Check for Lockpicking: DC 15 (normal), mod +11 */
<<xcheck 15 11>>
<<if $skillok>>
<br><br>Success! The tumblers fall into place with a click.
<br><br>[[Continue|dd02-120][$locked to 0]]
<<else>>
<br><br>The lock has defeated you.
<br><br>[[Continue|dd02-120]]
<</if>><img src="/images/dd02-123.jpg" align="right" style="padding:10px;">
<<set $area to "a123", $nme_ptr to $encounter[$area]>>
<<if $nme_list[$nme_ptr].status is "alive">>
You are in a 15-foot wide by 20-foot long room. At the far end of the room a young man, most likely an apprentice, sits facing you. He is reading from a large tome and doesn't appear to notice you. The only other items in the room are a bed of straw, a small cabinet, a bookcase, and an astrological chart hanging on the wall behind the young man. There is a [[door|dd02-120]] behind you.<br><br>
You have to act quickly. Will you
<<xspell "has" "Magic Missile">>
<<if $xspellok>>
<<link "cast ''Magic Missile'', " "magicmissile">><</link>>
<</if>>
<<xspell "has" "Charm Person">>
<<if $xspellok>>
<<link "cast ''Charm Person'', " "dd02-124">><</link>>
<</if>>[[talk|youraction]] to the apprentice, or [[attack|youraction]] him,
<<else>>
You are in a 15-foot wide by 20-foot long room. There is a dead young man here. The only other items in the room are a [[bed of straw|dd02-125][$option to 1]], a [[small cabinet|dd02-125][$option to 2]], a [[bookcase|dd02-125][$option to 3]], and an [[astrological chart|dd02-125][$option to 4]] hanging on the wall. There is a [[door|dd02-120]] behind you.
<</if>>/* [[dummy|dd02-124]] */<<xspell "drop" "Charm Person">>You have successfully charmed the apprentice. He becomes friendly and talks freely. His name is ''Cigam''.
He advises you to leave at once for your own safety. He doesn't know where the Staff of Fazzlewood is located, but guesses that it is in Felspel's quarters.
To get to Felspel's quarters, go back to the Outer Sanctum. The wizard writing the runes is an //illusion//. But when he completes the seventh line, anyone in the chamber will be rendered blind. The //illusion// will then reset.
Touching the //illusion// will dispell it and the door to Felspel's quarters will be revealed in the north wall.
You thank ''Cigam'' and make your way [[back into the corridor|dd02-120]].<<switch $option>>
<<case 1>>
<<if $inv125[1] is "coins">>
You find 2 copper pieces in the straw.<br><br>
<<set $pc.cps += 2>>
<<set $inv125[1] to "dummy">>
<<else>>
There is nothing here.<br><br>
<</if>>
<<case 2>>
There are a variety of small items here, none of any use.
<<if $inv125[2] is "spider">>
You do find a small black rock carved into the shape of a spider which takes your fancy.<br><br>
<<set $temp to {name:"stone spider", quantity:1, type:"p", worth:0}>>
<<xinv "pickup" $temp>>
<<set $inv125[2] to "dummy">>
<<else>>
<br><br>
<</if>>
<<case 3>>
Most of the books are in languages that are foreign to you so you can't tell is they are valuable or not. Their bulk means that taking any at random would be foolish.
<<if $inv125[3] is "map">>
However, tucked between two volumes, you find a ancient map which might be of interest.<br><br>
<<set $temp to {name:"ancient map", quantity:1, type:"p", worth:0}>>
<<xinv "pickup" $temp>>
<<set $inv125[3] to "dummy">>
<<else>>
<br><br>
<</if>>
<<case 4>>
Hmm... The moon is in the Seventh House, Jupiter aligned with Mars, peace is guiding the planets, and love steering the stars.<br><br>
<<default>>
Error: Shouldn't be here. Area: A125. Option: $option
<</switch>>
<<display "dd02-123">>
/* [[dummy|dd02-123]] */<<switch $option>>
<<case 1>>
The workbench contains flasks, vials, and instructions for brewing poisons<br><br>
<<case 2>>
The carpet appears to have magic runes of some kind hidden in the weave, but you cannot tell if it is magical, or of any value.<br><br>
<<case 3>>
The cabinet contains a variety of items used in magic research. None are of value to you.<br><br>
<<case 4>>
<<if $inv121[1] is "mirror">>
The mirror is magic. You can sell it.<br><br>
<<set $temp to {name:"magic mirror", quantity:1, type:"p", worth:1000}>>
<<xinv "pickup" $temp>>
<<set $inv121[1] to "dummy">>
<<else>>
There is nothing here.<br><br>
<</if>>
<<case 5>>
<<if $inv121[2] is "broom">>
The broom is magic. You can sell it.<br><br>
<<set $temp to {name:"magic broomstick", quantity:1, type:"p", worth:1000}>>
<<xinv "pickup" $temp>>
<<set $inv121[2] to "dummy">>
<<else>>
There is nothing here.<br><br>
<</if>>
<<case 6>>
The desk holds an inkpot for writing magic scrolls, and some partially finished notes concerning poisons.<br><br>
<<case 7>>
From the book spines, these are all magic tomes and are completely unintelligible.<br><br>
<<case 8>>
It's just a bed.<br><br>
<<case 9>>
<<if $inv121[3] is "shield">>
Wow, a magical shield. As thief it's no use to you, but you can sell it.<br><br>
<<set $temp to {name:"magic shield (+3)", quantity:1, type:"p", worth:5000}>>
<<xinv "pickup" $temp>>
<<set $inv121[3] to "dummy">>
<<else>>
There is nothing here.<br><br>
<</if>>
<<case 10>>
Just a dull tapestry. No value.<br><br>
<<case 11>>
Just a painting. No value.<br><br>
<<case 12>>
The staves radiate faint magic but don't seem to be of any use to you.<br><br>
<<case 13>>
As you touch a book to view its contents, you are struck by something invisible.<br><br>
<<xdice 4 4 0>>
<<set $roll to 0 - $roll>>
<<xhps $roll>>
<<case 14>>
Just an ordinary chair<br><br>
<<case 15>>
Just ordinary pillows<br><br>
<<case 16>>
The chest is full of crumbled clothes; hats, capes, some scuffed boots.<br><br>
<<default>>
Error: Shouldn't be here. Area: A126. Option: $option
<</switch>>
<<display "dd02-121">>
/* [[dummy|dd02-121]] */As you touch the sword, it turns into a staff. This must be the Staff of Fazzlewood!
You cling on to the Staff, activate the //Talisman of Homing// and are immediately enveloped in a cloud of greasy smoke.
When the smoke clears you find yourself in Tormaq's dungeon again. He curls his lip at your obvious success. He snatches the Staff from you with his left hand whilst his right hand writhes in some complex movement.
You are once more enveloped in greasy smoke. When it clears this time, you are back in your own home.
<h2>You have successfully completed this adventure!</h2>
Why not try <a href="https://scaryroj.neocities.org/games.htm">another game</a>