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<<script>>UIBar.show();<</script>> Clouds sail the lazy dusk sky as you make your way towards Edric's Square, thoroughly over the day's task: playing tax collector for one of The Sodden's loansharks. The ground quakes as you hit a bend in the street. The sound of shattered cobble. A woman *screams* but it's cut short. The familiar sound of swords singing as they are unsheathed hits your ears. [[Turn the corner.]]<<set $sword to 1>> Drawing your own blade you turn the corner. The square in front of you is bare to the sky. What buildings surround it are old and collapsed. Less than a dozen of the Guards of the Thorn scramble back from a huge pit forming in the center of the square. Bits of rock and rubble fall inward from the edge of the pit as it grows, rushing towards the guard and a few folk picking themselve sup off of the ground. A captain in plate armor points to you, "Merc! We're under attack. By order of the Duke, I'm enlisting your sword." [[Refuse.]] <<if $Charisma > 4>> [[(Charisma) You won't work for free.]] <<else>> <span class = "inactive">[[(Charisma) You won't work for free.]]</span> <</if>> Failure You tumble into the darkness below. Your heart seems to fall slower than your body as it leaps into your throat. Then *crash* you land among rubble, probably only a little over a dozen feet beneath the city's streets. Finding your bearings and your sword, your eyes begin to adjust to the light. [[Look around the rubble.]]Failure You tumble into the darkness below. Your heart seems to fall slower than your body as it leaps into your throat. Then *crash* you land among rubble, probably only a little over a dozen feet beneath the city's streets. Finding your bearings and your sword, your eyes begin to adjust to the light. [[Look around the rubble.]]Two or three others pull themselves from piles of cobble. They're all Guards. You're in the catacombs, below the city. This long hall seems to run before you and behind you into darkness. You recognize one guard in the faint moonlight that reaches you as he swings his blade through the dark - scoring a strike on someone that *shrieks* like a demented thing. You mutter, "Shit." Ghouls. [[Get up.]]Two other figures approach the rubble, looking to kill those who haven't reacquainted themselves with the act of walking yet. In the moonlight you can see their emancipated frames. Their pale torn skin taught to little but bone. The closer one dislodges its jaw and gives out a shrill screech. Ahead of you the guard calls back not willing to risk looking away, "If you have a blade now's the time to use it." <<set $sword to 1>> Check [[Inventory]]. [[Help the guard. Rush the ghouls.]] [[Run. The guard will make for a distraction.]]You draw your blade. "I'm here." The guard grunts in response. You remember a name attached, Garret. [[(Attack) Throw the full force of your body into your blade.]] You pause and assess the situation. Yourself, one guard uninjured, two more in the rubble and ... Probably a few more dead under the rocks. No, you won't die here with them. The guard's voice quivers as the ghouls stalk closer, "You back there?" <<if $Charisma > 4>> [[(Charisma) Convince the guard to leave the wounded & run.]] <<else>> <span class = "inactive">[[(Charisma) Convince the guard to leave the wounded & run.]] </span> <</if>> [[(Flee) Retreat back down the catacomb hall.]]You charge forwards as the ghouls spring, driving your sword into one of their shoulder blades that *squelches* and then *cracks*! At your side the guard steps forwards driving his own bastard sword into the second ghoul's stomach. [[On second thought...]] <<if $Dexterity > 4>> [[(Dexterity) Dislodge your blade and jab into the ghoul again.]]\ <<else>> <span class = "inactive">[[(Dexterity) Dislodge your blade and jab into the ghoul again.]]\ </span> <</if>> <<if $Strength > 4>> [[(Strength) Shove the ghoul onto it's knees and force your blade through it's shoulder.]]\ <<else>> <span class = "inactive">[[(Strength) Shove the ghoul onto it's knees and force your blade through it's shoulder.]]\ </span> <</if>>You turn tail into a sprint. Behind you the soldier's sword strikes something fleshy once, rending flesh. Then a moment later he screams and the sword hits the ground with a metallic *clang*. <<set $alone to true>> Exit the [[end of the hall.]] Success "If you stay with them, all of you will die." The guardsman looks to his allies in the rubble. "Shit, you're right." The guard dashes back towards you as the ghouls pounce. Your footsfalls echo as the screams behind you grow louder. One of the soldiers stuck in the rubble curses, "You'll rot in hell you bastards!" before the ghouls end him. Exit the [[end of the hall.]]You take a few steps back, thinking of telling the captain just where he and the duke can stick it, but before you can respond the ground quakes again. [[(Strength) Brace.]]Success "I'm not dying for free," you call back. "Gods be damned, you'll have your coin when these civilians are cleared from the-" The captain is cut short as the ground trembles. [[(Strength) Brace.]]Another quake hits the square and you hold fast, but the pit grows. It's too fast. Some of the guard fall into the pit. Then a crack surges towards you. [[Fall into the pit.]] <<if $Dexterity > 1>> [[(Dexterity) Throw yourself out of the way.]] <<else>> <span class = "inactive">[[(Dexterity) Throw yourself out of the way.]]</span> <</if>> <<if $Strength > 1>> [[(Strength) Grab the corner of the building you turned.]] <<else>> <span class = "inactive">[[(Strength) Grab the corner of the building you turned.]]</span> <</if>>Nimbly you retract your blade. The ghoul looks up at you with dead, pustulent eyes, and screeches. But you cut it short with your blade, jamming it into its mouth and out the back of it's neck. The ghoul collapses before you. Next to you the other ghoul drops, slain by the guardsman. [[Speak with the guardsman.]]Metal pierces flesh! With a cracking sound, your sword rends through the bones of the ghoul which collapses before you! Next to you the other ghoul drops, slain by the guardsman. [[Speak with the guardsman.]]<<silently>> <<set $Strength = random(1, 12)>> <<set $Dexterity = random(1, 12)>> <<set $Charisma = random(1, 12)>> <<set $Intelligence = random(1, 12)>> <<set $SkillPoints = (12 - $Strength) + (12 - $Dexterity)+ (12 - $Charisma) + (12 - $Intelligence)>> <</silently>> <<goto Skills>>You come to an intersection that leads left and right into mirrored darkness. <<if $alone is false>> Behind you, <<if $garret > 0>> Garret says, "Your choice. Fuck if I know which way is out." <<else>> the guardsman is silent. <</if>> <</if>> [[Head left from the intersection.]] [[Head right from the intersection.]]<<set $askwounded to 0>> "You're pretty good with that sword," he begins. As his eyes adjust, a light of recognition sweeps over him. "Hey, you're that courier we had a few years back. Lennon, right?" [[(Unpleasant)"Those days are long behind me."]] [[(Friendly)"Yeah, that was me."]] <<if $Charisma > 6>> [[(Charisma) I remember you! Garret, was it?]]\ <<else>> <span class = "inactive">[[(Charisma) I remember you! Garret, was it?]]\ </span> <</if>>The guardsman looks grimly over you. "Yeah... Yeeah I guess they are." He turns to assess the wounded. [[Investigate the crumbled hall.]] [[Ask about the wounded.]]He smiles. "Though it's been a while, I'm glad to have you watching my back down here." Though you recognize him, you can't remember what the man's name was. You give him a nod. Turning around, he begins to check on those beneath the rubble. [[Investigate the crumbled hall.]] [[Ask about the wounded.]] <<set $garret to 1>> He lights up. "Been a while." His smile is only momentary. Then he remembers where you both are. "Though it's been a while, I'm glad to have you watching my back down here." Turning around, he begins to check on those beneath the rubble. [[Investigate the crumbled hall.]] [[Ask about the wounded.]]Your blade doesn't seem to bother the horrid creature, which lunges forwards towards you. [[Run. The guard will make for a distraction.]]My current inventory: <<if $dagger > 0>> [Dagger] <</if>> <<if $sword > 0>> [Sword] <</if>> <<if $crowbar > 0>> [Crowbar] <</if>>You tumble into the darkness below. Your heart seems to fall slower than your body as it leaps into your throat. Then *crash* you land among rubble, probably only a little over a dozen feet beneath the city's streets. Finding your bearings and your sword, your eyes begin to adjust to the light. [[Look around the rubble.]]This long hall is made of stone blocks. The floor and walls are plain. There are sconces for torches but they are barren, not helping the light situation down here. The ceiling, much higher than you could reach, is vaulted in the portions that haven't collapsed. You can see a [[shaft of light]] coming from the rather small looking hole overhead. It seemed much larger when you fell into it. The hall is probably around 60 feet in length, running from West to East, and about 15 feet wide. There are [[piles of rubble]] amongst the north and south walls. There seems to be one exit, a stone doorway on the east wall. [["We should leave."]] <<if $askwounded is 0>> [[Ask about the wounded.]] <</if>><<set $askwounded to 1>> <<if $garret > 0>> As Garret kneels near where the other guards fell, you can already tell they passed from grievous wounds. <<else>> The guardsman looks over his brethren in the rubble. Dead. <</if>> He curses under his breathe. "Least we kept the ghouls off of 'em in their final moments. If we get out of here we should send someone back for their bodies." [["We should leave."]] [[Investigate the crumbled hall.]] Item Keys: //do i have the following $sword $dagger $crowbar Tutorial Keys: $garret //did you find out the guardsman's name $askwounded //did you already ask about the wounded $alone $SdoorA //did you find the secret door #A $scratching //did you scare off the mouse in [[large room with piles of wrecked furnishing]] $noretreating //you sacrificed the guardsman to ghouls and cannot go back the way you came $slide // you are approaching the slimy hall from the north and may slide down it. $finalroom //you have reached the final room Ally Keys: $seamus $iliana Simple True/False keys: $edric //have you been to edric's square the first time $wish //have you thrown a coin into the fountain<<set $alone to false>> <<if $garret > 0>> Garret looks over to you and readies his blade. <<else>> The guardsman looks over to you and readies his blade. <</if>> "Lead the way." You approach the doorway at the east end of the hall. Exit the [[end of the hall.]]Double-click this passage to edit it.Double-click this passage to edit it.<<if $edric is 0>> EDRIC’S SQUARE is where those between the have’s and have not’s live. Not quite toppling over itself, but still looking worse for wear, Edric’s Square is home to the most diverse community of the city. Between the stationed Guards of the Thorn, and the cutthroats for hire near the Sodden, normal everyday folk try to commit to some semblance of daily life in the last city of civilization. Even with the recent events, a dozen merchants have wheeled old carts into the square’s puddles to try and make their living for the day. The wood of the carts groans wearily as you pass, entering the open, seemingly exposed cobble plaza. The crumbling fountain at the square's center gurgles a murky brown water bequeathed of no coin. <<else>> The grey sky is revealed beyond the towering buildings around you as your wet boots turn the corner into Edric’s Square. The audible din of men mongering for coin grows louder. The merchants are ever present here until nightfall, wheeling around their creaking old carts, fighting for the best place in the plaza - like it'll have some semblance of helping them reign in profit. <<if $wish is 0>>The crumbling fountain at the square's center continues gurgling a murky brown water bequeathed of no coin. <<else>> The crumbling fountain at the square's center continues gurgling a murky brown water... The silver piece you threw in earlier is gone. <</if>> <</if>> <<set $edric to 1>> <<if $map is 1>> [[Check map.]] <</if>> What is your heading? [[Walk the Godless Road.]] [[Follow the perfumed scent of merchants onto High Street and into the Peaks.]] [[Grit your teeth and follow the stream of water down into the Sodden.]] [[Take the Duke’s Road to the Castle.]] [[Follow Courier Lane into Duskgate until the Gatehouse is looming on the horizon.]] [[Placing a hand on the hilt of your blade, you walk the Beggar’s Road into The Shattered.]] [[Stick around and explore Edric’s Square.]]You take the Godless Road out of Edric's Square. There's no streetpost - but it's unecessary. The empty temples and barren shrines are symbol enough. [[Wander among the crypts.]] [[Wander among the empty temples.]] Return to [[Edric's Square]].You wade through the crowds of High Street made narrow by the bustling shops that line each side of the road. Different kinds of scents pervade the air, luring you in with smells of delicious foods and fragrances. On your left is a shanty-like small shop that is unusually quieter than the others around it. You notice travelers crossing to the other side of the street to avoid passing in front of the delapitated store front. Looking higher you notice the sloppily painted sign reading "Crow's Call: Herbs & Potions". Up ahead you see a larger sign reading "The Peaks - 5 miles" Enter the [[Witchdoctor's Shop]] Return to [[Edric's Square]] Head straight to [[The Peaks]]Dilapidated buildings quickly replace the quaint scenery of Edric's Square, as you make your way towards The Sodden. The locals drearily pass by you, not really taking notice. The humidity here is thick and an unpleasant mildewy odor assaults your senses. Walking past an alley, you hear a commotion... [[Investigate]] [[Go back to Edric's Square->Edric's Square]] Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it. The rabble here are the same ilk that fought for stall spaces the day before. And the week before that. The bickering they call commerce is audible beyond the fountain's waters. [[Speak with the merchants.]] [[Toss a coin in the fountain.]]XXX [[I'd like to see your wares.]]Double-click this passage to edit it.Double-click this passage to edit it.<<set $edric to 0>> <<set $wish to 0>> <<set $map to 0>> Make for [[Edric's Square]]You flip a silver piece into the murky waters. With a faint "sploosh" it falls into the clouds of dirt, just visible as it settles on the fountain's floor. <<set $wish to 1>> Return to [[Edric's Square]].If there's something you'd like, please let me know. MErchant's Items: Map of the Districts [[Purchase Map]] Cheese Water Torches<<set $map to 1>> Cool, you got a map.https://i.imgur.com/ZQNm0nZ.png Okay, done here. Let's see what there is to do in [[Edric's Square]].The hall is enveloped into darkness as you step deeper into the catacombs. Ahead, about 15 feet from the intersection, you can make out an opening to a large chamber. <<if $alone is false>> <<if $garret > 0>> Garret stops you. "Might want to start a map if you have paper on you. It easy to get lost down here. I believe we're headed North." <<else>> The guardsman coughs. "Maybe a map would be a good idea? You know, so we don't get lost? Think this way's headed North." <</if>> <</if>> ''In dungeons, it is a good idea to keep track of where you've gone and where you're headed. If you keep a very good map, you may even have a better chance of figuring out where hidden passages and doors may be!'' Continue into the [[large chamber attached to the hall]].The hall is enveloped into darkness as you step deeper into the catacombs. Ahead, about 20 feet from the intersection, you can see the path turns to the left. <<if $alone is false>> <<if $garret > 0>> Garret stops you. "Might want to start a map if you have paper on you. It easy to get lost down here. I believe we're headed South." <<else>> The guardsman coughs. "Maybe a map would be a good idea? You know, so we don't get lost? Think this way is south." <</if>> <</if>> ''In dungeons, it is a good idea to keep track of where you've gone and where you're headed. If you keep a very good map, you may even have a better chance of figuring out where hidden passages and doors may be!'' [[Continue down the dark passage to the east.]]<<set $scratching to 0>> The passage continues beyond the left turn another 10 feet before opening to a large room with piles of wrecked furnishing. Return to the intersection. I want to go the other way. Enter the [[large room with piles of wrecked furnishing]].The sound of falling water tells you the chamber quite wet before you enter through it's portal. On the west end is a small hall, covered in moss all the way to this chamber, which has about a 30 foot diameter. A skylight, many dozens of feet overhead must lead to the city streets, for water falls from it's height to the floor. There are about 4 inches of water in this room, that feed various lichens and mosses on the lower walls. The upper walls are riddled with [[large burrows]], all around the circular room. On the east end of this chamber is a wooden door. The remains of an ancient [[standing chandelier]] have fallen against the door from this side. [[Move the standing chandelier.]] Return to the [[large chamber attached to the hall]].This chamber is difficult to see entirely in the darkness. At the center of the room, there appears to be some sort of statue. There are piles of rubble among the floor, making navigation over this once open layout difficult. There are slick coats of [[slime on the walls]]. The room is about 60 by 60 feet. Under the door to the east there is a faint light. There is a single door on the east side of the chamber. It is rough wood, once splintered but not wet and moldy. Open the [[wet door]]. [[Return down the hall and back to the intersection.]]Pushing through the wet slimy door, you see a short passage that runs about 10 feet before entering a small well-lit stone chamber ahead. Continue into the [[small well-lit stone chamber]]. Return to the [[large chamber attached to the hall]].With the chandelier removed from the doorway it's easier to get a better look at the handle. It's iron, and appears to have a locking mechanism. Green moss grows up the bottom of the door, that appears to be flush to the floor. A quick ''jingle'' of the handle confirms the wooden door is locked. <<if $Dexterity > 4>> [[(Dexterity) Unlock the door with a ''lockpick''.]] <<else>> <span class = "inactive">[[(Dexterity) Unlock the door with a ''lockpick''.]] </span> <</if>>With a little jiggling and a satisfying ''click''. The lock is happy with your fiddling and opens. The door is unlocked. Open the [[unlocked iron door to the east]].There's a 5 foot entry that descends into a larger room made of worked stone, about 20 feet by 20 feet. You descend into it at a [[small square stone chamber]].<<if $ghouls is false>> The door leads into a [[generously sized room]]. <<else>> As you enter the door to this room, a loud ''clatter'' of wood alerts you. Two ghouls have immediately stopped searching the interior of the room to face you with dead, useless eyes. They rush forwards! [[Engage the ghouls!]] [[(Strength) Slam door closed.]] <<if $Strength > 8>> [[(Strength) Slam door closed and brace!]]\ <<else>> <span class = "inactive">[[(Strength) Slam door closed and brace!]]\</span> <</if>> <</if>>The ghouls stagger forwards as you draw your blade, their forked tongues tasting the air for your flesh. They rush you. <<if $alone is false>> Behind you, <<if $garret > 0>> Garret draws his own blade,"Hard to believe these were once people." <<else>> the guardsman draws his own blade. <</if>> <</if>> <<if $Strength > 4>> [[(Strength) Dispatch the first ghoul as it rushes you.]]\ <<else>> <span class = "inactive">[[(Strength) Dispatch the first ghoul as it rushes you.]]\</span> <</if>> <<if $Dexterity > 4>> [[(Dexterity) Wait for the ghoul to lunge and then trip it.]]\ <<else>> <span class = "inactive">[[(Dexterity) Wait for the ghoul to lunge and then trip it.]]\</span> <</if>> <<if $alone is false>> <<if $garret > 0>>[[(Ally) Fall back and take a defensive stance beside Garret.]] <<else>> [[(Ally) Fall back and take a defensive stance beside the guardsman.]] <</if>> <</if>> [[Hold your weapon out and hope the ghouls impale themselves on your blade!]]the walls hold aged bodies of the poor. this is a crypt.the chandelier was placed to bar entry from the other side.The large stone room before you has six pillars keeping up a vaulted cieling that looks to be in risk of collapse. [[Wrecked furniture]] is littered about the floor haphazardly. A wooden door along the south hall stands swung open, letting in shadows from a connecting hallway. <<if $scratching is 0>> The air in here is stale and dry. The faint sound of scratching can be heard to the east. Find the source of [[scratching to the east]]. Continue through the [[open wooden door]]. <<else>> The air in here is stale and dry. There are no signs of further mice. Continue through the [[open wooden door]]. <</if>> <<if $SdoorA is 1>> Enter the secret door to the [[large room with plaques upon it's walls]]. <</if>> [[Return down the hall and back to the intersection.]]The furniture is mostly wooden pews meant for parishioners. To the north there was once a large wooden table. From the scent of ashes you can surmise it was used for ceremonial purposes involving incense. Ash litters the floor near the remains of the table. Back to the rest of the [[large room with piles of wrecked furnishing]].<<set $scratching to 1>> From a distance you can see a small mouse in the southeast corner of the room. It seems to have just made it's way into the room through a hole in the wall there. [[(Dexterity) Quietly follow the mouse.]] [[Follow the mouse.]] Back to the rest of the [[large room with piles of wrecked furnishing]].This door stands open and empties into a long stonework hall that continues into darkness towards the south. Enter the [[dark hall]]. Return your attention to the [[large room with piles of wrecked furnishing]].The mouse continues north along the eastern wall before stopping at about it's center. Curiously, it finds a crease in the stonework between the wall and floor here, slipping under the wall. [[Investigate this crease.]]The mouse continues north along the eastern wall for a moment before you step onto one of the wooden furnioshings littering the floor, making a loud ''crack'' sound. At this, the mouse rushes back to it's hole in the southeastern corner of the room. Back the the rest of the [[large room with piles of wrecked furnishing]].The crease along the floor runs about three feet in length before runnign up the wall on either end. The stonework is not quite flush with the creases at all edges so that from up close, you can tell the stones seem out of proportion to the rest of the wall. Following the crease through the stonework, it flows up the wall four and a half feet from the floor, before completing the rough shape of a rectangle by reuniting above. This is a secret door! [[Open the secret door.]]<<set $SdoorA to 1>> Beyond the door a dark passage leads down a staircase that runs a steep- 20 feet down in a length of only around 15 feet. It's carved from the dirt and earth. At it's bottom a sealed wooden door seems to gather the darkness around the landing. Nope nope nope. Return to the [[large room with piles of wrecked furnishing]]. [[Continue down the stairs to the door at the bottom.]]The room beyond the door is quite large, with a high ceiling and measuring around 40 feet north to south and 50 feet west to east. The room is weathered with age but it appears as though you are the only visitor it's had since it was sealed off. Upon the walls [[several plaques]] are inscribed listing names of those entombed behind them. The floor is clear of debris, but a few [[canopic jars]] stand in the northeastern and southerly corners. [[Return back up the passage you entered from.]]The room beyond is quite a generous size, probably roughly 40 feet north by south and 50 feet east to west. It's stone walls are smooth to the touch and dank prayer benches litter the floor, tossed over as the ghouls searched the room. The wooden door to the west is painted a light teal on this side that chips around the edges. It's off center and hugs the northern side of the western wall. The door to the east is heavy and made of wood, reinforced with iron strips. Investigate the [[heavy reinforced door]]. <<if $noretreating is true>> Best not to go back the way you came. <<else>> Open the [[light teal door]] to the west. <</if>><<set $finalroom to true>> Entering this room, four dirty columnns hold up an ancient [[frescoed cieling]]. It's a few degrees colder in this room. Identical doors stand opposite east and west, both made of fine wood reinforced with iron strips. A heavy iron door sits on the northern wall. Try to open the [[heavy iron door]] to the north. Head west to the [[heavy reinforced door]]. Head east to the [[reinforced iron door]]. This small room beyond the door is rectangular and runs slim, about 20 feet from east to west and 30 feet from north to south. Four figures stand guard in the room! [[Draw your blade and prepare for battle!]] <<if $Strength > 4>> [[(Strength) Close the door and brace!]]\ <<else>> <span class = "inactive">[[(Strength) Close the door and brace!]]\ </span> <</if>> This small vault contains a high cieling, giving those within a sense of smallness. Wrecked furniture lines the walls of the room, measuring about 40 feet from east to west and 30 feet from north to south. The walls are caked with age and dirt but appear to have ancient paintings underneath their surfaces. There do not appear to be any other exits from the room than the one behind you. Return to the [[longhall]] from which you came. Search the wrecked furniture. [[Wipe the grime of of the walls.]]The room you enter is untraditional in shape and irrational in design. The north corners of the room make sharp inward angles, and the southern corners are wide angles, giving those who enter from the south a skewed perspective of a larger room. A well sits central of this trapezoid shaped cistern. The well filled to it's edge long ago. The floor is covered in a level of water halfway to your knees. There is a heavy wooden door at the center of the northern wall. It's covered in moss from the waterline upwards. A hall exits southwards into a hallway running east and west. [[Check the interior of the well.]] Go south into the [[longhall]] beyond. [[Inspect the door to the north.]] The room before you was probably once quite comely. A dozen stone slabs, that appear to be sarcophigi, are lined through the center of the room in rows of three. The lids are adourned with their owner's likeness in life. All of the lids are opened. The room is approximately 50 feet from east to west by 40 feet north to south. Quite a large space for only a dozen bodies! Two hallways exit into this room. One long passage from the west and the other, much shorter from the north. A wooden door stands at the center of the eastern wall. It's boards have given in to the decades of age and several are missing, forming holes into darkness. [[Search the sarcophogi further.]] [[Approach the aging wooden door.]] Head east and into the [[longhall]]. Head north into the [[short hall]]. This massive room is the largest you've come across by far, with a ceiling so high overhead that it's hard to believe the city streets lurk somewhere above it. Dust wafts through the air like mocking recreations of clouds in the sky. The room is octagonal in shape, and probably runs somewhere around 70 by 70 feet in it's entireity. A pile of rubble, possibly parts of the cieling forms a small mountain at the center of the room. [[Plaques]] run along every wall and up into the dark looming above. There doesn't seem to be another exit or door in this room beyond the one you came through from the west. Return to the [[room with stone slabs]].The room before you is a huge vault, probably around 50 feet north to south and 80 feet west to east. Piles of furniture many feet high are scatterede around ther vault's interior like crumbled buildings for rats. A hallway at the center of the southern entrance stands between two identical wooden doors. It looks relatively short. In the northwest corner a hallway extends a short distance into what seems to be an intersection. Make your way to the [[intersection]] in the north. Head south between the two identical doors into the [[short hall]].At the center of this stone chamber is a wide pool of water. The rest of the floor is damp but not flooded. [[Roaches]] scatter into it's corners as you enter the room. A [[stone table]] sits against the western wall. The room is roughly 30 feet by 30 feet. A wooden door sits center of the eastern wall. It's been painted to depict about two dozen eyes upon it - all of various sizes and colors. Enter the [[wooden door painted with eyes]]. <<set $slide to true>> Enter the [[slimy hall]]. This sizeable room hides several [[stone tables]] in it's eastern half. The room runs 50 feet east to west and 40 north to south. A sturdy reinforced iron door stands center of the western wall. A passage exits south into an intersection. Inspect the [[reinforced iron door]]. Enter the [[intersection]].The frescoes reveal aged paintings of various heraldic animals, probably important to some family or duke of the past.The heavy iron door has a single locking mechanism from this side. Though covered in rust and grime, after solid effort you unhinged the door. As you do so a breathe of fresh air forces it's way through the cracks of the door. This must lead out. Opening the door, you can see a stone staircase leading up. A bright but cloudy sky hangs overhead. Wait, I'm not finished with [[cold room]]. [[Leave this dank dungeon for the surface.]]Ascending the stairs, you surface on the Godless Street - not the kind of place one would want to hang around in. <<if $alone is false>> Behind you, <<if $garret > 0>> Garret says, "Thank the gods. I need to get to Duskgate to inform the captain of what's happened. The ghoul activity below was abnormally high, not a good sign. I'll see you around." With a wave, he leaves. <<else>> the guardsman sighs, "Thank the gods we made it. I need to head to Duskgate to inform the captain of what's happened. Best you get somewhere safe for now." He leaves. <</if>> <</if>> With the grey sky hanging overhead, you find your way to the main street. [[Walk up the Godless Street.]]<<set $edric to 0>> <<set $wish to 0>> <<set $map to 0>> With a gray sky overhead, the Godless Street's empty temples and shrines feel more sinister than the already nonchalant creepiness they carry. You pass dozens of stone temples dedicated to long forgotten gods and their long since passed parishioners. This is the way to market from the north. Make for [[Edric's Square]].These tables are littered with molded wrappings and iron tools. Judging from the various pieces of shattered pottery on this half of the room, you can gather it they are probably used for embalming corpses.You crush a few under foot along your way into the room. The city above is plagued by them in the millions. You'd be surprised if there were'nt billions under here waiting for the fall of civilization so they could survive off your remains in a reflection of the city's own decadence.This stone table has deep scars on it - though it is familiar witht he mark of a blade. Red stains soil its granite color. This door is made of wood but painted with eerie eyes, set with some sort of blue stone for their iris's. Opening the door reveals the side beyond. Eastward, a [[room with water]]. Westward, a [[intersection]].The plaques are bronze and have turned green after many years. Each holds one to two ancient names. They must count in the hundreds. This is a mass crypt. A few of the [[name plaques]] are legible.Opening a sarcophogi, a burst of soiled air hits your senses, souring your mouth. [[Really continue?]]This aging wooden door has holes in it's structure. Peering through you can see only darkness in what must be a massive room. Let's steer clear of the darkness and stick to the [[room with stone slabs]]. Open the door into the [[massive vault]].This short passage is lined with alcoves that run on either side of the stone passage at about head height. There are about eight alcoves in total running down this 15 foot long path. Each holds a small chubby idol carved from stone. The vault to the north appears to be very large and open in comparison to the room to the south, with its stone slabs amid it's floor. Enter the [[huge vault]] to the north. Enter the [[room with stone slabs]] to the south.Double-click this passage to edit it.This door is heavy and wooden. There are grooves in the earth at the base of the door... //this door is trapped!!! Add details later. Open the door to the [[slimy hall]] beyond.Double-click this passage to edit it.There's a lot of names on the list, it reads: "Thank you for your contributions." Alan Blandon Benton Loi Vincent Tran Jalen Jackson Ethan Weissenberg Rodney Nobles Alex Amador Kyle Seabaugh Andrew Lau Ean McGilvery Mauricio Macias Sebastian Hernandez Tyler Huor Lynn BennerThese jars are painted with in a fading paint. Figures of the dead dance in a parade of color, holding the organ relative to the container's contents. Stomachs, intestines, lungs, and livers. Oddly no hearts or brains. Near the jars sits a iron rod, probably used as a lever to entomb those within the walls. It could make a useful [[crowbar]]. Crossing back over the trapped pit, you exit from the cold dark staircase and back into the [[large room with piles of wrecked furnishing]].<<set $crowbar to 1>> Sweet, you got a crowbar!You draw your blade! <<if $alone is false>> Behind you, <<if $garret > 0>> Garret draws his own blade. <<else>> the guardsman draws his won blade. <</if>> <</if>> The figures just stand there... They are made of stone!!! <<if $alone is false>> Behind you, <<if $garret > 0>> "For fuck's sake, I nearly shat myself." Garret sheathes his blade. <<else>> "For fuck's sake. I nearly shat myself." the guardsman sheathes his blade. <</if>> <</if>> Continue and [[further investigate the room.]] Return to the [[longhall]] and pretend you didn't also nearly shit yourself.Success! You slam the door shuit and brace against it! After a deep breathe and a moment of silence... Nothing seems to occur. Continue down the [[longhall]]. Open the door and [[further investigate the room.]]The slim room is home to four statues that stand guard over a pool of water at it's center. Other than a few piles of [[stone rubble]] near the statues the room is bare. Return to the [[longhall]].Reaching the landing you can get a better look at the door. Though it's difficult in the darkness, you can tell it has been reinforced with several layers of wood and is flush with the floor and earth. It doesn't seem to have a locking mechanism. Several prodding pushes on the door prove it would take a great amount of force to open. <<if $Strength > 8>> [[(Strength) Show this door who's in charge!]]\ <<else>> <span class = "inactive">[[(Strength) Show this door who's in charge!]]\</span> <</if>> <<if $alone is false>> Behind you, <<if $garret > 0>> Garret says, "Let me help you out with that." [[(Ally) Garret assists in forcing the door open.]] <<else>> the guardsman sighs, "I'll help you open it, but are you sure this is a good idea? [[(Ally) The guardsman assists in forcing the door open.]] <</if>> <</if>> Using the full weight of your body, you force the door to shatter! You break through it's splintering shards beyond... And over a spiked pit! It's a trap! <<if $Dexterity > 4>> [[(Dexterity) Grab hold of something!]]\ <<else>> <span class = "inactive">[[(Dexterity) Grab hold of something!]]\</span> <</if>> [[Fall into the spiked pit.]]Using the full weight of your bodies, you force the door to shatter! You break through it's splintering shards beyond... And over a spiked pit! It's a trap! <<if $Dexterity > 4>> [[(Dexterity) Grab hold of something!]]\ <<else>> <span class = "inactive">[[(Dexterity) Grab hold of something!]]\</span> <</if>> [[Fall into the spiked pit.]]Using the full weight of your bodies, you force the door to shatter! You break through it's splintering shards beyond... And over a spiked pit! It's a trap! <<if $Dexterity > 4>> [[(Dexterity) Grab hold of something!]]\ <<else>> <span class = "inactive">[[(Dexterity) Grab hold of something!]]\</span> <</if>> [[Fall into the spiked pit.]]You catch yourself on the stonework of the entryway into the room and watch the shattered pieces of the door clatter among the spikes a few dozen feet below. Beyond the pit, there is a large room beyond, with plaques upion it's walls. It seems generally easy to scoot around the edge of the pit and into the room. Make your way into the [[large room with plaques upon it's walls]].You tumble into the cold earth below. You think yourself a fool for forgetting about the traps the catacombs use to quell graverobbing. With a sickening crack and a sharp burning sensation, your body impales the wooden sticks below. Your last visions are of the rats at the bottom of the pit, waiting for your muscles to stop twitching so they can feast upon your flesh. [[You have died.]]Double-click this passage to edit it.This room has two doors on either side of it. Entering the room from the west causes one to enter from an obnoxiously off centered point of the west wall. The eastern door is affixed about the center of the east wall. It has a faded blue paint on it's wooden panels. The room is barren of any useful furnishings and materials, though some lie in useless shambles among the floor. //a search identifies this room as a gallery displaying the deeds of one of the cities long deceased dukes. Enter the [[faded blue door]]. Return to the [[small well-lit stone chamber]].Success! <<set $ghouls to false>> You slam the door closed and brace against it! The door shudders as ther ghouls slam against it. THUD THUD THUD After a few moments you hear the footfalls of the ghouls rushing away. They must be looking for another way around! Focus on the [[small square stone chamber]] for now.Failure! As you try to quickly close shut the door, the ghouls throwq their weight behind the door and break through! [[Engage the ghouls!]] As the ghouls rush forwards you swing your sword from overyour shoulder downwards in an arc. For a split-second, the first ghoul seems to stop the swing, before it tears through flesh and bone, ripping across the ghoul's exposed neck. It topples to the floor as blood rushes unstoppably from it's throat. The second ghould rushes into the room, nearly tripping over it's ally. <<if $Strength > 4>> [[(Strength) Slay the second ghoul.]]\ <<else>> <span class = "inactive">[[(Strength) Slay the second ghoul.]]\</span> <</if>> <<if $Dexterity > 4>> [[(Dexterity) Off-balance the ghoul and kill it.]]\ <<else>> <span class = "inactive">[[(Dexterity) Off-balance the ghoul and kill it.]]\</span> <</if>> <<if $alone is false>> <<if $garret > 0>>[[(Ally) Let Garret kill the ghoul.]] <<else>> [[(Ally) Let the guardsman do his job.]] <</if>> <</if>> Success! The ghoul lunges forwards and you reach out to it's shoulder, and tpulling your weight backwards, throw the ghoul onto the floor before you. With a quick stab and crunch as your sword buries itself into the ghoul's skull, it is dispatched. The second ghould rushes into the room, nearly tripping over it's ally as you ready yourself. <<if $Strength > 4>> [[(Strength) Slay the second ghoul.]]\ <<else>> <span class = "inactive">[[(Strength) Slay the second ghoul.]]\</span> <</if>> <<if $Dexterity > 4>> [[(Dexterity) Off-balance the ghoul and kill it.]]\ <<else>> <span class = "inactive">[[(Dexterity) Off-balance the ghoul and kill it.]]\</span> <</if>> <<if $alone is false>> <<if $garret > 0>>[[(Ally) Let Garret kill the ghoul.]] <<else>> [[(Ally) Let the guardsman do his job.]] <</if>> <</if>> Falling back besides Garret, you allow the ghouls to come at youfrom the front, now readied with your blade. As they rush forward, the dispatching of these horrors is quick work. With a "One, two..." both Garret and yourself gouge mortal wounds into the ghouls who tumble to the floor. "Not much for strategy these things," Garret grunts as he finishes the ghoul with his blade. Beyond the door you can make out a generously sized room. Continue into the [[generously sized room]]. Backtrack and focus on the [[small square stone chamber]].Falling back besides the guardsman, you allow the ghouls to come at youfrom the front, now readied with your blade. As they rush forward, the dispatching of these horrors is quick work. With a "One, two..." both the guardsman and yourself gouge mortal wounds into the ghouls who tumble to the floor. The guardsman is silent as he finishes the ghoul with his blade. Beyond the door you can make out a generously sized room. Continue into the [[generously sized room]]. Backtrack and focus on the [[small square stone chamber]].This dark passage continues about 25 feet before a passage on your left, facing east intersects into this hall. Turn left down the [[longhall]]. Continue down this corridor [[into the darkness.]]The passage that connects to the dark hall behind you is just as dark, if not more. It's most noteable aspect however, is it's length. Return to the [[dark hall]]. It takes walking 20 feet easyward before an entryway to your right intersects this hall. A curious wooden door stands vigilant in this entryway. Open the [[curious wooden door]]. The hall runs much further past this entryway to the south. After another 30 feet a second passage leads into an open chamber to the south. Investigate the [[open chamber]]. Now about 50 feet east and continuing past this intersection you stumble blindly further down the longhall 30 more feet before you see a passage on your left, running northwards intersects the longhall. Enter the [[northern passage]]. Beyond the passage to the north, the longhall seems to empty into a large chamber about 15 feet ahead of you. Amid the darkness you can just make out a dozen stone slabs in the room head. Continue to the end of the hall and into the [[room with stone slabs]]. The hall ends after another 50 feet in darkness. You'll have to return to the [[dark hall]].The door is spackled with some sort of guano just below the ceiling. It is cracked open so that the darkness beyond seems to seep through the crack between the wall and the door. Open the door and enter the [[dark room]] beyond. On second thought, let's stick with the [[longhall]].This short northern pass opens into what looks like a giant room, filled with water. It's proably some sort of cistern. Enter the [[cistern]]. Return to the [[longhall]].This intersection leads three directions. It's stonework is riddled with puddles. Light breeches through a few cracks in the stonework overhead, providing supple light reflected off of the floor's water. To the west, a [[wooden door painted with eyes]]. To the north, a draft blows out of a [[breezy room]]. To the south, there appears to be a [[huge vault]].Success! The first ghoul rushes into your sword, no sign of self-survival on it's face. Then the second one comes... It barrels into the first ghoul knocking all three of you prone to the cold stonework. The impaled ghoul reaches forwards and opens its mouth. You feel a sharp burning pain as it tears flesh from your exposed neck. Before you know it, the second ghoul has impaled your side with it's unaturally long claws. You scream as the ghoul ghouls begin to tear you asunder bit by bit, bite by bite. [[You have died.]]With a wide swing and great force, you cut through the air, cleaving the ghoul's entire head; which unceremoniously explodes in blood, flesh, and bone, rather than decapitating. <<if $alone is false>> <<if $garret > 0>> The explosion of blood and guts paints the room and Garret in gore. He spits a bit of blood from his mouth, "Next time maybe warn me?" <<else>> The explosion of blood and guts paints the room and the guardsman in gore. The guardsman breathes a sigh of acceptance. <</if>> <<else>> Blood is painted upon the walls of the room. <</if>> Continue into the [[generously sized room]] beyond.Success! As the second ghoul tumbles over it's ally you deftly swing your blade under it's feet, knockinmg it to the ground where you finish it off with a quick jab through the back! Continue into the [[generously sized room]] beyond.Rushing forwards on your cue, Garret shoulder checks the second ghoul, which falls to the floor. Raising his blade overhead in an arc, he drives his blade downwards like a cudgel, shattering the ghouls face and painting blood all over the two of you. "Nice." Continue into the [[generously sized room]] beyond.Rushing forwards on your cue, the guardsman shoulder checks the second ghoul, which falls to the floor, pulling him downwards with it. His blade clatters to the floor as the ghouls begins to tear into his flesh. "HELP ME" he screams. <<if $Strength > 4>> [[(Strength) Save the guardsman.]]\ <<else>> <span class = "inactive">[[(Strength) Save the guardsman.]]\</span> <</if>> <<if $Dexterity > 4>> [[(Dexterity) Save the guardsman.]]\ <<else>> <span class = "inactive">[[(Dexterity) Save the guardsman.]]\</span> <</if>> [[Leave the guardsman to die. He's been useless the entire time anyways.]]With a wide swing and great force, you cut through the air, cleaving the ghoul's entire head; which unceremoniously explodes in blood, flesh, and bone, rather than decapitating. It paints the two of you red with gore. The guardsman stnads up painfully, grunting his appreciation, too scarred for words. Continue into the [[generously sized room]] beyond.You tackle the ghoul off of the guardsman and with precision and speed bring your blade into the creatures chest once... twice... three times before it can retaliate. By then the ghoul goes limp and you get bakc to your feet. The guardsman stnads up painfully, grunting his appreciation, too scarred for words. Continue into the [[generously sized room]] beyond.You quickly head for the door into the room beyond. The guardsman roars in pain behind you, "You sick bastard! I knew you were a cold cunt when you couldn't even remember my-" His words are cut short by wet tearing sounds as the ghoul tears into him and you slam the door shuit behind you. <<set $alone to true>> <<set $noretreating to true>> Continue into the [[generously sized room]].This door is not locked, but has a cold iron handle. A cold breeze can be felt near it's edges. <<if $alone is false>> <<if $garret > 0>> Garret says, "We must be close. I can feel the fresh air." <<else>> The guardsman says, "We must be close. I can feel the fresh air." <</if>> <</if>> Open the door into the [[cold room]]. Turn your focus back to the [[generously sized room]].This door leads into a [[small square stone chamber]] beyond. Stay in the [[generously sized room]] instead?You can't do that! There was a pack of ghouls back there! There could be more in the shadows, waiting to jump you. You couldn't care less... [[Continue]] Just a bunch of dirt and rubble. A few roaches scurry away as you approach.This heavy reinforced door has a heavy cold breeze flowing from behind it. <<if $alone is false>> <<if $garret > 0>> Garret says, "We must be close. I can feel the fresh air." <<else>> The guardsman says, "We must be close. I can feel the fresh air." <</if>> <</if>> Open the door into the [[cold room]] beyond.This slimy passage runs from the south to the north. From the south it quickly inclines upwards, making travel from the south treacherous. The water runs from the north to the south, down the ramp from a room filled with water. <<if $slide is false>> You won't be able to get up this slope without a large amount of effort. <</if>> <<if $slide is true>> You could slide down this hall from the top of the ramp easily enough... <</if>> <<if $slide is false>> <<if $Strength > 4>> (Strength) Force your way up the slimy hall and into the [[room with water]].\ <<else>> <span class = "inactive">(Strength) Force your way up the slimy hall and into the [[room with water]].\</span> <</if>> <</if>> <<if $slide is true>> Slide down the slimy hall and into the [[cistern]] below. <</if>>You dash through the dark halls and back to the intersection. Peeking around each end of the hall into the rooms beyond... you've lost time. You don't have much time to make your decision. Head north to a [[large chamber attached to the hall]]. Head south for the [[large room with piles of wrecked furnishing]].You have <span id="skill-pts">$SkillPoints</span> points remaining to allocate. <<numberpool "$SkillPoints">> <table> <tr> <th>Strength</th> <td><<numberbox "$Strength" $Strength 1 12 1>></td> </tr> <tr> <th>Dexterity</th> <td><<numberbox "$Dexterity" $Dexterity 1 12 1>></td> </tr> <tr> <th>Charisma</th> <td><<numberbox "$Charisma" $Charisma 1 12 1>></td> </tr> <tr> <th>Intelligence</th> <td><<numberbox "$Intelligence" $Intelligence 1 12 1>></td> </tr> </table> <<onchange>> <<replace "#skill-pts">>$SkillPoints<</replace>> <</numberpool>><<if tags(State.active.title).includes("menu") or tags(State.active.title).includes("chamber") or tags(State.active.title).includes("edrics") or tags(State.active.title).includes("catacombs")>> <img src="https://i.imgur.com/YSF6xVL.png" style="width:100%; height:auto;"> <<elseif tags(State.active.title).includes("aquaduct")>> <img src="https://i.imgur.com/cZnJcuN.png" style="width:100%; height:auto;"> <</if>>Dim Light<<if State.turns > 2>> <<if State.active.title == "Inventory" or State.active.title == "Skills">> <<button [[Return|previous()]]>><</button>> <<else>> <<button [[Inventory]]>><</button>> <<button [[Skills]]>><</button>> <<button [[Credits]]>><</button>> <</if>> <<else>> <<button [[Begin|Introduction]]>><</button>> <</if>>Down the winding path, the sounds of a struggling woman can be heard more clearly between the screams of the men. You quicken your pace to catch up to the scuffle. Taking a corner, you immediately see three men. From the caked-on mud and shit on their clothes, they appear to be the local peasantry. They pay no mind to you as they have their attention on a small woman wearing some baggy robes. They crowd around her and one man pushes her down with ease with his boot. "Don't go running away now...," the man says, "... I've got a friend who's dying to meet someone like you!" [[Approach the men]] You have better things to do. [[Ignore them]]You approach the dirty men, they still seem to not care about you. Get there attention... [["Excuse me, good sirs. I appear to be lost."]] [["Hey, assholes!"]]This doesn't really concern you, more important tasks are likely in need of your attention. You turn around and make your way back to the alley ignoring the voice crying out for help behind you. Back on the streets, you take a look at your surroundings, what little of it there is to see, and decide it best to head back to Edric's Square. Along the way you [[step->Edric's Square]] in dog shit, or at least... you hope it's dog shit.They all turn their heads toward you. They don't seem to be too happy with your interupption. "Eh?!" "You say someth'n?" [[Ask]] about the woman [[Play dumb]]All three rear their heads at you. "Someone clearly wants to die," one of them says. They surround you. [["Great, I guess I'll have to teach you thugs a lesson."->Fight]]"What's your intention with this woman?" you ask the group. One of them, clearly the one in charge, replies with a smirk, "Wouldn't you like to know? But you're mistaken, she isn't a woman." He walks toward the woman and pulls her hood down. She recoils and looks down at the ground. Her auburn, braided hair falls neatly around her long, pointed ears. "This here's a she-elf, don't see too many of their kind do ya? Now get lost." [["You didn't answer my question. What do you want with her?"]]"I'm sorry to disturb you gentlemen, but could you point me in the right direction? I was trying to find Edric's Square and clearly this isn't it! HA HA!" They are not amused. "Eh!?! Are you an idiot or something!" "Get outta here ya bastard!" [["Dear me, I have upset you. Could it be all the shit that you're covered in has put you in a foul mood?"]]Before the fight begins, you quickly glance at a beam of wood laying in the mud a few feet behind you. It looks big enough to catch a few of them in a single strike, if you can lift it in time... Two of the men rush you, what will you do? <<if $Strength > 6>> [[(Strength) Grab the wooden beam]] <<else>> <span class = "inactive"> [[(Strength) Grab the wooden beam]]</span> <</if>> <<if $Dexterity > 5>> [[(Dexterity) Dodge, then counter]] <<else>> <span class = "inactive"> [[(Dexterity) Dodge, then counter]]</span> <</if>>SUCCESS! With ease, you lift the heavy beam with both hands and hold it tight against your body as you swing it toward the two men. A loud crack echoes from your blow, whether from splintered wood or shattered bone, as both men are sent flying several feet away from you. Their limp bodies meet the ground, a moment later both are groaning and writhing in pain. The last man standing is shook from what he just saw, then jumps in his boots when he notices you staring at him, "P-p-pl-please! Mercy!!" He starts to back up against a wall. What will you do? [[Finish him]] [[Let him go]]SUCCESS! You quickly pirouette one of the men's advances, taking the other one by surprise. Taking advantage of this, you use the opportunity to knock the man off his feet and strike his head with a kick, knocking him out cold. "Bastard!", the other man yells as he launches a flurry of fists at you with very poor form. You're able to easily out-maneuver him and use his momentum to slam him into the ground face first. With both men out cold, you approach the last man standing as he scrambles up against a wall. What will you do? [[Finish him->Finish him 2]] [[Let him go->Let him go 2]]"Don't worry, nothing painful... yet," the man replies. He walks toward you, now his friends are surrounding you. "You're not from around here, so I'll do you a favor. Sodden belongs to the Wet Bandits! Anyone who gets in our way, has to pay! Coin or blood? [[Pay them]] [[Fight]]"I'll show you where to put that smart mouth of yours!" One of them lunges at you with his fist... [[(Dexterity) Dodge->Dodge]]SUCCESS! You deftly side-step his fist, which misses and hits the wall directly behind you. The thug rears back in pain, cradling his mangled hand. [["I could tell you weren't holding back, that looked like it hurt! You should really be more careful, my good man."]] The two remaining men approach you with violent intent "Whoreson!" one shouts at you. "Grab his legs!" What will you do? [[Fight]] <<if $Dexterity > 5>> [[(Dexterity) Try to dodge again->(Dexterity) Dodge, then counter]] <<else>> <span class = "inactive">[[(Dexterity) Try to dodge again->(Dexterity) Dodge, then counter]] </span><</if>>"I don't want trouble," you reply. "Then give us 30 gold, or else my friends here will leave you bleeding in the mud!" You give the gruff man 30 gold as asked "Smart, now get out of here" [[Leave]] <<if $Charisma > 3>> [[(Charisma)Try to barter to let the elf go->barter]] <<else>> <span class = "inactive"> [[(Charisma)Try to barter to let the elf go->barter]]</span> <</if>>You begin to make your way out of the alley when you hear from behind you, "Ey, where she run off too? I just saw her a second ago then she vanished!" (Whatever, as long as they leave you alone) you think to yourself. Going back down the path, you almost step on a rat that darts in front of you. Curiously, after missing it the rat stops in its tracks and looks up at you. It's eyes have an eerie sense of intelligence to them, almost like it's expecting something from you. [["What?"->Reply to rat]]SUCCESS! "Surely that gold is worth more than the trouble that elf has caused you, why not celebrate with a hearty drink?", you suggest to the men. An epiphany crosses the faces of the man's friends, "The sod is right, let's grab some ale before the stocks dry up," one says to the man. After a moment's contemplation, the man agrees and the group leaves back the way you came. [[Continue...]]You walk up to the scared man and lift him up by his shirt. "P-please, j-just give me a chance. Just give me a chance!", he begs of you. "What about this elf woman? Did you give her a chance?", you reply. What will you do? <<if $Strength > 4>> [[(Strength) Snap his neck]] <<else>> <span class = "inactive"> [[(Strength) Snap his neck]]</span><</if>> [[Run him through with your sword]]You stop a few feet in front of him, "Get out of here!", you bark at him. He nods profusely, then rushes to his friends as they struggle up to their feet then quickly leave the alley. "That was impressive!", the elf exclaims and pulls out a leatherbound notebook. "A classic example of upward heirarchical mobility through domination of other males. Although, the male in question does seem to exhibit self-restraint when... ", she keeps muttering to herself while scribbling down notes. She notices your staring and puts away her notebook, seemingly somewhat embarassed. [[Ask how she is]] She seems surprised by your sincerity, "I'm not injured if that's what you're asking, thanks to you." The elf woman bows deeply and reiterates how grateful she is, "I can't thank you enough. Those men were getting pretty rough. I guess it doesn't help that I'm a half-elf too." She takes a look at you, "I'm sorry, I didn't catch you name." You tell her your name and [[ask->Illiana tells name]] for hers'.You throw the scared man down to the ground, straddling him as you grab the back of his head with one hand and cover his mouth with the other. He struggles under your weight, pressure rising in his throat under muffled breaths. Pulling and pulling, you pull his head to one side, then the other until... *SNAP* ... and the man's body goes limp. You rise from the man's corpse and stare down his friends who just regained consciousness. Seeing their dead friend before you sends the fear of the gods into them and they run off terrified. You turn to the elf woman, who is clearly shocked by what she just saw, and start to approach. "Gah!" she yelps You stop in your tracks and reassure her you're not going to harm her. [[Ask if she's ok->Ask how she is]]Letting go of his shirt, you pull out your blade from it's sheath and pierce the man through his belly. Blood covers your hand as you pull your sword from his body. The man limply falls down, clutching his wound as he looks up to the sky, then goes cold. You wipe his blood from your hand and sword, then stare down his friends who just regained consciousness. Seeing their dead friend before you sends the fear of the gods into them and they run off terrified. You turn to the elf woman, who is clearly shocked by what she just saw, and start to approach. "Gah!" she yelps You stop in your tracks and reassure her you're not going to harm her. [[Ask if she's ok->Ask how she is]] The rat winces at your response, but seems more curious if anything as it stands up on it's hind legs, twitching it's nose at you. Then, incredibly, the rat's size grows before your eyes. Not just getting bigger, it's fur begins to fall off as well and it's tail recedes into a stub, then nothing at all. You recoil before this sight, however you notice that where there once was fur there are now clothes. Baggy, brown robes with a hood that covers a slender face. As the figure rises, you realize this is the elf from before. [["WHAT!?"]]As the men leave, you turn to the elf woman. She appears to be ok despite the confrontation, perhaps somewhat shocked based on her expression. She notices you looking at her and stiffens up, not certain of your intentions. What will you do? "You're welcome" [[Leave->Illiana stops you]] [[Ask->Ask how she is]] if she's ok"W-wait!", you hear the elf call out to you. You turn to face her. She closes the distance between you two and bows profusely. "I apologize for my rudeness. Thank you for helping me out back there...um?" You tell her you name and [[ask->Illiana tells name]] for hers'"Illiana, it's fine if you don't remember it," Illiana replies. "I can tell you're not like the other humans." She walks up to you closer. Although her stature is smaller than yours, she does intimidate you a bit with her probing eyes. "Fascinating specimen," she remarks, "Features are noticeably softer than the men from earlier, yet the specimen does not lack in muscle definition. This requires futher obversation, I should make a note of this." Illiana pulls out a small leatherbound notebook that appears handmade. She scribbles down some notes and mutters under her breath to herself. [["Umm..."]]"Well, this is new...", you remark out loud. The elf woman slowly removes her hood to get a better look at you. Her hazel eyes scanning your face with a discerning look, finally she says, "Greetings." "Hello," you reply, not certain of what she wants. Although, after such an entrance you're not sure you want to know. "What's your name, human?" she asks. You tell her your name and [[ask->Illiana tells name]] for hers'"Oh, gosh! I'm so sorry," she puts away her notebook. "Sometimes I just get lost in my own head." You ask her why she called you a "specimen". "Of course! That isn't what your name is. Why would I call you that? Ha ha ha! Well, right, so umm... how shall I put this?" She takes a moment to gather her thoughts. "I'm studying humans, personal research mostly. We rarely see your kind out in the wilds so, naturally, ignorance begets curiousity." "We?" you reply. "Druids. I'm sure you must have heard stories about us." From what little you have heard, the Druids are half-elves who live out in the dense forests outside of the city. Few have ever seen them in person as they tend to keep to themselves. You recount this back to Illiana. "Well, yes we do keep to ourselves. Actually, it's outright punishable to even interact with humans unless it's a special circumstance." [["So, then why are you here?"]]"Well, I... don't really have a good reason to, I suppose. It's just something that I've always been interested in. Humanity, I mean." You can see her face start to beam with enthusiasm. "I mean look at all this!" she stretches her arms out, indicating the muddy, smelly alley you two are standing in. "This is amazing, a true marvel to behold!" You don't sense any sarcasm in her voice, in fact quite the opposite, she's very genuine. "No other creature in nature can create the way humans can. You surround yourselves with impossibly high walls and intricate architecture. Not just for protection, but also for vanity, for posterity. To you, it may seem ordinary, but my people could never accomplish what you can." Illiana's attitude changes suddenly. She seems a bit sullen and sighs. "But, that's neither here nor there," she turns to you, "Might I ask something of you?" [["What is it?"]]Illiana fidgets a bit, then asks, "Can I join you?" The question catches you off-guard, but you ask her, "Why?" "I'm a Druid, we're not supposed to interact with humans, but I can't help but ask myself the same question. "Why?" How does being willfully ignorant benefit my people? Perhaps, there is much we can learn from your kind." She takes a step back. "I'm not asking you to take care of me and I don't expect you to just have me tag along for free. I can put my skills to good use for you!" [["Skills? What kind of skills?"->Illiana transforms]]Illiana gives a wry smirk, "Keep your eyes on me." She takes another step back, closes her eyes, and concentrates. Suddenly, you notice that her ears appear to be shrinking, not just her ears, her whole body is getting smaller! More and more, her stature dwindles while at the same time her form begins to contort into another shape. Her face protrudes in an unsettling manner and what appears to be fur begins to cover her features entirely. Finally, a small, skinny tail protrudes from her hindquarters, a familiar creature to all of Moribund now stands before you. "Illiana?" you ask the rat. The rat looks up at you with recognition and nods its head slightly. As surreal as this is, it's probably not the weirdest sight in Moribund, but it's up there. You kneel down to Illiana and she scurries up to you. You lay your hand flat and she crawls onto your palm. "So, what do you think?" she asks. [["A talking rat. Now I've seen it all!"]]If a rat could jump for joy, Illiana is probably the closest one could come to. <<set $illianaFOLLOW to true>> "You won't regret it! Of course, I'll have to stay like this when we're in public. Don't want to run across another group like those men. I've definitely learned my lesson there!" "Why were those men after you?" you ask. "Well...," Illiana replies, "I might have taken a... hair... sample for my research. I thought I could take some without them noticing. Guess I'm not as stealthy when I'm big." You might have just introduced more trouble into your life, but all the same, what trouble doesn't find it's way into your life? You place Illiana onto your shoulder as the two of you make your way out of the alley back onto the streets. <<set $Dexterity += 2>> Return to [[Edric's Square]]. "Awwww, please! I promise I'll be quieter than a church mouse! You won't even notice me." [["Well... alright. Since you put it that way"->"Yes"]] [["I said no."]]"Just remember I'm not actually a rat. This is a gift I've had for a long time. Pretty nifty, eh? So, am I in?" Is Illiana in? [["Yes"]] [["Nope"]]The girl looks down trodden. <<set $illianaFOLLOW to false>> Return to [[Edric's Square]].The scared man stumbles to his knees, desperately pleading. You ready the wooden beam like a javelin. Then with an exerted grunt and impressive strength, you launch the beam at the man. *CRACK* The beam strikes the man's head, pulverizing his face and bashing his skull against the wall behind him. The two men you struck earlier scramble up on their feet and run away in fear. You turn to the elf woman, who is clearly shocked by what she just saw, and start to approach. "Gah!" she yelps You stop in your tracks and reassure her you're not going to harm her. [[Ask if she's ok->Ask how she is]]You drop your wooden weapon with an audible thud, the scared man jumps again then you approach him. You stop a few feet in front of him, "Get out of here!", you bark at him. He nods profusely, then rushes to his friends as they struggle up to their feet then quickly leave the alley. "That was impressive!", the elf exclaims and pulls out a leatherbound notebook. "A classic example of upward heirarchical mobility through domination of other males. Although, the male in question does seem to exhibit self-restraint when... ", she keeps muttering to herself while scribbling down notes. She notices your staring and puts away her notebook, seemingly somewhat embarassed. [[Ask how she is]]On closer inspection you can see paintings beneath the slime devoted to some god whose name is long forgotten.They read: Thank you for helping make this possible. Stephanie Pocci Ludwig Tan Tara Nguyen Nathaniel Richards Carly Buck Leslie Segundo Samuel Na Luis Rangel Raymond Fanning Daniel Domingo Ryan Lamb Ruben Garcia BJ HawkeLifting the lid completely off of the sarcophogi a hhorrid stench fills the room. Like rotten eggs meets dogsshit. The sarcophogi is filled with black muck and waste. Perhaps there are human remains somewhere in the water, but anything of value is long gone. Return to what else is in the [[room with stone slabs]].Credits Lead Design and Narrative Ian Bou Minchin Lead Programming Jalen Jackson Lead Design Nam Phuong Pham Additional Narrative Design Nick AH Stephanie Pocci Quality Assurance Reeder Loveland Special Thanks Daniel Domingo Nathan Richards Thank you, CSUF Video Game Development Club Members Alan Blandon Benton Loi Vincent Tran Jalen Jackson Ethan Weissenberg Rodney Nobles Alex Amador Kyle Seabaugh Andrew Lau Ean McGilvery Mauricio Macias Sebastian Hernandez Tyler Huor Lynn Benner Stephanie Pocci Ludwig Tan Tara Nguyen Nathaniel Richards Carly Buck Leslie Segundo Samuel Na Luis Rangel Raymond Fanning Daniel Domingo Ryan Lamb Ruben Garcia BJ HawkeOpening the wooden, creaky door you are greeted with a colorful sight of potion bottles of all sizes filled with differently colored liquids. Dimly lit candles cast light on the beautiful, intricately woven rugs adorn the cracked wood of the walls and floors. You hear a shattering of glass and look forward to see a large feathery being turn to look at you. "SQUACK! What's the meaning of barging in like that! That's gonna cost you..." <<if $Charisma > 8>> [[(Charisma) Apologize for the intrustion.]] <<else>> <span class = "inactive">[[(Charisma) Stand your ground.]]</span> <</if>> Head back to [[Edric's Square]] Head back to [[High Street]]The Kenku grumbles, smoothes down his feathers and turns back to his potion brewing. "Well it's still gonna cost ya... I have no more glow-shrooms to make another pack of vials for my client, and she's expecting it to be finished no later than dawn!" The crow man shakes his head. "If you can get me a couple glow-shrooms I'll consider your debt paid and make you an additional healing tonic. What do you say, eh? [[It's the least I can do.]] [[Refuse]]The Kenku's feathers puff up menacingly. "Nothing to say eh? Well we don't take kindly to bastards around these parts." The Kenku draws out two kamas with a wooden handle and shiny, steel blades. They give a hearty "SQUACK!" and come running towards you. <<if $Dexterity > 8>> [[(Dexterity) Dodge and flee the shop.]] <<else>> <span class = "inactive"> [[Brace yourself.]]</span> <</if>> <<if $Strength > 8>> [[(Strength) Run straight towards the Kenku.]] <<else>> <span class = "inactive"> [[Brace yourself.]]</span> <</if>>You wade through the crowds of High Street made narrow by the bustling shops that line each side of the road. Different kinds of scents pervade the air, luring you in with smells of delicious foods and fragrances. On your left is a shanty-like small shop that is unusually quieter than the others around it. You notice travelers crossing to the other side of the street to avoid passing in front of the delapitated store front. Looking higher you notice the sloppily painted sign reading "Crow's Call: Herbs & Potions". Up ahead you see a larger sign reading "The Peaks - 5 miles" Enter the [[Witchdoctor's Shop]] Return to [[Edric's Square]] Head straight to [[The Peaks]]You dodge the swing of his kama and sprint to the door. <<set $witchdoctor = 0>> [[Leave the Witchdoctor's]] The Kenku charges at you with his kamas drawn squacking wildly. As the bird runs into you, both of you break the table behind with the crashes of glass and splitering wood. You get up and sprint to the door. <<set $witchdoctor = 0>> [[Leave the Witchdoctor's]] Your body slams into the Kenku's, catching them off-guard! You both fall to the ground, a few drops of blood drips down your face while the Kenku is stunned, having lost a few feathers as well. The Kenku shakes his head and draws one of his kamas again ready to strike. <<if $Strength > 10>> [[(Strength) Stop him from striking.]] <<else>> <span class = "inactive"> [[Brace yourself.]]</span> <</if>>"Yeah, you're damn right it is. Go ahead and go bum some glow-shrooms off the half-elves. It shouldn't too hard, they don't turn down a few pieces of gold for anything." A few moments of silence linger. "Awright, well go on. Don't keep me waiting. Come back when you have the glow-shrooms." <<set $witchdoctor = 1>> [[Leave the Witchdoctor's]]The Kenku's feather puff up menacingly. "Nothing to say eh? Well we don't take kindly to bastards who don't clean up their own messes around these parts." The Kenku draws out two kamas with a wooden handle and shiny, steel blades. They give a hearty "SQUACK!" and come running towards you. <<if $Dexterity > 8>> [[(Dexterity) Dodge and flee the shop.]] <<else>> <span class = "inactive"> [[Brace yourself.]]</span> <</if>> <<if $Strength > 8>> [[(Strength) Run straight towards the Kenku.]] <<else>> <span class = "inactive"> [[Brace yourself.]]</span> <</if>>You leave the shanty and see that High Street is still as lively as ever. Your nose once again fills with scents of delicious foods and fragrances. Head straight to [[The Peaks]] Return to [[Edric's Square]] Return to [[The Witchdoctor's]]<<if $witchdoctor = 1>> The Kenku witchdoctor looks back at you surprised. "Back already? Wait, you haven't even gotten what I asked of you yet... In case you forgot you can get some glow-shrooms from the half-elves at The Peak. " [[I'll be back ||Leave the Witchdoctor's]] [[Why do I need them from the half-elves specifically?]] <</if>> <<if $witchdoctor = 0>> As you step back in through the creaky door, a kama flies and lodges itself in the door frame inches from your face. The bird man squacks wildly and has another kama in his right wing ready to be launched. You probably aren't welcome here anymore. [[Leave the Witchdoctor's]] <</if>> The Kenku leans his head back and squacks with laughter. "Everybody in town knows only the good shrooms come from the half-elves. They have a secret for cultivating these glow-shrooms that nobody else can replicate. I'd kill to know just how they do it..." The mysterious bird man resumes to his potion brewing. "Well go on, I don't have all day to wait for you." [[Leave the Witchdoctor's]] You catch his wrist moments before his kama could reach your skull. The Kenku struggles to bring the kama down onto you. [[Push the Kenku back]]The Kenku is lighter than you anticipated as they fly back and slam against the wall. The flimsy shelving behind them collapses under their weight as dozens of potions spill onto them. The Kenku lies on the floor unconscious, tongue lolling out of the side of their beak. <<set $witchdoctor = 0>> [[Leave the Witchdoctor's]]





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