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It's been a long journey from the Yawning Portal, the infamous tavern in Waterdeep, where you first heard the tale of...
<h1>THE TOMB OF HORRORS.</h1>
Before you is a low, flat-topped hill which you would estimate to be about 200 yards wide, 300 yards long, and 60 feet high. Only ugly weeds, thorns, and briars grow upon the steep sides and bald top of the mound. There are black rocks upon the top of the hill, and from your vantage point about 200 feet above it on a neighboring hill, you can see that they have been arranged in the shape of a human skull, with piles of rock appearing as eyeholes, a nose hole, and the jagged teeth of a grinning death's head.
Once at ground level, you are able to more closely examine the exterior of the mound. All you are able to determine is that the north side of the hill has a crumbling cliff of sand and gravel, about twenty feet high in the middle of the whole. A low stone ledge overhangs this eroded area, and shrubs and bushes obscure it from observation at a distance. If you could find a way to probe the area about ten feet off the ground, you might be able to find an opening.
<<linkreplace "Probe east side of the cliff face">>\
You spend about ten minutes poking the crumbling earth around the east end of the cliff face with a spear, until a large chunk gives way and reveals empty space behind it; more digging and you see a corridor leading further into the mound.
[[East Entrance|2. East False Entrance Tunnel]]
<</linkreplace>>
<<linkreplace "Probe west side of the cliff face">>\
You spend about ten minutes poking at the crumbling earth around the west end of the cliff face with a spear until suddenly your poking dislodges a large portion of earth which was blocking a tunnel that appears to lead further into the mound.
[[West Entrance|1. West False Entrance Tunnel]]
<</linkreplace>>
<<linkreplace "Probe middle of the cliff face">>\
It takes you about half an hour to probe the area in the middle of the cliff face with your spear. Eventually, it breaks through and reveals an unusual tunnel hidden behind the dried earth.
[[Middle Entrance|3. Entrance to the Tomb of Horrors]]
<</linkreplace>>The corridor before you is made of plain stone, roughly worked and mortared, with a 10-foot-high ceiling. The daylight streaming through the entrance illuminates two separate doors at the end of the tunnel.
<<linkreplace "Walk Towards Doors">>\
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _roll to random(1, 20) + $wismod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $wismod>>\
<</if>>\
<<if _roll gte 15>>\
You walk about fifty feet down the tunnel towards the doors when you notice the stones comprising the floor ahead of you are unmortared. Knowing the Tomb's reputation, you surmise this must be the trigger for some sort of trap. You could probably use a set of thieves' tools to keep the stones from shifting and activating the trap.
<<linkreplace "Use Thieves' Tools">>\
<<if $inventory.includes("Boots of Dexterity")>>\
<<set _roll to random(1, 20) + $dexmod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $dexmod>>\
<</if>>\
<<if _roll gte 20>>\
<<set $eastentrancetrap to false>>\
<</if>>
The shims secured, it looks safe to continue down the tunnel.\
<</linkreplace>>
<</if>>
<<linkreplace "Continue down the tunnel">>\
<<if $eastentrancetrap is false>>\
You arrive safely at the far end of the tunnel with the two doors.
<<linkreplace "Go Through Left Door">>\
You open the door on the left and discover that it was a false door, with only an impassable brick wall behind it.\
<</linkreplace>>
<<linkreplace "Go Through Right Door">>\
You open the door on the right and discover that it was a false door, with only an impassable brick wall behind it.\
<</linkreplace>>
<<else>>\
You take a step forwards and the stones shift beneath your feet. You hear a deep rumbling behind you, and see a massive stone block twenty feet behind you moving perpendicular to the corridor. You have about forty seconds until it blocks the entrance to the tunnel, trapping you inside. What do you do?\
<<set _initiative to 6>>
<<linkreplace "Try to block the stone">>\
You run back and wedge a spear into a gap between the paving stones. You hear a grinding noise, and the block stops moving.
<<set _initiative to "safe">>\
<</linkreplace>>
<<linkreplace "Go Through Left Door">>\
You open the door on the left and discover that it was a false door, with only an impassable brick wall behind it.
<<if _initiative isnot "safe">>\
<<set _initiative to _initiative - 1>>\
<</if>>\
<</linkreplace>>
<<linkreplace "Go Through Right Door">>\
You open the door on the right and discover that it was a false door, with only an impassable brick wall behind it.
<<if _initiative isnot "safe">>\
<<set _initiative to _initiative - 1>>\
<</if>>\
<</linkreplace>>
<<linkreplace "Escape">>
You safely make it past the sliding block before it seals you in, and find yourself back [[Outside]]
<</linkreplace>>\
<span id="trapstatus">[[Return outside|Outside]]</span>
<<silently>>\
<<repeat 40ms>>\
<<if _initiative is "safe">>\
<<replace "#trapstatus">>\
You have successfully stopped the sliding block trap and are safe, for now.\
<</replace>>\
<<stop>>\
<<elseif _initiative lte 6>>\
<<replace "#trapstatus">>\
The stone block continues to slide across the corridor, getting closer and closer to blocking the exit.\
<</replace>>\
<</if>>\
<</repeat>>\
<</silently>>\
<</if>>
<</linkreplace>>\
<</linkreplace>>The corridor before you is made of plain stone, roughly worked, and it is dark and full of cobwebs. The ceiling overhead is obscured by strands of webbing. The shafts of daylight coming in from the hole you entered through reveal a pair of oaken doors at the end of the passageway, which appear to open outwards by great iron ring pulls.
<<linkreplace "Open Doors">>\
<<if $westentrancectrap isnot false>>\
<<if $inventory.includes("Boots of Dexterity")>>\
<<set _roll to random(1, 20) + $dexmod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $dexmod>>\
<</if>>\
<<if _roll gte 15>>\
<<if $inventory.includes("Padded Armour")>>\
<<set _bludgeoningdamage to random(5, 50)/4>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _bludgeoningdamage to random(5, 50)/2 - 3>>\
<<if _bludgeoningdamage lt 0>>\
<<set _bludgeoningdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<else>>\
<<set _bludgeoningdamage to random(5, 50)/2>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<</if>>\
<<else>>\
<<if $inventory.includes("Padded Armour")>>\
<<set _bludgeoningdamage to random(5, 50)/2>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _bludgeoningdamage to random(5, 50) - 3>>\
<<if _bludgeoningdamage lt 0>>\
<<set _bludgeoningdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<else>>\
<<set _bludgeoningdamage to random(5, 50)>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<</if>>\
<</if>>\
<<set $westentrancetrap to false>>\
You open the doors, and as soon as you do so you hear the sounds of a mechanism somewhere in the ceiling wake up, triggering pulleys and wheels and suddenly the stones above you give way and fall on top of you.
<<if _roll gte 15>>\
Your quick reflexes allow you to dodge out of the way of the brunt of the cave-in, but a few errant pieces of the ceiling still strike you, dealing <<print _bludgeoning damage>> bludgeoning damage.\
<<else>>\
You are caught in the brunt of the cave-in, and take <<print _bludgeoning damage>> bludgeoning damage.\
<</if>>\
<<else>>\
You open the doors, and find that they lead only into a solid stone wall. You hear a mechanism activate behind them, culminating in a small rod in the ceiling prodding downwards about five inches. You presume that if the ceiling trap had not already been triggered, this would have caused the ceiling to collapse on you.\
<</if>>\
<</linkreplace>>
<<linkreplace "Prod Ceiling">>\
<<if $westentrancetrap isnot false>>\
<<if $inventory.includes("Boots of Dexterity")>>\
<<set _roll to random(1, 20) + $dexmod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $dexmod>>\
<</if>>\
<<if _roll gte 15>>\
<<if $inventory.includes("Padded Armour")>>\
<<set _bludgeoningdamage to random(5, 50)/4>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _bludgeoningdamage to random(5, 50)/2 - 3>>\
<<if _bludgeoningdamage lt 0>>\
<<set _bludgeoningdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<else>>\
<<set _bludgeoningdamage to random(5, 50)/2>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<</if>>\
<<else>>\
<<if $inventory.includes("Padded Armour")>>\
<<set _bludgeoningdamage to random(5, 50)/2>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _bludgeoningdamage to random(5, 50) - 3>>\
<<if _bludgeoningdamage lt 0>>\
<<set _bludgeoningdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<else>>\
<<set _bludgeoningdamage to random(5, 50)>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<</if>>\
<</if>>\
<<set $westentrancetrap to false>>\
You prod the ceiling with the same spear you used to clear the entrance, and find a gap in the stones comprising the ceiling. Thinking it to be a hidden switch or mechanism, you prod the spot harder, which causes the stones to dislodge and the ceiling to collapse on you.
<<if _roll gte 15>>\
Your quick reflexes allow you to dodge out of the way of the brunt of the cave-in, but a few errant pieces of the ceiling still strike you, dealing <<print _bludgeoning damage>> bludgeoning damage.\
<<else>>\
You are caught in the brunt of the cave-in, and take <<print _bludgeoning damage>> bludgeoning damage.\
<</if>>\
<<else>>\
The ceiling trap has already been triggered so nothing happens.\
<</if>>\
<</linkreplace>>
<<linkreplace "Examine Ceiling">>\
You look up, but can't see the actual ceiling through the thick layer of cobwebs.
<<linkreplace "Clear Cobwebs">>\
Using a torch, you set fire to cobwebs. They burn away, revealing the roof of the tunnel.
<<linkreplace "Examine Ceiling Again">>\
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _roll to random(1, 20) + $intmod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $intmod>>\
<</if>>\
<<if _roll gte 10>>\
You see that the ceiling is comprised of loose-fitting stones, and is in danger of collapse. You realise that this is likely part of a trap.\
<<else>>\
The roof looks sturdy. You could probably throw an explosive at it and it would still hold up.\
<</if>>\
<</linkreplace>>\
<</linkreplace>>\
<</linkreplace>>
[[Return Outside|Outside]]Bright, brilliant colors are to be seen everywhere, the stones and pigments undimmed by the passage of decades. The floor of the corridor is a colorful mosaic of stone, with a distinct, winding path of red tiles about two feet wide snaking its way south down the corridor.
No stonework can be seen on the walls or the ceiling twenty feet above, for some sort of cement or plaster has been smoothed over all of these surfaces and then illustrated. The scenes show fields with kine grazing, a copse with several wolves in the background, workers of various races and strange human-animal mixtures - pig-human, ape-human, and dog-human - going about various tasks.
Certain of the frescoes show rooms of some building - a library filled with many books and scrolls, the door of a torture chamber, and a wizard's work room. There are chairs, windows, boxes, bales, doors, chests, birds, bats, spiders, and all manner of things shown on the walls.
[[Examine path of red tiles|Message from Acererak]]
[[Examine Fresco of the Wizardly Work Room|4. Fresco of the Wizardly Work Room]]
[[Go towards stone archway|5. The Arch of Mist]]
[[Go towards the green devil face at the south end of the corridor|6. The Face of the Great Green Devil]]Upon closer examination of the path of red tiles, you notice that there are faint runes written into the tiles. You follow the path from the entrance to where it forks towards the misty archway and the face of the green devil, and find that it reads as follows:
"Acererak congratulates you on your powers of observation, so make of this whatever you wish, for you will be mine in the end no matter what!
Go back to the tormentor or through the arch, and the second great hall you'll discover.
Shun green if you can, but night's good color is for those of great valour.
If shades of red stand for blood, the wise will not need sacrifice aught but a loop of magical metal - you're well along your march.
Two pits along the way will be found to lead to a fortuitous fall, so check the wall.
These keys and those are most important of all, and beware of trembling hands and what will maul.
If you find the false you find the true, and into the columned hall you'll come, and there the throne that's key and keyed.
You've left and left and found my tomb, and now your souls will die."
[[Examine Fresco of the Wizardly Work Room|4. Fresco of the Wizardly Work Room]]
[[Go towards stone archway|5. The Arch of Mist]]
[[Go towards the green devil face at the south end of the corridor|6. The Face of the Great Green Devil]]
[[Look around the entrance corridor|3. Entrance to the Tomb of Horrors]]The stone archway before you is filled with a veil of thick vapors. The stones on either side of the base and keystone protrude slightly from the stones around them. As you move to within touching distance, the left-hand base stone begins to glow yellow, the right-hand base stone orange, and the keystone seven feet above blue.
[[Press colored stones]]
[[Pass through vapors|Nude Teleport]]
[[Go north back towards the entrance|3. Entrance to the Tomb of Horrors]]
[[Go south towards the end of the main corridor in the entranceway|6. The Face of the Great Green Devil]]The most outstanding feature in this location is actually outstanding! Two jackal-headed human figures are painted so as to appear to be holding a real bronze chest that protrudes from the wall.
<<linkreplace "Open the chest">>\
<<if $frescotrap isnot "disarmed">>\
<<set _consave to random(1, 20) + $conmod>>\
<<if $inventory.includes("Plate Armour")>>\
<<set _piercingdamage to 0>>\
<<set _poisondamage to random(2, 20)>>\
<<if _consave gte 15>>\
<<set $pcHP to $pcHP - _poisondamage>>\
<<else>>\
<<set $pcHP to $pcHP - 2*_poisondamage>>\
<</if>>
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _piercingdamage to 0>>\
<<set _poisondamage to random(2, 20)-3>>\
<<if _consave gte 15>>\
<<set $pcHP to $pcHP - _poisondamage>>\
<<else>>\
<<set $pcHP to $pcHP - 2*_poisondamage>>\
<</if>>
<<else>>\
<<set _piercingdamage to 1>>\
<<set _poisondamage to random(2, 20)>>\
<<if _consave gte 15>>\
<<set $pcHP to $pcHP - _poisondamage>>\
<<else>>\
<<set $pcHP to $pcHP - 2*_poisondamage>>\
<</if>>
<</if>>\
You go to open the chest, but recoil in pain as you prock your finger on a needle trap extruding three inches from the catch.
You take <<print _piercingdamage>> piercing damage and <<print _poisondamage>> poison damage.
<<if _consave gte 15>>\
Remembering a first-aid course from long ago, you pinch your finger and squeeze a few drops of blood from the wound. After a few minutes, you feel fine.\
<<else>>\
You suck on your finger to try and stop the bleeding. A few minutes later, you feel a dull ache in your finger and a wave of nausea. You take an additional <<print _poisondamage>> poison damage.\
<</if>>\
<<else>>\
You open the chest, but the inside appears empty.\
<</if>>
<<linkreplace "Feel around inside the chest">>\
You feel around inside the chest, and feel a metal rod protruding vertically from the bottom. Further examination suggests that it is a lever, and should give easily if you try to use it.
<<linkreplace "Pull the lever, Kronk!">>\
<<if $inventory.includes("Padded Armour")>>\
<<set _bludgeoningdamage to random(3, 18)/2>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _bludgeoningdamage to random(3, 18) - 3>>\
<<if _bludgeoningdamage lt 0>>\
<<set _bludgeoningdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<else>>\
<<set _bludgeoningdamage to random(3, 18)>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<</if>>\
<<if $inventory.includes("Plate Armour")>>\
<<set _piercingdamage to random(2, 20)/2>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _piercingdamage to random(2, 20) - 3>>\
<<if _piercingdamage lt 0>>\
<<set _piercingdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<<else>>\
<<set _piercingdamage to random(2, 20)>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<</if>>\
<<if $inventory.includes("Ring of Protection")>>\
<<set _damage to random(2, 20) - 3>>\
<<if _damage lt 0>>\
<<set _damage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _damage>>\
<<else>>\
<<set _damage to random(2, 20)>>\
<<set $pcHP to $pcHP - _damage>>\
<</if>>\
You pull the lever, and suddenly the floor underneath you gives way. You scream as you fall thirty feet before landing on the spikes at the bottom, which if possible makes you scream louder.
You take <<print _bludgeoningdamage>> bludgeoning damage from the fall, <<print _piercingdamage>> piercing damage from the spikes, and <<print _damage>> poison damage from the poison that the spikes are coated in, the same variety as the trap on the chest catch.
Why did they even <em>have</em> that lever?!\
<</linkreplace>>\
<</linkreplace>>\
<</linkreplace>>
<<linkreplace "Examine the chest">>\
You notice that the chest is hinged on the bottom so as to allow the lid to swing down if a catch on the top is pressed. However, you also see that the catch has a three-inch-long spike protruding from it.
<<linkreplace "Disable spike trap with thieves' tools">>
<<if $inventory.includes("Boots of Dexterity")>>\
<<set _roll to random(1, 20) + $dexmod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $dexmod>>\
<</if>>\
<<if _roll gte 10>>\
<<set $frescotrap to "disarmed">>\
You successfully remove the spike, which upon closer examination you see is coated in poison. The chest is now safe to open.\
<<else>>\
You are unable to disarm the trap, but maybe there's another way to avoid it?\
<</if>>
<</linkreplace>>
<<linkreplace "Press the catch with the pommel of your weapon">>\
Using the pommel of your sword, you press down on the catch, and the lid opens inwards to reveal...nothing?
<<linkreplace "Feel around inside the chest">>\
You feel around inside the chest, and feel a metal rod protruding vertically from the bottom. Further examination suggests that it is a lever, and should give easily if you try to use it.
<<linkreplace "Pull the lever, Kronk!">>\
<<if $inventory.includes("Padded Armour")>>\
<<set _bludgeoningdamage to random(3, 18)/2>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _bludgeoningdamage to random(3, 18) - 3>>\
<<if _bludgeoningdamage lt 0>>\
<<set _bludgeoningdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<else>>\
<<set _bludgeoningdamage to random(3, 18)>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<</if>>\
<<if $inventory.includes("Plate Armour")>>\
<<set _piercingdamage to random(2, 20)/2>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _piercingdamage to random(2, 20) - 3>>\
<<if _piercingdamage lt 0>>\
<<set _piercingdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<<else>>\
<<set _piercingdamage to random(2, 20)>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<</if>>\
<<if $inventory.includes("Ring of Protection")>>\
<<set _damage to random(2, 20) - 3>>\
<<if _damage lt 0>>\
<<set _damage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _damage>>\
<<else>>\
<<set _damage to random(2, 20)>>\
<<set $pcHP to $pcHP - _damage>>\
<</if>>\
You pull the lever, and suddenly the floor underneath you gives way. You scream as you fall thirty feet before landing on the spikes at the bottom, which if possible makes you scream louder.
You take <<print _bludgeoningdamage>> bludgeoning damage from the fall, <<print _piercingdamage>> piercing damage from the spikes, and <<print _damage>> poison damage from the poison that the spikes are coated in, the same variety as the trap on the chest catch.
Why did they even <em>have</em> that lever?!\
<</linkreplace>>\
<</linkreplace>>\
<</linkreplace>>\
<</linkreplace>>
[[Go through door next to the fresco|8. Gargoyle Lair]]
[[Look around the entrance corridor|3. Entrance to the Tomb of Horrors]]<<set $arch to 0>>
The stone archway before you is filled with a veil of thick vapors. The stones on either side of the base and keystone protrude slightly from the stones around them. As you move to within touching distance, the left-hand base stone begins to glow yellow, the right-hand base stone orange, and the keystone seven feet above blue.
<<link "Yellow">>
<<if $arch is 0>>
<<set $arch to 1>>
<<replace "#archstatus">>You hear the sound of a lock tumbler clicking into place behind the archway, and the mists in the archway appear agitated as if by a light breeze.<</replace>>
<<elseif $arch is 2>>
<<set $arch to 0>>
<<replace "#archstatus">>You hear the sound of the tumblers sliding back to their original positions as the mechanism resets and the mist settles.<</replace>>
<</if>>
<</link>>
<<link "Blue">>
<<if $arch is 1>>
<<set $arch to 2>>
<<replace "#archstatus">>Another click, and the mists begin swirling around inside the archway, still concealing the way forward but clearly reacting to the pressing of the illuminated stones.<</replace>>
<<elseif $arch is 2>>
<<set $arch to 0>>
<<replace "#archstatus">>You hear the sound of the tumblers sliding back to their original positions as the mechanism resets and the mist settles.<</replace>>
<</if>>
<</link>>
<<link "Orange">>
<<if $arch is 2>>
<<set $arch to 3>>
<<replace "#archstatus">>You hear the final tumbler click into place and the mists dissipate, revealing the way forward. The keystones grow dim, their purpose fulfilled.
[[Follow the path forward|11. The Three-Armed Statue]]<</replace>>
<<elseif $arch is 1>>
<<set $arch to 0>>
<<replace "#archstatus">>You hear the sound of the tumblers sliding back to their original positions as the mechanism resets and the mist settles.<</replace>>
<</if>>
<</link>>
<span id="archstatus">The archway appears dormant except for the three illuminated stones, with a thick veil of mist concealing what lies beyond.</span>
This small room holds what appears to be a statue of a gargoyle, eight feet tall, with four arms. One of the arms is broken off and lies on the floor in front of the statue. behind the statue is a small crawlway.
<<linkreplace "Examine severed arm">>\
You examine the severed arm from the statue, but nothing appears special about it. You attempt to reattach it to the statue, but no amount of effort will make it fit again. <</linkreplace>>
<<linkreplace "Examine statue">>\
Looking at the statue, you determine that it is just a statue, but the hands appear open and outstretched, as though beckoning you to place something in them.
<<if $inventory.includes("Gargoyle Collar")>>\
<<linkreplace "Put the gems from the gargoyle's collar in the hands">>\
You take out the collar you took from the mutant gargoyle, which on reflection this statue looks quite similar to, and place three of the ten gems in the three hands still attached to the statue. They fit perfectly.
Suddenly, the fingers of the gargoyle begin to move. They each close into fists, crushing the gems into powder and dumping them on the floor before returning to their original positions.
<<linkreplace "Sacrifice the rest of the gems">>\
You figure that there must be some significance to the way the gems from the collar fit so perfectly, so you repeat the process for the rest of the gems in the collar. When the last of the gems is crushed, you hear a disembodied voice say "YOUR SACRIFICE WAS NOT IN VAIN. LOOK TO THE FOURTH TO FIND YOUR GAIN."
<<linkreplace "examine the 'fourth' arm to 'find your gain'">>\
You gently examine the severed arm, which doesn't appear to have changed in any way. Upon feeling its palm, however, you discover that it is holding something invisible. You gently remove the item and in the process of feeling out the shape of it accidentally rub off a dust-like substance, revealing the surface of a gem underneath. You wipe it clean and are able to see that it is an oval diamond, with two flat and polished sides, crystal clear and about one inch in diameter by a quarter-inch thick. You recognise it as a Gem of Seeing, an item which when activated will grant Truesight when looked through for ten minutes. You sense that it has twelve charges remaining before it will break.\
<<set $gemofseeing to 12>>\
<<run $inventory.pushUnique("Gem of Seeing")>>\
<</linkreplace>>\
<</linkreplace>>\
<</linkreplace>>\
<</if>>\
<</linkreplace>>
[[Go through the crawlway behind the statue|10. Great Hall of Spheres]]<<if previous() is "11. The Three-Armed Statue">>\
You emerge from the crallway through an illusory image of a jackal-headed man holding a golden sphere high above its head into a hallway that somewhat resembles the entranceway. The walls and floor are inlaid tiles painted with figures of animals, strange signs and glyphs which even at a glance you can tell don't mean anything, and humans and human-like creatures posing with two-dimensional spheres of different colours. On the south wall is a stone archway similar in appearance to the one in the entranceway, shorouded by mist which blocks sight and any way of detecting what lies ahead.
<<elseif previous() is "14. Chapel of Evil">>\
You emerge from the crallway through an illusory image of a black sphere held at the feet of a cleric into a hallway that somewhat resembles the entranceway. The walls and floor are inlaid tiles painted with figures of animals, strange signs and glyphs which even at a glance you can tell don't mean anything, and humans and human-like creatures posing with two-dimensional spheres of different colours. On the south wall is a stone archway similar in appearance to the one in the entranceway, shorouded by mist which blocks sight and any way of detecting what lies ahead.
<<elseif previous() is "13. Chamber of Three Chests">>\
You emerge from the crallway through an illusory image of a red sphere held at the waist of a merchant into a hallway that somewhat resembles the entranceway. The walls and floor are inlaid tiles painted with figures of animals, strange signs and glyphs which even at a glance you can tell don't mean anything, and humans and human-like creatures posing with two-dimensional spheres of different colours. On the south wall is a stone archway similar in appearance to the one in the entranceway, shorouded by mist which blocks sight and any way of detecting what lies ahead.
<<elseif previous() is "8. Gargoyle Lair">>\
You walk through the winding corridor, right, right and right again before turning left into what appears to be a dead end, until you slam your fist against it in frustration and it reveals itself to be an illusory image as your fist travels through it and throws you off balance for a second before you can regains your composure.
You find yourself now in a hallway that somewhat resembles the entranceway. The walls and floor are inlaid tiles painted with figures of animals, strange signs and glyphs which even at a glance you can tell don't mean anything, and humans and human-like creatures posing with two-dimensional spheres of different colours. On the south wall is a stone archway similar in appearance to the one in the entranceway, shorouded by mist which blocks sight and any way of detecting what lies ahead.
<</if>>
<<linkreplace "Examine archway">>\
There are three glowing stones, the same as the one in the entranceway, but this time they are from left to right coloured olive, russet, and citron. You try every combination of them, but nothing disperses the fog.
[[Go through shrouded archway|Nude Teleport]]
<</linkreplace>>
<<if $gargoylecorridor is "revealed">>\
[[Return to the gargoyle's lair through the hidden corridor|8. Gargoyle Lair]]\
<<else>>\
<<linkreplace "Examine wall without sphere fresco">>\
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _roll to random(1, 20) + $wismod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $wismod>>\
<</if>>\
<<if _roll gte 20>>
You go to inspect a section of wall that doesn't contain one of the sphere frescoes, but as you go to touch it your hand passes through it as though it were air. It's an illusory image, with a hidden pathway behind it!
[[Go through hidden pathway|8. Gargoyle Lair]]\
<<else>>\
You don't find anything.\
<</if>>
<</linkreplace>>\
<</if>>
<<link "Examine sphere frescoes">>\
<<if $sphereillusionsrevealed isnot true>>\
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _roll to random(1, 20) + $wismod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $wismod>>\
<</if>>\
<<if _roll gte 20>>\
<<set $sphereillusionsrevealed to true>>\
<<replace "#crawlwayillusions">>\
You examine the frescoes painted along the east and west walls, and are able to determine that several of them are illusions hiding crawlways leading out of the chamber.
<<if visited("11. The Three-Armed Statue")>>\
[[Go through hidden crawlway on west wall towards the three-armed gargoyle statue|11. The Three-Armed Statue]]\
<<else>>\
[[Go through crawlway hidden by illusion of a gold sphere held high over the head of a jackal-human on west wall|11. The Three-Armed Statue]]\
<</if>>
<<if $chapelrevealed is true>>\
[[Go through hidden crawlway on west wall towards the chapel|14. Chapel of Evil]]\
<<elseif visited("14. Chapel of Evil")>>\
[[Go through crawlway behind illusion of a black sphere held at the feet of a cleric towards dead end|14. Chapel of Evil]]\
<<else>>\
[[Go through crawlway hidden by illusion of a black sphere held at the feet of a cleric on west wall|14. Chapel of Evil]]\
<</if>>
<<if visited("13. Chamber of Three Chests")>>\
[[Go through hidden crawlway on east wall towards the chamber with three chests|13. Chamber of Three Chests]]\
<<else>>\
[[Go through crawlway hidden by illusion of a red sphere held at the waist of a merchant on east wall|13. Chamber of Three Chests]]\
<</if>>\
<</replace>>\
<<else>>\
<<replace "#crawlwayillusions">>\
You don't find anything.\
<</replace>>\
<</if>>\
<<else>>\
<<replace "#crawlwayillusions">>\
You examine the frescoes painted along the east and west walls, and are able to determine that several of them are illusions hiding crawlways leading out of the chamber.
<<if visited("11. The Three-Armed Statue")>>\
[[Go through hidden crawlway on west wall towards the three-armed gargoyle statue|11. The Three-Armed Statue]]\
<<else>>\
[[Go through crawlway hidden by illusion of a gold sphere held high over the head of a jackal-human on west wall|11. The Three-Armed Statue]]\
<</if>>
<<if $chapelrevealed is true>>\
[[Go through hidden crawlway on west wall towards the chapel|14. Chapel of Evil]]\
<<elseif visited("14. Chapel of Evil")>>\
[[Go through crawlway behind illusion of a black sphere held at the feet of a cleric towards dead end|14. Chapel of Evil]]\
<<else>>\
[[Go through crawlway hidden by illusion of a black sphere held at the feet of a cleric on west wall|14. Chapel of Evil]]\
<</if>>
<<if visited("13. Chamber of Three Chests")>>\
[[Go through hidden crawlway on east wall towards the chamber with three chests|13. Chamber of Three Chests]]\
<<else>>\
[[Go through crawlway hidden by illusion of a red sphere held at the waist of a merchant on east wall|13. Chamber of Three Chests]]\
<</if>>\
<</replace>>\
<</if>>\
<</link>>\
<span id="crawlwayillusions"> </span>\
On the wall before you is a relief sculpture of a devil face formed of mosaic tiles. The face has a huge O of a mouth, big enough for a person to enter, inside of which the space is dead black.
<<linkreplace "Examine sculpture">>
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _roll to random(1, 20) + $intmod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $intmod>>\
<</if>>\
<<if _roll gte 20>>\
You gaze into the inky blackness beyond the mouth and can neither hear any sound nor see any light emanating from beyond it. You pick up a pebble and toss it into the opening, and it is obliterated the instant it passes the lips of the sculpture. You determine that it's a trap, and that the mouth contains a Sphere of Annihilation.\
<</else>>\
You gaze into the inky blackness beyond the mouth and can neither hear any sound nor see any light emanating from beyond it. You cannot determine what lies within.\
<</if>>\
<</linkreplace>>
<<linkreplace "Enter mouth">>\
<<set $pcHP to 0>>\
You jump inside the mouth of the sculpture, and are instantly obliterated by a Sphere of Annihilation.\
<</linkreplace>>
[[Go north back towards the entrance|3. Entrance to the Tomb of Horrors]]
[[Go east towards the misty archway|5. The Arch of Mist]]
The room is walled in plain stone, roughly hewn. In the centre is a statue of a mutant four-armed gargoyle. On the south wall, you see a door.
<<linkreplace "Go through door on the south wall">>\
You go through the door in the south wall, and see a ten-foot-by-ten-foot room, empty except for a door on the south wall
<<linkreplace "Go through door on the south wall">>\
You head further south, and find yourself in another empty ten-by-ten-foot room, save for a door this time leading west.
<<linkreplace "Go through door on the west wall">>\
You go through the west door and again find yourself in an empty room the same dimensions as the previous two, this time with a door to the north.
<<linkreplace "Go through door on the north wall">>\
Once more, you are in a ten-foot-by-ten-foot room, empty but for a door to the north.
<<linkreplace "Go through door on the north wall">>\
You're back in the room with the gargoyle, what now genius?
<</linkreplace>><</linkreplace>><</linkreplace>><</linkreplace>><</linkreplace>>
<<linkreplace "Attack the gargoyle">>\
<<if $inventory.includes("Plate Armour")>>\
<<set _piercingdamage to random(3, 8)/2>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _piercingdamage to random(3, 8) - 3>>\
<<if _piercingdamage lt 0>>\
<<set _piercingdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<<else>>\
<<set _piercingdamage to random(3, 8)>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<</if>>\
<<if $inventory.includes("Chainmail Armour")>>\
<<set _slashingdamage1 to random(3, 8)/2>>\
<<set $pcHP to $pcHP - _slashingdamage1>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _slashingdamage1 to random(3, 8) - 3>>\
<<if _slashingdamage1 lt 0>>\
<<set _slashingdamage1 to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _slashingdamage1>>\
<<else>>\
<<set _slashingdamage1 to random(3, 8)>>\
<<set $pcHP to $pcHP - _slashingdamage1>>\
<</if>>\
<<if $inventory.includes("Chainmail Armour")>>\
<<set _slashingdamage2 to random(3, 8)/2>>\
<<set $pcHP to $pcHP - _slashingdamage2>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _slashingdamage2 to random(3, 8) - 3>>\
<<if _slashingdamage2 lt 0>>\
<<set _slashingdamage2 to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _slashingdamage2>>\
<<else>>\
<<set _slashingdamage2 to random(3, 8)>>\
<<set $pcHP to $pcHP - _slashingdamage2>>\
<</if>>\
<<if $inventory.includes("Chainmail Armour")>>\
<<set _slashingdamage3 to random(3, 8)/2>>\
<<set $pcHP to $pcHP - _slashingdamage3>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _slashingdamage3 to random(3, 8) - 3>>\
<<if _slashingdamage3 lt 0>>\
<<set _slashingdamage3 to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _slashingdamage3>>\
<<else>>\
<<set _slashingdamage3 to random(3, 8)>>\
<<set $pcHP to $pcHP - _slashingdamage3>>\
<</if>>\
What appeared to be a statue an instant ago comes to life before your eyes. The creature, a mutated four-armed gargoyle, flaps its wings and stares at you. Around the creature's neck, you can see a collar, studded with ten gleaming blue gems. It flies towards you as fast as it can in the confined space, striking you once with its claws for <<print _slashingdamage1>> slashing damage, biting you while you recoiled for <<print _piercingdamage>> piercing damage, and then hitting at you with its claws a second time for <<print _slashingdamage2>> slashing damage. You wipe the blood away and go on the offensive, striking at its limbs with a club. You're able to break two off, but doing so puts you within range of its other two arms and it hits you once more for <<print _slashingdamage3>> slashing damage. With a burst of adrenaline, you swing your club upwards and shatter the creature's stone jaw and creating a web of cracks that spread around its skull before it crumples to the ground and falls apart.
<<if $pcHP gt 0>>\
You take the [GARGOYLE COLLAR] from around its neck, estimating the value of each gem to be about 100GP.\
<<run $inventory.pushUnique("Gargoyle Collar")>>\
<</if>>\
<</linkreplace>>
<<linkreplace "Examine walls">>\
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _roll to random(1, 20) + $wismod + $intmod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $wismod + $intmod>>\
<</if>>\
<<if _roll gte 15>>\
<<set $gargoylecorridor to "revealed">>\
You notice a slight discrepancy in the distance the bricks in the wall come out, and after careful examination you find a hidden door on the right hand side of the east wall with a corridor behind it that you can see turns to the right.
[[Go through hidden door|10. Great Hall of Spheres]]\
<<else>>\
You can't find anything of note outside of the obvious.\
<</if>>\
<</linkreplace>>
[[Go back through door to the east|4. Fresco of the Wizardly Work Room]]The door is of sturdy construction, thick oak planks with iron bands and an iron ring set in as a handle.
<<link "Open the door">>\
<<if $inventory.includes("Plate Armour")>>\
<<set _piercingdamage to random(2, 16)/2>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _piercingdamage to random(2, 16) - 3>>\
<<if _piercingdamage lt 0>>\
<<set _piercingdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<<else>>\
<<set _piercingdamage to random(2, 16)>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<</if>>\
<<replace "#trappedfalsedoor">>\
You open the door, and in the instant before you are hit by a spear you see that it's a false door. A spear launches from the wall concealed by the door, dealing <<print _piercingdamage>> piercing damage, and you close the door.
<</replace>>
<</link>>
<span id="trappedfalsedoor"> </span>
[[Return to the crossroads|21A. Crossroads]]After travelling about forty feet down the crawlspace, you come to a dead end.
<<linkreplace "Examine dead end">>
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _roll to random(1, 20) + $wismod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $wismod>>\
<</if>>\
<<if _roll lt 10>>\
You examine the dead end, but can't find anything.\
<<else>>\
<<if $inventory.includes("Padded Armour")>>\
<<set _bludgeoningdamage to random(1, 6)/2>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _bludgeoningdamage to random(1, 6) - 3>>\
<<if _bludgeoningdamage lt 0>>\
<<set _bludgeoningdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<else>>\
<<set _bludgeoningdamage to random(1, 6)>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<</if>>\
You sigh heavily as you reach the dead end, and lower your head into it. As you do so, it strikes you that the surface of the wall in front of you doesn't match the rough, dug-out texture of the rest of the crawlway. You push against it, and find that it's a hidden door! You push against it harder and it gives way, swinging downwards. You stumble forward due to your awkward positioning in the crawlspace and fall ten feet into the room, taking <<print _bludgeoningdamage>> bludgeoning damage.
As you brush yourself off, you look around the room. It looks about thirty foot by thirty foot, with three chests each measuring four foot long by two foot wide and three feet high lined up in the middle. The one on the western side is gold, the one in the centre is silver, and the eastern one is oak.\
<</if>>
<<linkreplace "Open gold chest">>\
<<if $inventory.includes("Ring of Protection")>>\
<<set _poisondamage to random(2, 8) - 3>>\
<<if _poisondamage lt 0>>\
<<set _poisondamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _poisondamage>>\
<<else>>\
<<set _poisondamage to random(2, 8)>>\
<<set $pcHP to $pcHP - _poisondamage>>\
<</if>>\
You open the lid of the golden chest and a snake darts out through the gap, latching onto your forearm as it does so and dealing <<print _poisondamage>> poison damage. You grab the snake and tear it away, throwing it to the floor and decapitating it with your sword before it has a chance to slither away.\
<</linkreplace>>
<<linkreplace "Open silver chest">>
You open the silver chest and see that set into the bottom of the chest is a clear crystal box, easily worth 1,000 GP, containing a Ring of Protection.
<<linkreplace "Examine inside of silver chest">>\
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _roll to random(1, 20) + $wismod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $wismod>>\
<</if>>\
<<if _roll gte 15>>\
You examine the insides of the chest and notice that underneath the crystal box there appears to be a pressure-activated mechanism and eight small holes pointing upwards. You deduce that this must be some sort of dart trap triggered by lifting the box, but removing the Ring of Protection should be safe enough. You spend several minutes searching for a way to disarm the dart trap without first removing the crystal box and triggering it, but to no avail.\
<<else>>\
You don't notice anything unusual.\
<</if>>\
<</linkreplace>>
<<linkreplace "Take Ring of Protection">>\
<<if $inventory.includes("Ring of Protection")>>\
You take the [RING OF PROTECTION] even though you know that its effects aren't cumulative with the one you already have, figuring that a spare never hurt and if nothing else you can sell it.\
<<elseif $inventory.includesAny("Chainmail Armour", "Padded Armour", "Plate Armour")>>\
You take the [RING OF PROTECTION] even though you know that its effects aren't cumulative with your armour, figuring that if nothing else you can sell it.\
<<else>>\
You take the [RING OF PROTECTION] and put it on your finger, feeling its effects spread across your body with a comfortable warmth.\
<</if>>\
<<run $inventory.push("Ring of Protection")>>\
<</linkreplace>>
<<linkreplace "Take Crystal Box and Ring of Protection">>
<<if $inventory.includes("Plate Armour")>>\
<<set _piercingdamage to random(1, 24)/2>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _piercingdamage to random(1, 24) - 3>>\
<<if _piercingdamage lt 0>>\
<<set _piercingdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<<else>>\
<<set _piercingdamage to random(1, 24)>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<</if>>\
You remove the crystal box and hear a soft click as a pressure plate triggers and then a phut of compressed air as several darts fire out of the bottom of the chest, dealing <<print _piercingdamage>> piercing damage.
You put the [CRYSTAL BOX] in your bag.
<<if $inventory.includes("Ring of Protection")>>\
You take the [RING OF PROTECTION] even though you know that its effects aren't cumulative with the one you already have, figuring that a spare never hurt and if nothing else you can sell it.\
<<elseif $inventory.includesAny("Chainmail Armour", "Padded Armour", "Plate Armour")>>\
You take the [RING OF PROTECTION] even though you know that its effects aren't cumulative with your armour, figuring that if nothing else you can sell it.\
<</if>>\
<<run $inventory.push("Ring of Protection")>>\
<<run $inventory.push("Crystal Box")>>\
<</linkreplace>>\
<</linkreplace>>
<<linkreplace "Open oak chest">>\
<<if $inventory.includes("Chainmail Armour")>>\
<<set _slashingdamage to random(8, 23)/2>>\
<<set $pcHP to $pcHP - _slashingdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _slashingdamage to random(8, 23) - 3>>\
<<if _slashingdamage lt 0>>\
<<set _slashingdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _slashingdamage>>\
<<else>>\
<<set _slashingdamage to random(8, 23)>>\
<<set $pcHP to $pcHP - _slashingdamage>>\
<</if>>\
You open the oak chest and hear air being displaced behind you. You turn to look and see a giant skeleton in armour, a scimitar in its right arm raised to strike. It comes down, and one of the joints in its knee fractures under its own weight and the force that the swing put on it. The skeleton falls to pieces, and the scimitar slices against you as it clatters to the ground dealing <<print _slashingdamage>> slashing damage.\
<</linkreplace>>\
<</linkreplace>>
[[Return back down crawlway|10. Great Hall of Spheres]] <<if previous() is "10. Great Hall of Spheres">>
After crawling through the hidden passage behind the black sphere for what feels like eternity, you eventually come to a dead end.<</if>>
[[Go back through crawlway|10. Great Hall of Spheres]]
<<link "Examine dead end">>\
<<if $chapelrevealed isnot true>>\
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _roll to random(1, 20) + $wismod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $wismod>>\
<</if>>\
<<if _roll gte 20>>\
<<replace "#examinedeadend">>\
Looking closer at the solid stone dead end, you realise that there's a slight, almost imperceptible, space between it and the rest of the tunnel. It's a hidden door!\
<</replace>>
<<set $chapelrevealed to true>>\
<<else>>\
<<replace "#examinedeadend">>\
You examine the dead end, but can find nothing of note. You feel like you're missing something, but you can't quite see what.\
<</replace>>\
<</if>>\
<</if>>\
<</link>>
<span id="examinedeadend"> </span>
<<if $inventory.includes("Gem of Seeing")>>\
<<if $gemofseeing > 0>>\
<<linkreplace "Use the Gem of Seeing">>\
<<if $chapelrevealed is false>>\
You use the Gem of Seeing, figuring that even Acererak would be unlikely to build such a long crawlway for absolutely nothing, and find yourself vindicated as the gem reveals that the solid stone wall in fromt of you is actually a hidden door.\
<<set $gemofseeing to $gemofseeing - 1>>\
<<set $chapelrevealed to true>>\
<<elseif $chapelrevealed is true>>\
The hidden door has already been revealed.\
<</if>>\
<</linkreplace>>\
<</if>>\
<</if>>
<span id="chapel"> </span>\
\
<<silently>>\
<<repeat 40ms>>\
<<if $chapelrevealed is true>>\
<<replace "#chapel">>\
<<linkreplace "Open hidden door">>\
You open the hidden door and see what is obviously some form of temple area. There are scenes of normal life painted on the walls, but the people have rotting flesh, skeletal hands, worms eating them, and so forth. Yet there are also depicted various religious symbols of good alignment. There is a mosaic path leading between the four rows of wooden pews that face the worship area. In front of the pews, a wooden railing divides the room. South of it is an altar in front of a tiered dais, on which sits a wooden chair.
<<linkreplace "Move further into the room">>\
The chair is nicely padded but seems unremarkable. On either side of the dais are large, free-standing brass candelabras each holding five white candles. In each corner on the southern wall is a large white pottery urn stoppered with a brass and wood plug. Sprawled on the floor near the west wall is a human skeleton in black chain mail that badly rusted and damaged. The skeleton's outstretched arm points to a stone archway set in the wall. The opening is filled with opaque, bright orange vapors.
<<linkreplace "Examine pews">>\
You notice that the seats on the pews are hinged. Maybe something is underneath them?\
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _roll to random(1, 20) + $wismod + $intmod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $wismod + $intmod>>\
<</if>>\
<<if _roll gte 15>>\
You also notice that the hinges on the pair of pews at the front of the chapel are thicker than the hinges on any of the others.\
<</if>>
<<linkreplace "Open back pew seats">>\
You open up the seats in the back row of pews, and find 4,000 silver pieces in each. [TREASURE: 8,000 SP]\
<<run $inventory.pushUnique("Coins")>>\
<</linkreplace>>
<<linkreplace "Open second from the back pew seats">>\
You open up the seats in the second from the back row of pews, and find 3,000 electrum pieces in each. [TREASURE: 6,000 EP]\
<<run $inventory.pushUnique("Coins")>>\
<</linkreplace>>
<<linkreplace "Open second from the front pew seats">>\
You open up the seats in the second from the front row of pews, and find 2,000 gold pieces in each. [TREASURE: 4,000 GP]\
<<run $inventory.pushUnique("Coins")>>\
<</linkreplace>>
<<linkreplace "Open front row pew seats">>\
You hear a heavy thunk as you open up one of the seats in the front row of pews and realise all too late that the thicker hinges were because they included rods connected to valves inside the seat as a mechanism underneath activates, followed by a hissing sound as a puff of green vapour is blown at you.
<<if $inventory.includes("Boots of Dexterity")>>\
<<set _roll to random(1, 20) + $dexmod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $dexmod>>\
<</if>>\
<<if _roll gte 15>>\
You throw yourself back and cover your mouth just in time, avoiding the trap.\
<<else>>\
<<if $inventory.includes("Ring of Protection")>>\
<<set _damage to random(3, 18) - 3>>\
<<if _damage lt 0>>\
<<set _damage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _damage>>\
<<else>>\
<<set _damage to random(3, 18)>>\
<<set $pcHP to $pcHP - _damage>>\
<</if>>\
You gasp in surprise, and inhale a lungful of the gas in doing so. You cough until it hurts, until you cough up blood, but eventually the effects seem to subside and you take a much-needed sip of water.
You take <<print _damage>> poison damage.\
<</if>>\
<</linkreplace>>\
<</linkreplace>>
<<linkreplace "Examine altar">>\
The centrepiece of the chapel is a block of strange material that glows with an inner light of opalescent blue.
<<linkreplace "Touch the altar">>\
You tentatively reach out and touch the altar. As soon as your finger comes into contact with the cool stone, you smell ozone and a bolt of magically conjured lightning shoots out of it down the centre aisle.
<<if $inventory.includes("Boots of Dexterity")>>\
<<set _roll to random(1, 20) + $dexmod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $dexmod>>\
<</if>>\
<<if _roll gte 15>>\
<<if $inventory.includes("Ring of Protection")>>\
<<set _damage to random(4, 24) - 3>>\
<<if _damage lt 0>>\
<<set _damage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _damage>>\
<<else>>\
<<set _damage to random(4, 24)>>\
<<set $pcHP to $pcHP - _damage>>\
<</if>>\
You dodge out of the way of the main blast but as it crackles past it grazes you. You take <<print _damage>> lightning damage. When the dust settles, the altar has turned a fiery blue-red.
<<else>>\
<<if $inventory.includes("Ring of Protection")>>\
<<set _damage to random(8, 48) - 3>>\
<<if _damage lt 0>>\
<<set _damage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _damage>>\
<<else>>\
<<set _damage to random(8, 48)>>\
<<set $pcHP to $pcHP - _damage>>\
<</if>>\
You move to dodge but are too slow. The spell catches you in the chest, and you are flung to the side as your muscles convulse with the electricity. You take <<print _damage>> lightning damage. When the dust settles, the altar has turned a fiery blue-red.
<</if>>\
<<linkreplace "Touch it again">>\
You touch it again and it explodes with heat. The chair behind the altar is blown to splinters, each shard of the wood set alight. The fabric covering the seats in the first row of pews catches fire as well from the edge of the blast radius.
<<if $inventory.includes("Boots of Dexterity")>>\
<<set _roll to random(1, 20) + $dexmod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $dexmod>>\
<</if>>\
<<if _roll gte 15>>\
<<if $inventory.includes("Ring of Protection")>>\
<<set _damage to random(4, 24) - 3>>\
<<if _damage lt 0>>\
<<set _damage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _damage>>\
<<else>>\
<<set _damage to random(4, 24)>>\
<<set $pcHP to $pcHP - _damage>>\
<</if>>\
You take <<print _damage>> fire damage as you dodge out of the way to the outer radius of the fireball.\
<<else>>\
<<if $inventory.includes("Ring of Protection")>>\
<<set _damage to random(8, 48) - 3>>\
<<if _damage lt 0>>\
<<set _damage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _damage>>\
<<else>>\
<<set _damage to random(8, 48)>>\
<<set $pcHP to $pcHP - _damage>>\
<</if>>\
You take <<print _damage>> fire damage as you are flung from the centre of the explosion like a ragdoll.\
<</if>>\
<</linkreplace>>\
<</linkreplace>>
[[Examine stone archway|15. Stone Gate]]\
<</linkreplace>>\
<</linkreplace>>\
<</linkreplace>>\
\
<</replace>>\
<<stop>>\
<</if>>\
<</repeat>>\
<</silently>>\You follow the direction of the skeletal warrior's finger to a stone archway in the eastern wall of the chapel. The arch is two feet wide and four feet high; the thickness of the stone is impossible to determine through the swirling orange vapours that cloud the entranceway. Unlike the obscured archways in the entrance corridor and the hall of spheres, this one has no glowing stones and all the stones are set in firmly. Additionally, you sense a powerful antimagic permeating the stones comprising the archway that would prevent it being destroyed or reshaped by magical means.
<<linkreplace "Go through obscured archway">>\
<<if $inventory.includes("Ring of Protection")>>\
<<set _damage to random(1, 6) - 3>>\
<<if _damage lt 0>>\
<<set _damage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _damage>>\
<<else>>\
<<set _damage to random(1, 6)>>\
<<set $pcHP to $pcHP - _damage>>\
<</if>>\
You attempt to pass through the veil of mist obscuring the archway, but it takes great effort to even just push your head through. You cannot see beyond, but you experience a sharp pain behind your eyes as a small, incessant voice in the back of your mind urges you to give in to your darkest urges. You take <<print _damage>> psychic damage before removing yourself from the veil. You will need to find a way to clear the archway before you can proceed.
<</linkreplace>>
<<linkreplace "Search surroundings for mechanism">>\
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _roll to random(1, 20) + $wismod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $wismod>>\
<</if>>\
<<if _roll gte 10>>\
You look around and next to the skeleton you notice a small alcove directly opposite the archway. The walls are imbued with the same antimagic you felt around the archway. Upon further inspection, you see that it contains a slot about an inch wide and a third of an inch in height. Above it, you can just faintly make out the letter O traced onto the stone.
<<linkreplace "Insert coin">>\
<<if $stonegate isnot "open">>\
<<if $inventory.includes("Coins")>>\
You insert a coin into the slot and the O above the slot begins to fill up from the bottom in thick black ink, as though measuring the progress towards triggering the mechanism. You continue to feed coins into it until the meter is full, and you hear a crushing sound from behind the wall. You turn to face the archway and see the mists being sucked into the floor, and the sound of stone scraping painfully against stone as a large block that had filled the archway behind the mist slowly lowers into the floor, opening up access to the passage beyond.\
<<run $inventory.deleteAt($inventory.indexOf("Coins"))>>\
<<set $stonegate to "open">>\
<<else>>\
You don't have any coins to put in the slot.\
<</if>>\
<<else>>\
The gate is already open.
<</if>>
<</linkreplace>>
<<linkreplace "Sacrifice aught but a loop of magic metal">>
<<if $stonegate isnot "open">>\
<<if $inventory.includes("Ring of Protection")>>\
You take out the ring of protection you found in the room with the three chests, and reflect on the message you found from Acererak hidden in the tiles in the entranceway. You hold it up against the O inscribed above the slot, and find that it is the exact same size as the ring. You insert the ring and hear a loud crunching sound followed by a gulp and a burp, which you hope is from a magic mouth spell, and the O above the slot turns inky black. You hear a scraping noise from behind you and you turn to face the archway. The mists have disappeared, and a stone block that filled the archway behind them is receding into the floor, allowing you to continue into the passage behind it.
[YOU LOSE THE RING OF PROTECTION]\
<<run $inventory.deleteAt($inventory.indexOf("Ring of Protection"))>>\
<<set $stonegate to "open">>\
<<else>>\
You don't have a Ring of Protection to put in the slot.\
<</if>>\
<<else>>\
The gate is already open.
<</if>>
<</linkreplace>>
<<linkreplace "Insert Gem of Seeing">>\
<<if $stonegate isnot "open">>\
<<if $inventory.includes("Gem of Seeing")>>\
You take out the Gem of Seeing, and hold it up against the O inscribed above the slot. Youfind that they are the exact same size. You insert the gem and hear a loud crunching sound followed by a gulp and a burp, which you hope is from a magic mouth spell, and the O above the slot turns inky black. You hear a scraping noise from behind you and you turn to face the archway. The mists have disappeared, and a stone block that filled the archway behind them is receding into the floor, allowing you to continue into the passage behind it.
[YOU LOSE THE GEM OF SEEING]\
<<run $inventory.deleteAt($inventory.indexOf("Gem of Seeing"))>>\
<<set $gemofseeing to 0>>\
<<set $stonegate to "open">>\
<<else>>\
You don't have a Gem of Seeing to put in the slot.\
<</if>>\
<<else>>\
The gate is already open.\
<</if>>\
<</linkreplace>>\
<<else>>\
You don't see anything, but there's got be something around here that opens the veil. You should keep looking.\
<</if>>\
<</linkreplace>>
<span id="stonegatepassage"> </span>
[[Look around the rest of the Chapel|14. Chapel of Evil]]
<<silently>>\
<<repeat 40ms>>\
<<if $stonegate is "open">>\
<<replace "#stonegatepassage">>\
Beyond the gate stone, the corridor widens to ten feet and turns southward.
[[Go through stone gate|15A. Stone Gate Trap 1]]
<</replace>>
<<stop>>
<</if>>
<</repeat>>
<</silently>>
<<if visited("17. Magical Secret Door")>>\
[[Go through the gate and past the three pit traps|17. Magical Secret Door]]\
<</if>>The thick wooden door ahead of you is heavily bound with iron bands, and there are several locks keeping it shut.
You find yourself now on a staircase leading down slightly. You can see that twenty feet past the bottom of the stairs, the path turns right towards what appears to be a dead end.
<<linkreplace "Examine area">>\
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _roll to random(1, 20) + $wismod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $wismod>>\
<</if>>\
<<if _roll gte 20>>\
On the left along the stairs, you notice a section of stone wall slightly separate from the rest of the wall and deduce that it must be some form of secret door.
<<linkreplace "Open the door">>
You try to open the door, but it appears to be sealed by magical means. You will need to find a way to identify the form of magic sealing the door before you can open it.
<<if $gemofseeing > 0>>\
<<linkreplace "Use Gem of Seeing">><<set $gemofseeing to $gemofseeing - 1>><<set $magicsecretdoor to "revealed">>
You use the Gem of Seeing, which reveals a glowing aura around the door which you identify as being caused by abjuration magic.
With the school of magic sealing the door shut revealed, you can now dispel it.
[[Go through secret door|19. Laboratory and Mummy Preparation Room]]
\
<<if $gemofseeing is 0>>\
[YOU HAVE LOST THE GEM OF SEEING]\
<</if>>\
<</linkreplace>>\
<</if>>
<<linkreplace "Use spell: detect magic">>\
You use the spell Detect Magic, which reveals a glowing aura around the door which you identify as being caused by abjuration magic.
With the school of magic sealing the door shut revealed, you can now dispel it.
[[Go through secret door|19. Laboratory and Mummy Preparation Room]]\
<</linkreplace>>\
<</linkreplace>>
[[Go back up the stairs|15. Stone Gate]]Stairs descend to the west. The corridor that extends past the bottom of the steps is slightly cloudy.
[[Continue through obscured south door|18A. False Crypt]]Beyond the door, a stairway leads down. The way is blocked by thick webbing that fills the area from steps to ceiling.
[[Victory!|Too Hard a Dungeon]]
Examine Cave-in<<set $vatofacid to "full">>\
<<set $keychance to 100>>\
<<set $drainodds to 50>>\
You follow the corridor beyond the secret door ahead for about thirty feet then to the right fifty feet before it opens out into a large cluttered room, about sixty feet by forty feet, with an exit leading east in the south-east corner.
All of the walls are lined with shelves, and upon these are old jars filled with dust and impotent ingredients of all sorts. There is a large desk and stool, two workbenches, and two mummy preparation tables. Clay pots and urns on these tables once obviously contained unguents, ointments, oils, perfumes and the like. Linen wrappings are in rolls or strewn about. Dried herbs of unidentifiable nature, bones, and skulls litter the workbenches.
In the south part of the room are three vats about seven feet in diameter and four feet in depth that contain murky liquids. The vats are affixed to the floor and even at a glance you can tell they would be too heavy to move.
<<linkreplace "Examine western vat">>\
You look inside the vat on the west side of the room, and are able to discern that it is filled with dirty water.
<<linkreplace "Feel around in western vat">>\
You reach around inside the western vat, but find nothing of note inside.\
<</linkreplace>>\
<</linkreplace>>
<<linkreplace "Examine middle vat">>\
You peer over the rim of the middle vat and are nearly overwhelmed by the pungent odour; fumes from the clear liquid that fills the vat, at the bottom of which you see one half of a key.
<<link "Reach for the key half">>
<<if $vatofacid is "full">>
<<set _roll to random(1, 100)>>
<<if _roll gte $keychance>>
<<if $inventory.includes("Ring of Protection")>>
<<set _damage to random(1, 6) - 3>>
<<if _damage lt 0>>
<<set _damage to 0>>
<</if>>
<<else>>
<<set _damage to random(1, 6)>>
<</if>>
<<set $middlekey to true>>
<<replace "#acid">>\
You reach in and are able to grab the half of the key! However, you also take <<print _damage>> acid damage.\
<</replace>>\
<<if $easternkey is true and $middlekey is true>>\
<<replace "#keyfusion">>\
With both halves of the key acquired, you decide to try and fit them together. There's a flash of light and heat as the metal around the join melts before suddenly cooling down again, revealing that the key is whole with no sign of a seam or join.
You put the repaired [LAB KEY] away in your bag.\
<</replace>>\
<<run $inventory.pushUnique("Lab Key")>>\
<</if>>\
<<else>>\
<<set $keychance to $keychance - 1>>
<<if $inventory.includes("Ring of Protection")>>
<<set _damage to random(1, 6) - 3>>
<<if _damage lt 0>>
<<set _damage to 0>>
<</if>>
<<else>>
<<set _damage to random(1, 6)>>
<</if>>
<<replace "#acid">>\
You reach into the vat and are unable to grab the key. You take <<print _damage>> acid damage.\
<</replace>>\
<</if>>
<<elseif $vatofacid is "empty">>
<<set $middlekey to true>>
<<replace "#acid">>\
You reach into the empty vat and are able to grab the key half without hurting yourself.\
<</replace>>
<<if $easternkey is true and $middlekey is true>>\
<<replace "#keyfusion">>\
With both halves of the key acquired, you decide to try and fit them together. There's a flash of light and heat as the metal around the join melts before suddenly cooling down again, revealing that the key is whole with no sign of a seam or join.
You put the repaired [LAB KEY] away in your bag.\
<</replace>>\
<<run $inventory.pushUnique("Lab Key")>>\
<</if>>
<</if>>
<<set $pcHP to $pcHP - _damage>>
<</link>>
<<link "Try to drain the vat">>\
<<if $vatofacid is "full">>
<<set _roll to random(1, 50) + strengthmod>>
<<if _roll gte $drainodds>>\
<<set $vatofacid to "empty">>\
<<replace "#drainvat">>\
You take one of the tools from the workbench area, most analagous to a claw-hammer with the one claw, straightened out and sharpened to a point. You aim for as close to the bottom of the vat as you can without hurting yourself, and swing with all your might. The spike pierces the vat, and you pull back to widen the tear. The vat drains, leaving the key half on the bottom of the now-empty vat.\
<</replace>>\
<<else>>\
<<set $drainodds to $drainodds - 1>>\
<<replace "#drainvat">>\
Using one of the tools from the workbench area, you take a swing at the bottom of the vat, but you only succeed in denting the vat.\
<</replace>>\
<</if>>\
<<else>>\
<<replace "#drainvat">>\
You take one of the tools from the workbench area, most analagous to a claw-hammer with the one claw, straightened out and sharpened to a point. You aim for as close to the bottom of the vat as you can without hurting yourself, and swing with all your might. The spike pierces the vat, and you pull back to widen the tear. The vat drains, leaving the key half on the bottom of the now-empty vat.\
<</replace>>\
<</if>>\
<</link>>
<span id="drainvat"> </span>
<span id="acid"> </span>
<</linkreplace>>
<<linkreplace "Examine eastern vat">>\
<<if $inventory.includes("Padded Armour")>>\
<<set _bludgeoningdamage to random(4, 14)/2>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _bludgeoningdamage to random(4, 14) - 3>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<else>>\
<<set _bludgeoningdamage to random(4, 14)>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<</if>>\
<<if $inventory.includes("Ring of Protection")>>\
<<set _aciddamage to random(1, 6) - 3>>\
<<if _aciddamage lt 0>>\
<<set _damage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _aciddamage>>\
<<else>>\
<<set _aciddamage to random(1, 6)>>\
<<set $pcHP to $pcHP - _aciddamage>>\
<</if>>\
You peek over the rim of the eastern vat and see that it is filled with a yellowish-grey goo, quietly bubbling away. Suddenly, the goo begins to move - surging up and over the lip of the vat into the room proper, striking you on the shoulder as it does so, dealing <<print _bludgeoningdamage>> bludgeoning damage and <<print _aciddamage>> acid damage. You realise that the goo is in fact an ochre jelly, and brandish your torch as a weapon. You go on the offensive, sweeping the flame from your torch across the jelly's amorphous mass, drying it out and slowing it down.
When it stops moving, you take a sword and carefully slice it open. There's a clanking of metal on stone as the undigested contents of the jelly's stomach spills onto the floor: pieces of rusted armour and broken weapons, fragments of bone...and half of a key.\
<<set $easternkey to true>>\
<<if $easternkey is true and $middlekey is true>>\
<<replace "#keyfusion">>\
With both halves of the key acquired, you decide to try and fit them together. There's a flash of light and heat as the metal around the join melts before suddenly cooling down again, revealing that the key is whole with no sign of a seam or join.
You put the repaired [LAB KEY] away in your bag.\
<</replace>>\
<<run $inventory.pushUnique("Lab Key")>>\
<</if>>
<</linkreplace>>
<span id="keyfusion"> </span>
[[Go down stairway on the east side of the room|21A. Crossroads]]
[[Go back towards the concealed door at the stairs|17. Magical Secret Door]]A ten-foot-deep, empty pit completely fills the passageway and extends so far as to make jumping across it impossible for most creatures.
[[Go through concealed door on north side of the corridor|21. The Agitated Chamber]]
The room appears to be filled with funerary offerings and furniture. There are four rotting sofas, a couple of throne-like chairs, and a jumble of stands, small tables, and vases and urns that are dented, chipped, and broken. Only the rather plain tapestries hanging on the east and west walls appear to have been spared a rough looting. Amid the general havoc are scattered several trunks and a large number of coffers.
[[Go through door on south wall|20. Huge Pit Filled with Spikes]]A silver mist, shot through with delicate streamers of gold, partially blocks your view of the area that lies ahead.You head north from the intersection and find yourself at a wooden door.
<<linkreplace "Open the door">>\
You open the door, and find that there is nothing beyond it but a solid stone wall.
<<link "Examine the wall">>\
<<if $truedoorfound isnot true>>\
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _roll to random(1, 20) + $wismod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $wismod>>\
<</if>>\
<<if _roll gte 15>>\
<<set $truedoorfound to true>>
<<replace "#truedoor">>\
Upon further examination of the wall behind the false door, you notice that there is a gap in the stone, a few feet high and only a tenth of an inch wide, with a matching one about a foot to the other side. It's a hidden door!
<<linkreplace "Open hidden door">>\
You open the hidden door and see a small room. Actually, to call it a room would be generous. The space beyond the room measures about five feet by five feet, with no visible doors except the one you just opened.
<<linkreplace "Examine hidden cubicle">>\
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _roll to random(1, 20) + $wismod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $wismod>>\
<</if>>\
<<if _roll gte 20>>\
<<set $cubicletrapdoor to false>>\
You notice a slight gap in the stone floor, and give it a kick. The floor gives way, revealing a steep spiral staircase leading downwards.\
<<else>>\
You can't see anything out of the ordinary from this angle. Maybe if you went in you could find something?\
<</if>>\
<</linkreplace>>
[[Enter hidden cubicle|24. Adamantine Door]]\
<</linkreplace>>\
<</replace>>\
<<else>>\
<<replace "#truedoor">>\
You can't find anything, but knocking against the wall you can feel that there is a space beyond it so there has to be a door around here somewhere. You need to keep looking.\
<</replace>>\
<</if>>\
<<else>>\
<<replace "#truedoor">>\
Upon further examination of the wall behind the false door, you notice that there is a gap in the stone, a few feet high and only a tenth of an inch wide, with a matching one about a foot to the other side. It's a hidden door!
<<linkreplace "Open hidden door">>\
You open the hidden door and see a small room. Actually, to call it a room would be generous. The space beyond the room measures about five feet by five feet, with no visible doors except the one you just opened.
<<linkreplace "Examine hidden cubicle">>\
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _roll to random(1, 20) + $wismod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $wismod>>\
<</if>>\
<<if _roll gte 20>>\
<<set $cubicletrapdoor to false>>\
You notice a slight gap in the stone floor, and give it a kick. The floor gives way, revealing a steep spiral staircase leading downwards.\
<<else>>\
You can't see anything out of the ordinary from this angle. Maybe if you went in you could find something?\
<</if>>\
<</linkreplace>>
[[Enter hidden cubicle|24. Adamantine Door]]\
<</linkreplace>>\
<</replace>>\
<</if>>\
<</link>>\
<</linkreplace>>
<span id="truedoor"> </span>
[[Return south to the crossroads|21A. Crossroads]]Double-click this passage to edit it.<<if $cubicletrapdoor is false>>\
You walk down the spiral staircase until eventually you reach the bottom.\
<<else>>\
<<if $inventory.includes("Padded Armour")>>\
<<set _bludgeoningdamage to random(2, 12)/2>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _bludgeoningdamage to random(2, 12) - 3>>\
<<if _bludgeoningdamage lt 0>>\
<<set _bludgeoningdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<else>>\
<<set _bludgeoningdamage to random(2, 12)>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<</if>>\
<<set $cubicletrapdoor to false>>\
You walk into the cubicle and the floor gives out under you. Thankfully, unlike the rest of the trapdoors you have encountered so far it opens up not into a spike pit but a spiral staircase. Unfortunately, you lose your footing and tumble the twenty feet to the bottom, taking <<print _bludgeoningdamage>> bludgeoning damage.\
<</if>>\
You find yourself in a ten foot by ten foot room, with a large slab of adamantine on the far wall. Spaced evenly about ten inches apart at waist height in the middle of the adamantine slab are three vertical slits, about one-quarter-inch wide and two inches tall.
<<linkreplace "Examine slits">>\
Upon closer inspection, you realise that the openings on the slab are almost the exact same measurement as your scabbard. Experimentally, you try sliding a sword into one of the holes. It fits perfectly, and as it reaches the hilt you hear the unmistakeable click of a tumbler sliding into place.
<<linkreplace "Insert Swords">>\
You insert two more swords into the remaining holes (Just as well you brought spares), and the remaining tumblers click into place. There's a pained sound of tortured metal as the door swings outwards kicking up a cloud of dust, revealing a room beyond forested with pastel columns reaching from the floor to the ceiling.
[[Go through door|25. Pillared Throne Room]]\
<</linkreplace>>\
<</linkreplace>>
[[Go back up spiral staircase|23. False/True Door]]<<if previous() is "24. Adamantine Door">>\
As you walk through the adamantine door and collect your swords, the door swings closed. There does not appear to be any way of opening it from this side and getting back, except to press onward.\
<</if>>\
You look upon an enormous chamber coloured in pastels. A forest of massive, many-hued columns supports the ceiling. Contrasting with the pastel colours of the floor and pillars of the hall is the stark blackness of the huge dais on the south wall, atop which sits an obsidian throne inlaid with silver and ivory skulls. Upon the throne rest a scepter made of electrum, with a gold knob on one end and a silver cap on the other.
<<linkreplace "Examine Scepter">>\
You examine the scepter more closely. You can immediately tell that it's valuable, even just from its composition before factoring in its magical properties. The gold knob appears to radiate an aura of abjuration magic, while the silver end pulses with an aura of necromancy magic.\
<</linkreplace>>
<<if $inventory.includes("Scepter") is false>>\
<<linkreplace "Pick Up Scepter">>\
You pick up the scepter, and put it away in your bag.
<<run $inventory.pushUnique("Scepter")>>
<</linkreplace>>\
<</if>>
<<link "Examine throne">>\
<<if $thronepassage isnot true>>
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _roll to random(1, 20) + $wismod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $wismod>>\
<</if>>\
<<if _roll gte 15>>
<<replace "#thronepassage">>\
<<set $thronepassage to true>>
You examine the throne, and on the lower front panel of the seat you see a small replica of the scepter inlaid in silver.
<<linkreplace "Use silver end of scepter on the inlay">>\
<<if $inventory.includes("Scepter") is false>>\
<<run $inventory.pushUnique("Scepter")>>\
You take the scepter from the throne and \
<<else>>\
You \
<</if>>\
touch the silver cap on the scepter to the inlay on the throne. There's a deafening sound of stone scraping on stone as a vast mechanism activates, lowering the throne through the floor and revealing a five-foot-wide passage leading south beneath where it was.
[[Proceed through the secret passage under the throne|28. The Wondrous Foyer]]
<</linkreplace>><</replace>>\
<<else>>\
<<replace "#thronepassage">>\
You examine the throne, and while you can't see anything you feel certain that it holds the key to the way forward. <</replace>>
<</if>>\
<<else>>\
<<replace "#thronepassage">>\
You examine the throne, and on the lower front panel of the seat you see a small replica of the scepter inlaid in silver.
<<linkreplace "Use silver end of scepter on the inlay">>\
You touch the silver cap on the scepter to the inlay on the throne and hear a deafening sound of stone scraping on stone as a vast mechanism activates, lowering the throne through the floor and revealing a five-foot-wide passage leading south beneath where it was.
[[Proceed through the secret passage under the throne|28. The Wondrous Foyer]]
<</linkreplace>><</replace>>\
<</if>>\
<</link>>
<span id="thronepassage"> </span>Double-click this passage to edit it.Double-click this passage to edit it."You who dared to violate my tomb now pay the price. Stay here and die slowly of starvation, or open the door to the south, where certain but quick death awaits.
"Whichever you choose, know that I, Acererak the Eternal, watch and scoff at your puny efforts and enjoy your death throes." The walls of the area ahead are untarnished and gleaming copper panels set between rare woods inlaid with ivory. The ceiling is silver, formed so as to reflect and amplify light brought into the place. The chamber widens to the south, where a set of gently sloping steps leads upwards. The six steps, from nearest to farthest, are made of onyx, pink marble, lapis, black marble, yellow serpentine, and malachite.
In the middle of the black marble step, you see a key.
<<if $inventory.includes("Foyer Key") is false>>
<<linkreplace "Examine Key">>\
<<if $frightenedimmune isnot true>>\
<<set _roll to random(1, 20) + $wismod>>\
<<if _roll gte 17>>\
You feel a force outside yourself telling you not to pick up the key, but you realise that it's an antipathy spell. You continue up the steps towards the key and pick it up.
You put the [FOYER KEY] away in your bag.\
<<run $inventory.pushUnique("Foyer Key")>>\
<<else>>\
<<timed 7s>>\
<<goto "25. Pillared Throne Room">>\
<</timed>>\
You feel a force outside yourself telling you not to pick up the key, and your blood runs cold. Your stomach starts churning and you can't make yourself move forward. You run away back to the throne room.\
<<set $frightenedimmune to true>>\
<</if>>\
<<else>>\
You still hear the voice telling you to run, but it seems muffled. You walk up to the key and pick it up.
You put the [FOYER KEY] away in your bag.\
<<run $inventory.pushUnique("Foyer Key")>>\
<</if>>
<</linkreplace>>
<</if>>
[[Go south up the stairs|32. Secret Door]]
[[Go north to the pillared throne room|25. Pillared Throne Room]] Use second key on the keyhole (take 5(1d10) lightning damage)
Use first key on the keyhole (take 10(1d10) lightning damage)
[[Use gold end of the sceptre from the throne room on the depression in the door|30. False Treasure Room]]
[Use silver end of the sceptre from the throne room on the depression in the door|6. The Face of the Great Green Devil] (note: gear teleported to area 33)
Attack door (on an attack roll high enough to do damage, activate the blood trap)This imposing chamber has a silvered ceiling, just as the foyer has, so it is brightly illuminated by reflected light. The walls are of ivory with gold inlaid. The floor is polished agate. In each corner stands a statue of black iron, easily nine feet tall. That to the northeast stands with a saw-toothed two-handed sword raised to strike; that to the northwest a huge, spike-ended mace; to the south-east the sculpture holds a wickedly spike morning star, and the one in the southwest has a voulge.
Near the centre of the room is a large bronze urn filigreed in gold. A thin stream of smoke issues from a tiny vent in its brass stopper. On the southern wall stands a granite sarcophagus that appears to be damaged. Flanking the sarcophagus are two large iron chests.
ACTIONS:
Attempt to move the statues. Requires combined strength of 48, and moving the statue in the northwest corner reveals a ring pull which can be used to gain access to the western corridor [Go through the western corridor|32. Secret Door]
Examine the bronze urn. The stopper can be pried open, releasing an efreeti. If the urn has been handled roughly, the efreeti will attack in a rage. Otherwise, it will grant the party three wishes then depart.
Examine the sarcophagus
Examine iron chests .They cannot be moved or opened with brute force. All chests are triple-locked, and each lock contains a poison needle trap ('sample traps'in chapter 5 of DM's guide) which deals 1 piercing damage and delivers a dose of purple worm poison ('sample poisons' in chapter 8 of the DM's guide). The treasure inside them appears valuable, but upon leaving the tomb is revealed to have been an illusion and is basically worthlessFrom the intersection, you turn left and left again and find yourself in a room about ten feet wide by thirty feet long, with worn erosion marks in the stone around where it meets the corridor. To the south, you see a set of double-doors.
[[Go through doors|21A. Crossroads]]
[[Retrace steps down the corridor|32. Secret Door]]From the foyer with the multicoloured steps, you continue a short ways down a corridor before turning west, where a T-junction intersects with a wider corridor. From the intersection, you see a dead end a few feet to the south and a westward turn twenty feet to the north.
[[Follow corridor|31. One-Way Doors]]
<<link "Examine dead end">>
<<if $cryptdoor is "revealed">>
<<replace "#secretdoor">>\
You examine the dead end and discover that what you had initially assumed to be a crack in the stonework is in fact a metal-lined opening - obviously a keyhole!
<<if $inventory.includes("Lab Key")>>\
It looks like the key you got from the lab should fit.
<<linkreplace "Use Lab Key">>\
You insert the lab key into the lock and try to turn it, but it doesn't budge. You remove the key, and the wall slowly begins to sink into the floor. As it does so, you are able to see that the wall was not stone, but rather a stone-sheathed slab of adamantine that looks easily five feet thick. There can be no doubt that one way or another, the end of your adventure draws near.
[[Go through door|33. The Crypt of Acererak the Demilich]]
<</linkreplace>>\
<<else>>\
You don't have a key that would fit, and it doesn't look pickable.\
<</if>>\
<</replace>>\
<<else>>\
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _roll to random(1, 20) + $wismod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $wismod>>\
<</if>>\
<<if _roll gte 15>>\
<<set $cryptdoor to "revealed">>\
<<replace "#secretdoor">>\
You examine the dead end and discover that what you had initially assumed to be a crack in the stonework is in fact a metal-lined opening - obviously a keyhole!
<<if $inventory.includes("Lab Key")>>\
It looks like the key you got from the lab should fit.
<<linkreplace "Use Lab Key">>\
You insert the lab key into the lock and try to turn it, but it doesn't budge. You remove the key, and the wall slowly begins to sink into the floor. As it does so, you are able to see that the wall was not stone, but rather a stone-sheathed slab of adamantine that looks easily five feet thick. There can be no doubt that one way or another, the end of your adventure draws near.
[[Go through door|33. The Crypt of Acererak the Demilich]]
<</linkreplace>>\
<<else>>\
You don't have a key that would fit, and it doesn't look pickable.\
<</if>>\
<</replace>>\
<<else>>\
<<replace "#secretdoor">>\
You can't find anything, but you feel intuitively that the way forward must be around here somewhere. Maybe you just need to look harder?\
<</replace>>\
<</if>>\
<</if>>\
<</link>>
<span id="secretdoor"> </span>Beyond the door is a smallish, recangular chamber with a ceiling that extends twenty-five feet overhead. There is a small depression a few inches deep and about two feet square in the centre of the floor.
<<link "Examine depression in the floor">>
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _roll to random(1, 20) + $wismod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $wismod>>\
<</if>>\
<<if _roll gte 15>>
<<replace "#crypt">>\
You examine the depression and see a keyhole in the middle of the depression.
<<if $inventory.includes("Lab Key")>>\
<<linkreplace "Use Lab Key">>
<<if $inventory.includes("Padded Armour")>>\
<<set _bludgeoningdamage to random(5, 30)/2>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _bludgeoningdamage to random(5, 30) - 3>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<else>>\
<<set _bludgeoningdamage to random(5, 30)>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<</if>>\
You insert the key you found in the lab into the keyhole, and you hear a click before the key explodes, knocking you backwards and dealing <<print _bludgeoningdamage>> bludgeoning damage.
<<run $inventory.deleteAt($inventory.indexOf("Lab Key"))>>\
<</linkreplace>>
<</if>>
<<if $inventory.includes("Foyer Key")>>\
<<linkreplace "Use Foyer Key">>\
You insert the key you took from the foyer with the multi-colored steps, and nothing happens. You try to turn it clockwise and it doesn't resist, so you continue twice more. As you finish turning the key, the floor begins to tremble, and then abruptly it starts to rise towards the ceiling.
<<timed 15s>>\
<<if $cryptchoice isnot true>>\
You stay on the rising section of floor, perhaps believing it to be some form of elevator and that the ceiling would open up at the last minute to reveal the next area. You realise too late that this isn't going to happen, and are crushed to death against the ceiling.\
<<set $pcHP to 0>>\
<</if>>\
<</timed>>\
<<linkreplace "Stay on the rising floor">>\
<<set $cryptchpoice to true>>\
You stay on the rising section of floor, presuming it to be some form of elevator and that the ceiling would open up at the last minute to reveal the next area. You realise too late that this isn't going to happen, and are crushed to death against the ceiling.\
<<set $pcHP to 0>>\
<</linkreplace>>
<<linkreplace "Retreat to the threshold of the room">>\
<<set $cryptchoice to true>>\
You quickly move to the threshold of the room to avoid being crushed against the ceiling. The rising of the floor in the southern part of the room reveals a mithral vault. There is a door in the centre of the device, with a ring set into it.
[[Pull the ring on the vault door|33A. Mithral Vault]]
<</linkreplace>>\
<</linkreplace>>\
<</linkreplace>>\
<</if>>
<</replace>>\
<<else>>\
You don't see anything, but something's got to be here. You feel like you should look again.\
<</if>>\
<</link>>
<span id="crypt"> </span>
[[Return to the corridor|32. Secret Door]]<<if previous() is "31. One-Way Doors">>\
As you go through the doorway, you realise that your surroundings look familiar. You're back at the crossroads. You look back to where you just came, certain that the first time you came through here this corridor was a dead end, and find that it's disappeared and there is only a solid stone wall where you came from. You realise that the door must be phasing in and out of existence, only appearing on this plane when approached from a certain direction. Satisfied that there is nothing else in the short eastern corridor, you return to the intersection. To the west is the way back to the arcane laboratory with the vats and mummy preparation supplies. To the south, you see a sturdy oak door. To the east, you see the twenty-foot-long dead end corridor where the one-way door spat you out, down which there is no available path forward. Finally, to the north you see a wooden door at the end of a long corridor.\
<<else>>
To the west is the way back to the arcane laboratory with the vats and mummy preparation supplies. To the south, you see a sturdy oak door. To the east, you see a twenty-foot-long dead end corridor. Finally, to the north you see a wooden door at the end of a long corridor.
<</if>>
[[Go down west corridor|19. Laboratory and Mummy Preparation Room]]
[[Go down south corridor|12. Trapped False Doors]]
[[Go down north corridor|23. False/True Door]]You exit the tomb and walk out into the daylight. You'd almost forgotten what daylight felt like. The journey back to Waterdeep feels unreal, like a dream. You've done it.
<<if $inventory.includes("Small Gems")>>\
The sack of small gems you took from the crypt end up being about 970 GP, enough to live comfortably on for a year and a bit. \
<</if>>\
<<if $inventory.includes("Large Gems")>>\
The large gems you end up selling to some monarchy or another for a king's ransom. <em>One-hundred and sixty thousand gold pieces</em>. Enough to buy a nice house in the good end of town, retire to it, and hire some staff to maintain the place in your sunset years with enough left over that any descendants you have should be able to live fairly comfortably too. \
<</if>>\
<<if $inventory.includes("Magic Weapons", "Adventurer's Gear")>>\
You keep one of the magic weapons, the Defender sword, and it serves you well for as long as you have need of it. The rest you sell to adventurers wandering through town over the years, along with the assortment of non-enchanted armour and weaponry you found in the vault. \
<<elseif $inventory.includes("Magic Weapons")>>\
You keep one of the magic weapons, the Defender sword, and it serves you well for as long as you have need of it. The rest you sell to adventurers wandering through town over the years. \
<<elseif $inventory.includes("Adventurer's Gear")>>\
You keep a few of the choicer pieces of equipment from the pile in the vault, and the rest you sell for a tidy profit.
<</if>>
YOU WIN! TRY AGAIN?
<<button "Y">>\
<<run UI.restart()>>\
<</button>>\
/<<button "N">>\
<<script>>window.close()<</script>>\
<</button>>\Double-click this passage to edit it.<<set $arch to 0>>
The stone archway before you is filled with a veil of thick vapors. The stones on either side of the base and keystone protrude slightly from the stones around them. As you move to within touching distance, the left-hand base stone begins to glow yellow, the right-hand base stone orange, and the keystone seven feet above blue.
<<link "Yellow">>
<<if $arch is 0>>
<<set $arch to 1>>
<<replace "#archstatus">>You hear the sound of a lock tumbler clicking into place behind the archway, and the mists in the archway appear agitated as if by a light breeze.<</replace>>
<<elseif $arch is 2>>
<<set $arch to 0>>
<<replace "#archstatus">>You hear the sound of the tumblers sliding back to their original positions as the mechanism resets and the mist settles.<</replace>>
<</if>>
<</link>>
<<link "Blue">>
<<if $arch is 1>>
<<set $arch to 2>>
<<replace "#archstatus">>Another click, and the mists begin swirling around inside the archway, still concealing the way forward but clearly reacting to the pressing of the illuminated stones.<</replace>>
<<elseif $arch is 2>>
<<set $arch to 0>>
<<replace "#archstatus">>You hear the sound of the tumblers sliding back to their original positions as the mechanism resets and the mist settles.<</replace>>
<</if>>
<</link>>
<<link "Orange">>
<<if $arch is 2>>
<<set $arch to 3>>
<<replace "#archstatus">>You hear the final tumbler click into place and the mists dissipate, revealing the way forward. The keystones grow dim, their purpose fulfilled.
<</replace>>
<<elseif $arch is 1>>
<<set $arch to 0>>
<<replace "#archstatus">>You hear the sound of the tumblers sliding back to their original positions as the mechanism resets and the mist settles.<</replace>>
<</if>>
<</link>>
<span id="archstatus">The archway appears dormant except for the three illuminated stones, with a thick veil of mist concealing what lies beyond.</span>
You pass through the stone gateway and turn south, carefully descending the steep flight of stairs before turning west. Thirty feet in front of you, you see a wooden door.
<<linkreplace "Open door outwards">>
<<if $inventory.includes("Boots of Dexterity")>>\
<<set _roll to random(1, 20) + $dexmod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $dexmod>>\
<</if>>\
<<if _roll gte 15>>\
You open the door and take a step forward when the floor starts to give out underneath you. You swiftly take a step back, avoiding falling into the ten-foot spiked pit trap underneath the trapdoor.
<<linkreplace "Jump over the pit">>\
You jump over the pit, and are faced with another wooden door on the far side.
<<link [[Open door outwards|15B. Stone Gate Trap 2]]>>\
<<set $stonegatetrap2 to "outwards">>\
<</link>>
<<link [[Open door inwards|15B. Stone Gate Trap 2]]>>\
<<set $stonegatetrap2 to "inwards">>\
<</link>>\
<</linkreplace>>\
<<else>>\
<<set _consave to random(1, 20) + $conmod>>\
<<if $inventory.includes("Padded Armour")>>\
<<set _bludgeoningdamage to random(1, 6)/2>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _bludgeoningdamage to random(1, 6) - 3>>\
<<if _bludgeoningdamage lt 0>>\
<<set _bludgeoningdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<else>>\
<<set _bludgeoningdamage to random(1, 6)>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<</if>>\
<<if $inventory.includes("Plate Armour")>>\
<<set _piercingdamage to random(2, 20)/2>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _piercingdamage to random(2, 20) - 3>>\
<<if _piercingdamage lt 0>>\
<<set _piercingdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<<else>>\
<<set _piercingdamage to random(2, 20)>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<</if>>\
<<if _consave gte 15>>\
<<if $inventory.includes("Ring of Protection")>>\
<<set _damage to random(4, 40)/2 - 3>>\
<<if _damage lt 0>>\
<<set _damage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _damage>>\
<<else>>\
<<set _damage to random(4, 40)/2>>\
<<set $pcHP to $pcHP - _damage>>\
<</if>>\
<<else>>\
<<set _damage to random(4, 40)>>\
<<set $pcHP to $pcHP - _damage>>\
<</if>>\
You open the door and take a step forward when the floor starts to give out underneath you. You react too slow, and fall ten feet onto the poisoned spikes at the bottom of the pit trap.
You take <<print _bludgeoningdamage>> bludgeoning damage, <<print _piercingdamage>> piercing damage, and <<print _damage>> poison damage.
When you climb out of the pit, you are faced with another wooden door on the far side.
<<link [[Open door outwards|15B. Stone Gate Trap 2]]>>\
<<set $stonegatetrap2 to "outwards">>\
<</link>>
<<link [[Open door inwards|15B. Stone Gate Trap 2]]>>\
<<set $stonegatetrap2 to "inwards">>\
<</link>>\
<</if>>\
<</linkreplace>>
<<linkreplace "Open door inwards">>\
You open the door towards you, and see another door just like the one you just opened twenty feet away from you.
<<linkreplace "Examine room">>\
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _roll to random(1, 20) + $wismod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $wismod>>\
<</if>>\
<<if _roll gte 15>>\
You notice a trapdoor just behind the door. You could easily jump over it.
<<linkreplace "Jump over the pit">>\
You jump over the pit, and are faced with another wooden door on the far side.
<<link [[Open door outwards|15B. Stone Gate Trap 2]]>>\
<<set $stonegatetrap2 to "outwards">>\
<</link>>\
<<link [[Open door inwards|15B. Stone Gate Trap 2]]>>\
<<set $stonegatetrap2 to "inwards">>\
<</link>>\
<</linkreplace>>
<<else>>\
You don't see anything out of the ordinary.\
<</if>>\
<</linkreplace>>
<<linkreplace "Continue forward">>\
<<if $inventory.includes("Boots of Dexterity")>>\
<<set _roll to random(1, 20) + $dexmod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $dexmod>>\
<</if>>\
<<if _roll gte 15>>\
You take a step forward when the floor starts to give out underneath you. You swiftly take a step back, avoiding falling into the ten-foot spiked pit trap underneath the trapdoor.
<<linkreplace "Jump over the pit">>\
You jump over the pit, and are faced with another wooden door on the far side.
<<link [[Open door outwards|15B. Stone Gate Trap 2]]>>\
<<set $stonegatetrap2 to "outwards">>\
<</link>>
<<link [[Open door inwards|15B. Stone Gate Trap 2]]>>\
<<set $stonegatetrap2 to "inwards">>\
<</link>>\
<</linkreplace>>\
<<else>>\
<<set _consave to random(1, 20) + $conmod>>\
<<if $inventory.includes("Padded Armour")>>\
<<set _bludgeoningdamage to random(1, 6)/2>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _bludgeoningdamage to random(1, 6) - 3>>\
<<if _bludgeoningdamage lt 0>>\
<<set _bludgeoningdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<else>>\
<<set _bludgeoningdamage to random(1, 6)>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<</if>>\
<<if $inventory.includes("Plate Armour")>>\
<<set _piercingdamage to random(2, 20)/2>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _piercingdamage to random(2, 20) - 3>>\
<<if _piercingdamage lt 0>>\
<<set _piercingdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<<else>>\
<<set _piercingdamage to random(2, 20)>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<</if>>\
<<if _consave gte 15>>\
<<if $inventory.includes("Ring of Protection")>>\
<<set _damage to random(4, 40)/2 - 3>>\
<<if _damage lt 0>>\
<<set _damage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _damage>>\
<<else>>\
<<set _damage to random(4, 40)/2>>\
<<set $pcHP to $pcHP - _damage>>\
<</if>>\
<<else>>\
<<set _damage to random(4, 40)>>\
<<set $pcHP to $pcHP - _damage>>\
<</if>>\
You take a step forward and the floor starts to give out underneath you. You react too slow, and fall ten feet onto the poisoned spikes at the bottom of the pit trap.
You take <<print _bludgeoningdamage>> bludgeoning damage, <<print _piercingdamage>> piercing damage, and <<print _damage>> poison damage.
When you climb out of the pit, you are faced with another wooden door on the far side.
<<link [[Open door outwards|15B. Stone Gate Trap 2]]>>\
<<set $stonegatetrap2 to "outwards">>\
<</link>>
<<link [[Open door inwards|15B. Stone Gate Trap 2]]>>\
<<set $stonegatetrap2 to "inwards">>\
<</link>>\
<</if>>\
<</linkreplace>>\
<</linkreplace>>
[[Return to the Stone Gate|15. Stone Gate]]<<if $stonegatetrap2 is "outwards">>\
<<if $inventory.includes("Boots of Dexterity")>>\
<<set _roll to random(1, 20) + $dexmod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $dexmod>>\
<</if>>\
<<if _roll gte 15>>\
You open the door and take a step forward when the floor starts to give out underneath you. You swiftly take a step back, avoiding falling into the ten-foot spiked pit trap underneath the trapdoor.
<<linkreplace "Jump over the pit">>
You jump over the pit, and are faced with another wooden door on the far side.
<<link [[Open door outwards|15C. Stone Gate Trap 3]]>>\
<<set $stonegatetrap3 to "outwards">>\
<</link>>
<<link [[Open door inwards|15C. Stone Gate Trap 3]]>>\
<<set $stonegatetrap3 to "inwards">>\
<</link>>\
<</linkreplace>>\
<<else>>\
<<set _consave to random(1, 20) + $conmod>>\
<<if $inventory.includes("Padded Armour")>>\
<<set _bludgeoningdamage to random(1, 6)/2>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _bludgeoningdamage to random(1, 6) - 3>>\
<<if _bludgeoningdamage lt 0>>\
<<set _bludgeoningdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<else>>\
<<set _bludgeoningdamage to random(1, 6)>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<</if>>\
<<if $inventory.includes("Plate Armour")>>\
<<set _piercingdamage to random(2, 20)/2>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _piercingdamage to random(2, 20) - 3>>\
<<if _piercingdamage lt 0>>\
<<set _piercingdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<<else>>\
<<set _piercingdamage to random(2, 20)>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<</if>>\
<<if _consave gte 15>>\
<<if $inventory.includes("Ring of Protection")>>\
<<set _damage to random(4, 40)/2 - 3>>\
<<if _damage lt 0>>\
<<set _damage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _damage>>\
<<else>>\
<<set _damage to random(4, 40)/2>>\
<<set $pcHP to $pcHP - _damage>>\
<</if>>\
<<else>>\
<<set _damage to random(4, 40)>>\
<<set $pcHP to $pcHP - _damage>>\
<</if>>\
You open the door and take a step forward when the floor starts to give out underneath you. You react too slow, and fall ten feet onto the poisoned spikes at the bottom of the pit trap.
You take <<print _bludgeoningdamage>> bludgeoning damage, <<print _piercingdamage>> piercing damage, and <<print _damage>> poison damage. When you climb out of the pit, you are faced with another wooden door on the far side.
<<link [[Open door outwards|15C. Stone Gate Trap 3]]>><<set $stonegatetrap3 to "outwards">><</link>>
<<link [[Open door inwards|15C. Stone Gate Trap 3]]>>\
<<set $stonegatetrap3 to "inwards">>\
<</link>>\
<</if>>\
<<elseif $stonegatetrap2 is "inwards">>\
You open the door towards you, and see another door just like the one you just opened twenty feet away from you.
<<linkreplace "Examine room">>
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _roll to random(1, 20) + $wismod + $intmod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $wismod + $intmod>>\
<</if>>\
<<if _roll gte 15>>\
You notice a trapdoor just behind the door. You could easily jump over it.
<<linkreplace "Jump over the pit">>
You jump over the pit, and are faced with another wooden door on the far side.
<<link [[Open door outwards|15C. Stone Gate Trap 3]]>><<set $stonegatetrap3 to "outwards">><</link>>
<<link [[Open door inwards|15C. Stone Gate Trap 3]]>><<set $stonegatetrap3 to "inwards">><</link>>
<</linkreplace>>
<<else>>\
You don't see anything out of the ordinary.\
<</if>>\
<</linkreplace>>
<<linkreplace "Continue forward">>
<<if $inventory.includes("Boots of Dexterity")>>\
<<set _roll to random(1, 20) + $dexmod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $dexmod>>\
<</if>>\
<<if _roll gte 15>>\
You take a step forward when the floor starts to give out underneath you. You swiftly take a step back, avoiding falling into the ten-foot spiked pit trap underneath the trapdoor.
<<linkreplace "Jump over the pit">>
You jump over the pit, and are faced with another wooden door on the far side.
<<link [[Open door outwards|15C. Stone Gate Trap 3]]>><<set $stonegatetrap3 to "outwards">><</link>>
<<link [[Open door inwards|15C. Stone Gate Trap 3]]>><<set $stonegatetrap3 to "inwards">><</link>>
<</linkreplace>>\
<<else>>\
<<set _consave to random(1, 20) + $conmod>>\
<<if $inventory.includes("Padded Armour")>>\
<<set _bludgeoningdamage to random(1, 6)/2>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _bludgeoningdamage to random(1, 6) - 3>>\
<<if _bludgeoningdamage lt 0>>\
<<set _bludgeoningdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<else>>\
<<set _bludgeoningdamage to random(1, 6)>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<</if>>\
<<if $inventory.includes("Plate Armour")>>\
<<set _piercingdamage to random(2, 20)/2>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _piercingdamage to random(2, 20) - 3>>\
<<if _piercingdamage lt 0>>\
<<set _piercingdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<<else>>\
<<set _piercingdamage to random(2, 20)>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<</if>>\
<<if _consave gte 15>>\
<<if $inventory.includes("Ring of Protection")>>\
<<set _damage to random(4, 40)/2 - 3>>\
<<if _damage lt 0>>\
<<set _damage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _damage>>\
<<else>>\
<<set _damage to random(4, 40)/2>>\
<<set $pcHP to $pcHP - _damage>>\
<</if>>\
<<else>>\
<<set _damage to random(4, 40)>>\
<<set $pcHP to $pcHP - _damage>>\
<</if>>\
You take a step forward and the floor starts to give out underneath you. You react too slow, and fall ten feet onto the poisoned spikes at the bottom of the pit trap.
You take <<print _bludgeoningdamage>> bludgeoning damage, <<print _piercingdamage>> piercing damage, and <<print _damage>> poison damage. When you climb out of the pit, you are faced with another wooden door on the far side.
<<link [[Open door outwards|15C. Stone Gate Trap 3]]>>\
<<set $stonegatetrap3 to "outwards">>\
<</link>>
<<link [[Open door inwards|15C. Stone Gate Trap 3]]>>\
<<set $stonegatetrap3 to "inwards">>\
<</link>>\
<</linkreplace>>\
<</if>>\<<if $stonegatetrap3 is "outwards">>\
<<if $inventory.includes("Boots of Dexterity")>>\
<<set _roll to random(1, 20) + $dexmod + 1>>\
<<else>>\
<<set _roll to random(1, 20) + $dexmod>>\
<</if>>\
<<if _roll gte 15>>\
You open the door and take a step forward when the floor starts to give out underneath you. You swiftly take a step back, avoiding falling into the ten-foot spiked pit trap underneath the trapdoor. Something's different this time, though. There's no door on the other side of the pit, rather a corridor that extends about thirty feet past the western edge of the pit before turning right.
<<linkreplace "Examine area">>
You notice that just above the southern edge of the pit, the stone wall isn't actually stone but rather a wooden door just painted to look like the surrounding stone.
[[Go through painted door on south wall|17. Magical Secret Door]]
<</linkreplace>>\
<<else>>\
<<set _consave to random(1, 20) + $conmod>>\
<<if $inventory.includes("Padded Armour")>>\
<<set _bludgeoningdamage to random(1, 6)/2>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _bludgeoningdamage to random(1, 6) - 3>>\
<<if _bludgeoningdamage lt 0>>\
<<set _bludgeoningdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<<else>>\
<<set _bludgeoningdamage to random(1, 6)>>\
<<set $pcHP to $pcHP - _bludgeoningdamage>>\
<</if>>\
<<if $inventory.includes("Plate Armour")>>\
<<set _piercingdamage to random(2, 20)/2>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<<elseif $inventory.includes("Ring of Protection")>>\
<<set _piercingdamage to random(2, 20) - 3>>\
<<if _piercingdamage lt 0>>\
<<set _piercingdamage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<<else>>\
<<set _piercingdamage to random(2, 20)>>\
<<set $pcHP to $pcHP - _piercingdamage>>\
<</if>>\
<<if _consave gte 15>>\
<<if $inventory.includes("Ring of Protection")>>\
<<set _damage to random(4, 40)/2 - 3>>\
<<if _damage lt 0>>\
<<set _damage to 0>>\
<</if>>\
<<set $pcHP to $pcHP - _damage>>\
<<else>>\
<<set _damage to random(4, 40)/2>>\
<<set $pcHP to $pcHP - _damage>>\
<</if>>\
<<else>>\
<<set _damage to random(4, 40)>>\
<<set $pcHP to $pcHP - _damage>>\
<</if>>\
You open the door and take a step forward when the floor starts to give out underneath you. You react too slow, and fall ten feet onto the poisoned spikes at the bottom of the pit trap. You take <<print _bludgeoningdamage>> bludgeoning damage, <<print _piercingdamage>> piercing damage, and <<print _damage>> poison damage.
When you climb out of the pit, you notice that something's different this time. There's no door on the other side of the pit, rather a corridor that extends about thirty feet past the western edge of the pit before turning right.
<<linkreplace "Examine area">>
You notice that just above the southern edge of the pit, the stone wall isn't actually stone but rather a wooden door just painted to look like the surrounding stone.
[[Go through painted door on south wall|17. Magical Secret Door]]
<</linkreplace>>\
<</if>>\
<<elseif $stonegatetrap3 is "inwards">>\
You open the door towards you, and immediately clock the concealed pit trap just beyond the door, same as the last two. You also see that rather than another door, there is a solid wall instead. The path is a dead end.
<<linkreplace "Examine room">>
You notice that just above the southern edge of the trapdoor, the stone wall isn't actually stone but rather a wooden door just painted to look like the surrounding stone.
[[Go through painted door on south wall|17. Magical Secret Door]]
<</linkreplace>>
<</if>>The Tomb of Horrors is infamous amongst Dungeons and Dragons players for being an unforgiving dungeon filled with traps and puzzles with minimal combat. The campaign was originally written by Gary Gygax, co-creator of Dungeons and Dragons, for his home campaign back in the first edition of the game and published in 1978.
This Twine game is a translation of the version of the Tomb of Horrors adventure as updated for the fifth edition of Dungeons and Dragons in the 'Tales from the Yawning Portal' source book.
While this game aims to be as faithful a translation of the source material as possible, due to the constraints of Twine and the deadline of this project, some adjustments have been made. The player's abilities have been adjusted to account for the fact that they do not have a party to support them, and some actions have been omitted due to the absence of a live dungeon master to keep track of things like initiative or NPCs.
[[Continue to character creation|Character Creation]]
<<set $skillpoints to 15>>\
<<set $strengthmod to 0>>\
<<set $dexmod to 0>>\
<<set $conmod to 0>>\
<<set $intmod to 0>>\
<<set $wismod to 0>>\
<<set $charmod to 0>>\
<<set $maxHP to 100>>\<<set $skillpoints to 15>>\
<span id="skillpoints">You have <<print $skillpoints>> skill points remaining.</span>
<<button "RESET SKILL POINTS">>\
<<set $strengthmod to 0>>\
<<set $dexmod to 0>>\
<<set $conmod to 0>>\
<<set $intmod to 0>>\
<<set $wismod to 0>>\
<<set $charmod to 0>>\
<<set $maxHP to 100>>\
<<set $pcHP to $maxHP>>\
<<set $skillpoints to 15>>\
<<replace "#strength">>\
Modifier: +<<print $strengthmod>>\
<</replace>>\
<<replace "#dexterity">>\
Modifier: +<<print $dexmod>>\
<</replace>>\
<<replace "#constitution">>\
Modifier: +<<print $conmod>>\
<</replace>>\
<<replace "#health">>\
Max HP: <<print $maxHP>> HP\
<</replace>>\
<<replace "#intelligence">>\
Modifier: +<<print $intmod>>\
<</replace>>\
<<replace "#wisdom">>\
Modifier: +<<print $wismod>>\
<</replace>>\
<<replace "#charisma">>\
Modifier: +<<print $charmod>>\
<</replace>>\
<<replace "#skillpoints">>\
You have <<print $skillpoints>> skill points remaining.\
<</replace>>\
<</button>>
STRENGTH
Strength is a measure of your physical power.
<span id="strength">Modifier: +<<print $strengthmod>></span>
<<button "+">>\
<<if $skillpoints gt 0>>\
<<set $skillpoints to $skillpoints - 1>>\
<<set $strengthmod to $strengthmod + 1>>\
<<replace "#strength">>\
Modifier: +<<print $strengthmod>>\
<</replace>>\
<<replace "#skillpoints">>\
You have <<print $skillpoints>> skill points remaining.\
<</replace>>\
<</if>>\
<</button>>\
<<button "-">>\
<<if $strengthmod gt 0>>\
<<set $skillpoints to $skillpoints + 1>>\
<<set $strengthmod to $strengthmod - 1>>\
<<replace "#strength">>\
Modifier: +<<print $strengthmod>>\
<</replace>>\
<<replace "#skillpoints">>\
You have <<print $skillpoints>> skill points remaining.\
<</replace>>\
<</if>>\
<</button>>
DEXTERITY
Dexterity is a measure of your agility
<span id="dexterity">Modifier: +<<print $dexmod>></span>
<<button "+">>\
<<if $skillpoints gt 0>>\
<<set $skillpoints to $skillpoints - 1>>\
<<set $dexmod to $dexmod + 1>>\
<<replace "#dexterity">>\
Modifier: +<<print $dexmod>>\
<</replace>>\
<<replace "#skillpoints">>\
You have <<print $skillpoints>> skill points remaining.\
<</replace>>\
<</if>>\
<</button>>\
<<button "-">>\
<<if $dexmod gt 0>>\
<<set $skillpoints to $skillpoints + 1>>\
<<set $dexmod to $dexmod - 1>>\
<<replace "#dexterity">>\
Modifier: +<<print $dexmod>>\
<</replace>>\
<<replace "#skillpoints">>\
You have <<print $skillpoints>> skill points remaining.\
<</replace>>\
<</if>>\
<</button>>
CONSTITUTION
Constitution is a measure of your endurance, and is used to determine your max HP
<span id="constitution">Modifier: +<<print $conmod>></span>
<span id="health">Max HP: <<print $maxHP>> HP</span>
<<button "+">>\
<<if $skillpoints gt 0>>\
<<set $skillpoints to $skillpoints - 1>>\
<<set $conmod to $conmod + 1>>\
<<set $maxHP to 100 + $conmod*10>>\
<<set $pcHP to $maxHP>>\
<<replace "#constitution">>\
Modifier: +<<print $conmod>>\
<</replace>>\
<<replace "#health">>\
Max HP: <<print $maxHP>> HP\
<</replace>>\
<<replace "#skillpoints">>\
You have <<print $skillpoints>> skill points remaining.\
<</replace>>\
<</if>>\
<</button>>\
<<button "-">>\
<<if $conmod gt 0>>\
<<set $skillpoints to $skillpoints + 1>>\
<<set $conmod to $conmod - 1>>\
<<set $maxHP to 100 + $conmod*10>>\
<<set $pcHP to $maxHP>>\
<<replace "#constitution">>\
Modifier: +<<print $conmod>>\
<</replace>>\
<<replace "#health">>\
Max HP: <<print $maxHP>> HP\
<</replace>>\
<<replace "#skillpoints">>\
You have <<print $skillpoints>> skill points remaining.\
<</replace>>\
<</if>>\
<</button>>
INTELLIGENCE
Intelligence is a measure of your reasoning and memory
<span id="intelligence">Modifier: +<<print $intmod>></span>
<<button "+">>\
<<if $skillpoints gt 0>>\
<<set $skillpoints to $skillpoints - 1>>\
<<set $intmod to $intmod + 1>>\
<<replace "#intelligence">>\
Modifier: +<<print $intmod>>\
<</replace>>\
<<replace "#skillpoints">>\
You have <<print $skillpoints>> skill points remaining.\
<</replace>>\
<</if>>\
<</button>>\
<<button "-">>\
<<if $intmod gt 0>>\
<<set $skillpoints to $skillpoints + 1>>\
<<set $intmod to $intmod - 1>>\
<<replace "#intelligence">>\
Modifier: +<<print $intmod>>\
<</replace>>\
<<replace "#skillpoints">>\
You have <<print $skillpoints>> skill points remaining.\
<</replace>>\
<</if>>\
<</button>>
WISDOM
Wisdom is a measure of your perception and insight
<span id="wisdom">Modifier: +<<print $wismod>></span>
<<button "+">>\
<<if $skillpoints gt 0>>\
<<set $skillpoints to $skillpoints - 1>>\
<<set $wismod to $wismod + 1>>\
<<replace "#wisdom">>\
Modifier: +<<print $wismod>>\
<</replace>>\
<<replace "#skillpoints">>\
You have <<print $skillpoints>> skill points remaining.\
<</replace>>\
<</if>>\
<</button>>\
<<button "-">>\
<<if $wismod gt 0>>\
<<set $skillpoints to $skillpoints + 1>>\
<<set $wismod to $wismod - 1>>\
<<replace "#wisdom">>\
Modifier: +<<print $wismod>>\
<</replace>>\
<<replace "#skillpoints">>\
You have <<print $skillpoints>> skill points remaining.\
<</replace>>\
<</if>>\
<</button>>
CHARISMA
Charisma is a measure of the force of your personality
<span id="charisma">Modifier: +<<print $charmod>></span>
<<button "+">>\
<<if $skillpoints gt 0>>\
<<set $skillpoints to $skillpoints - 1>>\
<<set $charmod to $charmod + 1>>\
<<replace "#charisma">>\
Modifier: +<<print $charmod>>\
<</replace>>\
<<replace "#skillpoints">>\
You have <<print $skillpoints>> skill points remaining.\
<</replace>>\
<</if>>\
<</button>>\
<<button "-">>\
<<if $charmod gt 0>>\
<<set $skillpoints to $skillpoints + 1>>\
<<set $charmod to $charmod - 1>>\
<<replace "#charisma">>\
Modifier: +<<print $charmod>>\
<</replace>>\
<<replace "#skillpoints">>\
You have <<print $skillpoints>> skill points remaining.\
<</replace>>\
<</if>>\
<</button>>\
[[Continue to Equipment|Equipment]]
[[Return to Intro|Intro]]<<set $inventory to ["Potion of Healing", "Potion of Healing", "Potion of Healing", "Potion of Healing", "Potion of Healing", "Rations", "Rations", "Rations", "Rations", "Rations", "Rations", "Rations", "Scroll of Dispel Magic", "Scroll of Dispel Magic", "Scroll of Dispel Magic", "Scroll of Dispel Magic", "Scroll of Dispel Magic"]>>\
<<set $gold to 300>>\
\
An experienced adventurer such as yourself has already packed the essentials for such a dangerous expedition.
+Swords
+Spears
+Clubs
+Thieves' Tools
+5x Scroll of Dispel Magic
+5x Potion of Healing (each allows one use of the 'Heal' action, which restores 2d4+2 hit points)
+Rations enough for a week (allows seven uses of the 'Long Rest' action, which fully heals you up to your maximum HP)
In addition, you have 300 gold that you can spend on additional equipment to take with you.
<span id="gold">You have <<print $gold>> gold remaining</span>
CHAINMAIL ARMOUR
A garment made of interlocking metal rings, protecting the wearer from slashing attacks. Cannot be purchased if the player already has another type of armour. Does not stack with the Ring of Protection or itself.
COST: 100 GP
<span id="chainmail">OWNED: <<print $inventory.count("Chainmail Armour")>></span>
<<button "+">>\
<<if $gold gte 100>>
<<if $inventory.includesAny("Chainmail Armour", "Padded Armour", "Plate Armour", "Ring of Protection") is false>>\
<<set $gold to $gold - 100>>\
<<run $inventory.push("Chainmail Armour")>>
<<replace "#chainmail">>\
OWNED: <<print $inventory.count("Chainmail Armour")>>
<</replace>>
<<replace "#gold">>\
You have <<print $gold>> gold remaining
<</replace>>\
<</if>>\
<</if>>\
<</button>>\
<<button "-">>\
<<if $inventory.includes("Chainmail Armour")>>
<<set $gold to $gold + 100>>\
<<run $inventory.deleteAt($inventory.indexOf("Chainmail Armour"))>>
<<replace "#chainmail">>\
OWNED: <<print $inventory.count("Chainmail Armour")>>
<</replace>>
<<replace "#gold">>\
You have <<print $gold>> gold remaining
<</replace>>\
<</if>>\
<</button>>
PADDED ARMOUR
A fabric outfit with additional padding to protect the wearer from bludgeoning attacks. Halves all bludgeoning damage. Cannot be purchased if the player already has another type of armour. Does not stack with the Ring of Protection or itself.
COST: 150 GP
<span id="padded">OWNED: <<print $inventory.count("Padded Armour")>></span>
<<button "+">>\
<<if $gold gte 150>>
<<if $inventory.includesAny("Chainmail Armour", "Padded Armour", "Plate Armour", "Ring of Protection") is false>>\
<<set $gold to $gold - 150>>\
<<run $inventory.push("Padded Armour")>>
<<replace "#padded">>\
OWNED: <<print $inventory.count("Padded Armour")>>
<</replace>>
<<replace "#gold">>\
You have <<print $gold>> gold remaining
<</replace>>\
<</if>>\
<</if>>\
<</button>>\
<<button "-">>\
<<if $inventory.includes("Padded Armour")>>
<<set $gold to $gold + 150>>\
<<run $inventory.deleteAt($inventory.indexOf("Padded Armour"))>>
<<replace "#padded">>\
OWNED: <<print $inventory.count("Padded Armour")>>
<</replace>>
<<replace "#gold">>\
You have <<print $gold>> gold remaining
<</replace>>\
<</if>>\
<</button>>
PLATE ARMOUR
A suit of armour made of metal plates, protecting the wearer from piercing attacks. Halves all piercing damage. Cannot be purchased if the player already has another type of armour. Does not stack with the Ring of Protection or itself.
COST: 200 GP
<span id="plate">OWNED: <<print $inventory.count("Plate Armour")>></span>
<<button "+">>\
<<if $gold gte 200>>
<<if $inventory.includesAny("Chainmail Armour", "Padded Armour", "Plate Armour", "Ring of Protection") is false>>\
<<set $gold to $gold - 200>>\
<<run $inventory.push("Plate Armour")>>
<<replace "#plate">>\
OWNED: <<print $inventory.count("Plate Armour")>>
<</replace>>
<<replace "#gold">>\
You have <<print $gold>> gold remaining
<</replace>>\
<</if>>\
<</if>>\
<</button>>\
<<button "-">>\
<<if $inventory.includes("Plate Armour")>>
<<set $gold to $gold + 150>>\
<<run $inventory.deleteAt($inventory.indexOf("Plate Armour"))>>
<<replace "#plate">>\
OWNED: <<print $inventory.count("Plate Armour")>>
<</replace>>
<<replace "#gold">>\
You have <<print $gold>> gold remaining
<</replace>>\
<</if>>\
<</button>>
RING OF PROTECTION
A silver signet ring bearing an engraved image of a shield and crossed swords, imbued with a protective spell. Wearing this reduces damage from any source by 3. Does not stack with armour or itself. Cannot reduce damage below 0.
COST: 150 GP
<span id="ring">OWNED: <<print $inventory.count("Ring of Protection")>></span>
<<button "+">>\
<<if $gold gte 150>>
<<if $inventory.includesAny("Chainmail Armour", "Padded Armour", "Plate Armour", "Ring of Protection") is false>>\
<<set $gold to $gold - 150>>\
<<run $inventory.push("Ring of Protection")>>
<<replace "#ring">>\
OWNED: <<print $inventory.count("Ring of Protection")>>
<</replace>>
<<replace "#gold">>\
You have <<print $gold>> gold remaining
<</replace>>\
<</if>>\
<</if>>\
<</button>>\
<<button "-">>\
<<if $inventory.includes("Ring of Protection")>>
<<set $gold to $gold + 150>>\
<<run $inventory.deleteAt($inventory.indexOf("Ring of Protection"))>>
<<replace "#ring">>\
OWNED: <<print $inventory.count("Ring of Protection")>>
<</replace>>
<<replace "#gold">>\
You have <<print $gold>> gold remaining
<</replace>>\
<</if>>\
<</button>>
POTION OF SUPREME HEALING
A glass bottle full of a glowing red tincture. Consuming this increases your max HP by 10 and heals you fully.
COST: 125 GP
<span id="potion">OWNED: <<print $inventory.count("Potion of Supreme Healing")>></span>
<<button "+">>\
<<if $gold gte 125>>
<<set $gold to $gold - 125>>\
<<run $inventory.push("Potion of Supreme Healing")>>
<<replace "#potion">>\
OWNED: <<print $inventory.count("Potion of Supreme Healing")>>
<</replace>>
<<replace "#gold">>\
You have <<print $gold>> gold remaining
<</replace>>\
<</if>>\
<</button>>\
<<button "-">>\
<<if $inventory.includes("Potion of Supreme Healing")>>
<<set $gold to $gold + 125>>\
<<run $inventory.deleteAt($inventory.indexOf("Potion of Supreme Healing"))>>
<<replace "#potion">>\
OWNED: <<print $inventory.count("Potion of Supreme Healing")>>
<</replace>>
<<replace "#gold">>\
You have <<print $gold>> gold remaining
<</replace>>\
<</if>>\
<</button>>
GLASSES OF INVESTIGATION
A pair of round, non-prescription spectacles with a thin metal frame. Wearing these, you can see the world more clearly. Adds +1 to any perception and investigation checks and saves relying on sight. Does not stack.
COST: 75 GP
<span id="glasses">OWNED: <<print $inventory.count("Glasses of Investigation")>></span>
<<button "+">>\
<<if $gold gte 75>>
<<if $inventory.includes("Glasses of Investigation") is false>>\
<<set $gold to $gold - 75>>\
<<run $inventory.push("Glasses of Investigation")>>
<<replace "#glasses">>\
OWNED: <<print $inventory.count("Glasses of Investigation")>>
<</replace>>
<<replace "#gold">>\
You have <<print $gold>> gold remaining
<</replace>>\
<</if>>\
<</if>>\
<</button>>\
<<button "-">>\
<<if $inventory.includes("Glasses of Investigation")>>
<<set $gold to $gold + 75>>\
<<run $inventory.deleteAt($inventory.indexOf("Glasses of Investigation"))>>
<<replace "#glasses">>\
OWNED: <<print $inventory.count("Glasses of Investigation")>>
<</replace>>
<<replace "#gold">>\
You have <<print $gold>> gold remaining
<</replace>>\
<</if>>\
<</button>>
BOOTS OF DEXTERITY
A pair of sleek leather boots with the image of an outstretched wing embossed on the outfacing sides. Wearing these allows you to react to things more quickly. Adds +1 to all dexterity checks and saves. Does not stack.
COST: 75 GP
<span id="boots">OWNED: <<print $inventory.count("Boots of Dexterity")>></span>
<<button "+">>\
<<if $gold gte 75>>
<<if $inventory.includes("Boots of Dexterity") is false>>\
<<set $gold to $gold - 75>>\
<<run $inventory.push("Boots of Dexterity")>>
<<replace "#boots">>\
OWNED: <<print $inventory.count("Boots of Dexterity")>>
<</replace>>
<<replace "#gold">>\
You have <<print $gold>> gold remaining
<</replace>>\
<</if>>\
<</if>>\
<</button>>\
<<button "-">>\
<<if $inventory.includes("Boots of Dexterity")>>
<<set $gold to $gold + 75>>\
<<run $inventory.deleteAt($inventory.indexOf("Boots of Dexterity"))>>
<<replace "#boots">>\
OWNED: <<print $inventory.count("Boots of Dexterity")>>
<</replace>>
<<replace "#gold">>\
You have <<print $gold>> gold remaining
<</replace>>\
<</if>>\
<</button>>
[[Return to character creation|Character Creation]]
[[Finish setup and pass the Point of No Return|Outside]]
<<link "USE POTION OF HEALING">>
<<if $inventory.includes("Potion of Healing")>>\
<<if $pcHP lt $maxHP>>
<<set _heal to random(2, 8) + 2>>\
<<if $pcHP + _heal gt $maxHP>>\
<<set _heal to $maxHP-$pcHP>>\
<</if>>\
<<set $pcHP to $pcHP + _heal>>\
<<run $inventory.deleteAt($inventory.indexOf("Potion of Healing"))>>\
<<set _potionsleft to $inventory.count("Potion of Healing")>>
<<run Dialog.setup("Health Recovery")>>
<<run Dialog.wiki("You used one Potion of Healing and regained <<print _heal>> hit points. You now have <<print _potionsleft>> Potions of Healing left.")>>
<<run Dialog.open()>>
<</if>>\
<</if>>\
<</link>>
<<link "USE POTION OF SUPREME HEALING">>
<<if $inventory.includes("Potion of Supreme Healing")>>\
<<set $maxHP to $maxHP + 10>>\
<<set $pcHP to $maxHP>>\
<<run $inventory.deleteAt($inventory.indexOf("Potion of Supreme Healing"))>>\
<<set _potionsleft to $inventory.count("Potion of Supreme Healing")>>
<<run Dialog.setup("Health Recovery")>>\
<<Dialog.wiki("You used one Potion of Supreme Healing, healing yourself fully and increasing your maximum hit points to <<print $maxHP>>. You now have <<print _potionsleft)>> Potions of Supreme Healing left.")>>\
<<run Dialog.open()>>\
<</if>>\
<</link>>
<<link "LONG REST">>
<<if $inventory.includes("Rations")>>\
<<if $pcHP lt $maxHP>>\
<<set $pcHP to $maxHP>>\
<<run $inventory.deleteAt($inventory.indexOf("Rations"))>>\
<<set _rationsleft to $inventory.count("Rations")>>
<<run Dialog.setup("Health Recovery")>>
<<run Dialog.wiki("You set up camp and rest for 8 hours, using a portion of rations. You healed fully, and have <<print _rationsleft>> rations left.")>>
<<run Dialog.open()>>
<</if>>\
<</if>>\
<</link>>
<<link "CHARACTER SHEET">>\
<<if $inventory.includes("Boots of Dexterity")>>\
<<set _boots to true>>\
<</if>>\
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _glasses to true>>\
<</if>>\
<<run Dialog.setup("Character Sheet")>>
<<run Dialog.wiki("STRENGTH: +<<print $strengthmod>> <br><br>DEXTERITY: +<<print $dexmod>> <<if _boots is true>>Boots of Dexterity: +1<</if>><br><br>CONSTITTION: +<<print $conmod>><br><br>INTELLIGENCE: +<<print $intmod>> <<if _glasses is true>>Glasses of Investigation: +1<</if>><br><br>WISDOM: +<<print $wismod>> <<if _glasses is true>>Glasses of Investigation: +1<</if>><br><br>CHARISMA: +<<print $charmod>>")>>
<<run Dialog.open()>>
<</link>>
<<link "INVENTORY">>\
<<if $inventory.includes("Glasses of Investigation")>>\
<<set _glasses to true>>\
<<else>>\
<<set _glasses to false>>\
<</if>>\
<<if $inventory.includes("Boots of Dexterity")>>\
<<set _boots to true>>\
<<else>>\
<<set _boots to false>>\
<</if>>\
<<if $inventory.includes("Chainmail Armour")>>\
<<set _armour to "Chainmail">>\
<</if>>\
<<if $inventory.includes("Padded Armour")>>\
<<set _armour to "Padded">>\
<</if>>\
<<if $inventory.includes("Plate Armour")>>\
<<set _armour to "Plate">>\
<</if>>\
<<if $inventory.includesAny("Chainmail Armour", "Padded Armour", "Plate Armour") is false>>\
<<set _armour to "None">>\
<</if>>\
<<if $inventory.includes("Ring of Protection")>>\
<<set _ring to true>>\
<<set _ringcount to $inventory.count("Ring of Protection")>>\
<</if>>\
<<set _potioncount to $inventory.count("Potion of Healing")>>\
<<if $inventory.includes("Potion of Supreme Healing")>>\
<<set _supremepotion to true>>\
<<set _supremepotioncount to $inventory.count("Potion of Supreme Healing")>>\
<</if>>\
<<set _rationcount to $inventory.count("Rations")>>\
<<set _scrollcount to $inventory.count("Scroll of Dispel Magic")>>\
<<if $inventory.includes("Lab Key")>>\
<<set _labkey to true>>\
<</if>>\
<<if $inventory.includes("Crystal Box")>>\
<<set _crystalbox to true>>\
<</if>>\
<<if $inventory.includes("Foyer Key")>>\
<<set _foyerkey to true>>\
<</if>>\
<<set _supremepotioncount to $inventory.count("Potion of Supreme Healing")>>\
<<if $inventory.includes("Gargoyle Collar")>>\
<<set _gargoylecollar to true>>\
<</if>>\
<<if $inventory.includes("Gem of Seeing")>>\
<<set _gemofseeing to true>>\
<</if>>\
<<run Dialog.setup("Inventory")>>
<<run Dialog.wiki("Potion of Healing x<<print _potioncount>><br><br>Rations x<<print _rationcount>><br><br>Scroll of Dispel Magic x<<print _scrollcount>><br><br>Armour: <<print _armour>><br><br><<if _ring is true>>Ring of Protection x<<print _ringcount>><br><br><</if>><<if _crystalbox is true>>Crystal Box<br><br><</if>><<if _boots is true>>Boots of Dexterity x1<br><br><</if>><<if _glasses is true>>Glasses of Investigation x1<br><br><</if>><<if _supremepotion is true>>Potion of Supreme Healing x<<print _supremepotioncount>><br><br><</if>><<if _gargoylecollar is true>>Gargoyle Collar<br><br><</if>><<if _gemofseeing is true>>Gem of Seeing: <<print $gemofseeing>> charges left<br><br><</if>><<if _labkey is true>>Lab Key<br><br><</if>><<if _foyerkey is true>>Foyer Key<br><br><</if>>")>>
<<run Dialog.open()>>
<</link>>
<<set $strengthmod to 0>>\
<<set $dexmod to 0>>\
<<set $conmod to 0>>\
<<set $intmod to 0>>\
<<set $wismod to 0>>\
<<set $charmod to 0>>\
<<set $maxHP to 100>>\
<<set $pcHP to $maxHP>>\
<<set $inventory to ["Potion of Healing", "Potion of Healing", "Potion of Healing", "Potion of Healing", "Potion of Healing", "Rations", "Rations", "Rations", "Rations", "Rations", "Rations", "Rations", "Scroll of Dispel Magic", "Scroll of Dispel Magic", "Scroll of Dispel Magic", "Scroll of Dispel Magic", "Scroll of Dispel Magic"]>>\HEALTH:
<span id="health"><<print $pcHP>>/<<print $maxHP>></span>
<<silently>>\
<<repeat 40ms>>\
<<set $pcHP to Math.trunc($pcHP)>>\
<<replace "#health">>\
<<print $pcHP>>/<<print $maxHP>>\
<<if $pcHP lte 0>>
<<run Dialog.setup("You Died")>>
<<run Dialog.wiki("You have been killed by one of the countless horrors of Acererak's tomb, and now it becomes your own as it has for countless adventurers before you.")>>
<<run Dialog.open()>>
<<timed 10s>>
<<if Dialog.isOpen>>
<<run Dialog.close>>
<</if>>
<<run UI.restart()>>
<</timed>>
<<stop>>
<</if>>
<</replace>>\
<</repeat>>
<</silently>><<set $apparition to false>>\
You give the ring set into the door of the mithral vault a hard tug, and it opens. A low, dust-covered bench is near the back wall of the vault. On and around it are an abundance of items. Resting on one end of it is a human skull.
There are two rubies set into the skull's eye sockets, each of which you would estimate to be worth about 50,000 GP. Where its teeth should be, there are instead six pointed marquis-cut diamonds, each worth about 5,000 GP. Next to the skull is a carton made of flimsy wood containing several bottles full of different potions, a box full of scrolls, a sack overflowing with small gems with several larger gems on the desk next to it, several weapons that emanate with magical potential arranged in a display, and a variety of adventurer's gear piled haphazardly in the corner.
<<linkreplace "Take the skull">>\
<<set _soultrap to random(1, 20) + $charmod>>\
<<if _soultrap gte 19>>\
<<if $inventory.includes("Ring of Protection")>>\
<<set _damage to random(7, 42) - 3>>\
<<if $pcHP - _damage is lte 0>>\
<<goto "33B. Soul Trap">>\
<<else>>\
<<set $pcHP to $pcHP - _damage>>\
<</if>>\
<<else>>\
<<set _damage to random(7, 42)>>\
<<if $pcHP - _damage is lte 0>>\
<<goto "33B. Soul Trap">>\
<<else>>\
<<set $pcHP to $pcHP - _damage>>\
<</if>>\
<</if>>\
You reach out to take the skull, already running the numbers in your head for where you can fence it and if it's more valuable intact or as just the gems. As soon as you make contact with it, though, money becomes the farthest thing from your mind as you feel magnetised to the skull, or more specifically the ruby in its left eye socket. You grit your teeth, and somehow through sheer force of will you are able to resist the pull. You tear your hand away, taking <<print _damage>> necrotic damage.\
<<else>>\
<<goto "33B. Soul Trap">>\
<</if>>\
<</linkreplace>>
<<linkreplace "Take the potions">>\
<<run $inventory.pushUnique("Crypt Potions")>>\
You put the [CRYPT POTIONS] in your bag. \
<<if $apparition is false>>\
<<set $apparition to 3>>\
As you are doing this, the dust covering the floor of the vault begins to animate and form into a humanoid figure. It turns to face you and begins advancing towards you.
<<linkreplace "Ignore it">>\
<<set $apparition to $apparition - 1>>\
You ignore the apparition.
<</linkreplace>>
<<linkreplace "Attack it">>\
<<set $apparition to $apparition + 1>>\
<<set $apparitionenergy to $apparitionenergy + 1>>
You attack the apparition, and it recoils as if in pain.
<</linkreplace>>
<<elseif $apparition gt 0>>
As you are doing this, the dust apparition continues hover around you menacingly.
<<linkreplace "Ignore it">>\
<<set $apparition to $apparition - 1>>\
You ignore the apparition.
<</linkreplace>>
<<linkreplace "Attack it">>\
<<set $apparition to $apparition + 1>>\
<<set $apparitionenergy to $apparitionenergy + 1>>
You attack the apparition, and it recoils as if in pain.
<</linkreplace>>
<</if>>
<</linkreplace>>
<<linkreplace "Take the box of spell scrolls">>
<<run $inventory.pushUnique("Box of Scrolls")>>\
You put the [BOX OF SCROLLS] in your bag. \
<<if $apparition is false>>\
<<set $apparition to 3>>\
As you are doing this, the dust covering the floor of the vault begins to animate and form into a humanoid figure. It turns to face you and begins advancing towards you.
<<linkreplace "Ignore it">>\
<<set $apparition to $apparition - 1>>\
You ignore the apparition.
<</linkreplace>>
<<linkreplace "Attack it">>\
<<set $apparition to $apparition + 1>>\
<<set $apparitionenergy to $apparitionenergy + 1>>
You attack the apparition, and it recoils as if in pain.
<</linkreplace>>
<<elseif $apparition gt 0>>
As you are doing this, the dust apparition continues hover around you menacingly.
<<linkreplace "Ignore it">>\
<<set $apparition to $apparition - 1>>\
You ignore the apparition.
<</linkreplace>>
<<linkreplace "Attack it">>\
<<set $apparition to $apparition + 1>>\
<<set $apparitionenergy to $apparitionenergy + 1>>
You attack the apparition, and it recoils as if in pain.
<</linkreplace>>
<</if>>
<</linkreplace>>
<<linkreplace "Take the weapons">>
<<run $inventory.pushUnique("Magic Weapons")>>\
You put the [MAGIC WEAPONS] in your bag. \
<<if $apparition is false>>\
<<set $apparition to 3>>\
As you are doing this, the dust covering the floor of the vault begins to animate and form into a humanoid figure. It turns to face you and begins advancing towards you.
<<linkreplace "Ignore it">>\
<<set $apparition to $apparition - 1>>\
You ignore the apparition.
<</linkreplace>>
<<linkreplace "Attack it">>\
<<set $apparition to $apparition + 1>>\
<<set $apparitionenergy to $apparitionenergy + 1>>
You attack the apparition, and it recoils as if in pain.
<</linkreplace>>
<<elseif $apparition gt 0>>
As you are doing this, the dust apparition continues hover around you menacingly.
<<linkreplace "Ignore it">>\
<<set $apparition to $apparition - 1>>\
You ignore the apparition.
<</linkreplace>>
<<linkreplace "Attack it">>\
<<set $apparition to $apparition + 1>>\
<<set $apparitionenergy to $apparitionenergy + 1>>
You attack the apparition, and it recoils as if in pain.
<</linkreplace>>
<</if>>
<</linkreplace>>
<<linkreplace "Take the small gems">>
<<run $inventory.pushUnique("97 Small Gems")>>\
You put the [97 SMALL GEMS] in your bag. \
<<if $apparition is false>>\
<<set $apparition to 3>>\
As you are doing this, the dust covering the floor of the vault begins to animate and form into a humanoid figure. It turns to face you and begins advancing towards you.
<<linkreplace "Ignore it">>\
<<set $apparition to $apparition - 1>>\
You ignore the apparition.
<</linkreplace>>
<<linkreplace "Attack it">>\
<<set $apparition to $apparition + 1>>\
<<set $apparitionenergy to $apparitionenergy + 1>>
You attack the apparition, and it recoils as if in pain.
<</linkreplace>>
<<elseif $apparition gt 0>>
As you are doing this, the dust apparition continues hover around you menacingly.
<<linkreplace "Ignore it">>\
<<set $apparition to $apparition - 1>>\
You ignore the apparition.
<</linkreplace>>
<<linkreplace "Attack it">>\
<<set $apparition to $apparition + 1>>\
<<set $apparitionenergy to $apparitionenergy + 1>>
You attack the apparition, and it recoils as if in pain.
<</linkreplace>>
<</if>>
<</linkreplace>>
<<linkreplace "Take the large gems">>
<<run $inventory.pushUnique("Large Gems")>>\
You put the [LARGE GEMS] in your bag. \
<<if $apparition is false>>\
<<set $apparition to 3>>\
As you are doing this, the dust covering the floor of the vault begins to animate and form into a humanoid figure. It turns to face you and begins advancing towards you.
<<linkreplace "Ignore it">>\
<<set $apparition to $apparition - 1>>\
You ignore the apparition.
<</linkreplace>>
<<linkreplace "Attack it">>\
<<set $apparition to $apparition + 1>>\
<<set $apparitionenergy to $apparitionenergy + 1>>
You attack the apparition, and it recoils as if in pain.
<</linkreplace>>
<<elseif $apparition gt 0>>
As you are doing this, the dust apparition continues hover around you menacingly.
<<linkreplace "Ignore it">>\
<<set $apparition to $apparition - 1>>\
You ignore the apparition.
<</linkreplace>>
<<linkreplace "Attack it">>\
<<set $apparition to $apparition + 1>>\
<<set $apparitionenergy to $apparitionenergy + 1>>
You attack the apparition, and it recoils as if in pain.
<</linkreplace>>
<</if>>
<</linkreplace>>
<<linkreplace "Take the adventurer's gear">>
<<run $inventory.pushUnique("Adventurer's Gear")>>\
You put the [ÁDVENTURER'S GEAR] in your bag. \
<<if $apparition is false>>\
<<set $apparition to 3>>\
As you are doing this, the dust covering the floor of the vault begins to animate and form into a humanoid figure. It turns to face you and begins advancing towards you.
<<linkreplace "Ignore it">>\
<<set $apparition to $apparition - 1>>\
You ignore the apparition.
<</linkreplace>>
<<linkreplace "Attack it">>\
<<set $apparition to $apparition + 1>>\
<<set $apparitionenergy to $apparitionenergy + 1>>
You attack the apparition, and it recoils as if in pain.
<</linkreplace>>
<<elseif $apparition gt 0>>
As you are doing this, the dust apparition continues hover around you menacingly.
<<linkreplace "Ignore it">>\
<<set $apparition to $apparition - 1>>\
You ignore the apparition.
<</linkreplace>>
<<linkreplace "Attack it">>\
<<set $apparition to $apparition + 1>>\
<<set $apparitionenergy to $apparitionenergy + 1>>
You attack the apparition, and it recoils as if in pain.
<</linkreplace>>
<</if>>
<</linkreplace>>
<span id="apparition"> </span>\
\
<<silently>>\
<<repeat 40ms>>\
<<if $apparition is 0>>\
<<replace "#apparition">>\
The apparition begins to lose its corporeal form, slowly disintegrating until nothing is left.\
<</replace>>\
<<stop>>\
<<elseif $apparitionenergy is 5>>\
<<if $inventory.includes("Ring of Protection")>>\
<<set _damage1 to random(4, 24)>>\
<<set $pcHP to $pcHP - _damage1>>\
<<set _damage2 to random(4, 24)>>\
<<else>>\
<<set _damage1 to random(4, 24) + 3>>\
<<set $pcHP to $pcHP - _damage1>>\
<<set _damage2 to random(4, 24) + 3>>\
<</if>>\
<<replace "#apparition">>\
The dust apparition raises its arms in triumph, and the dust falls to the floor. In its place is a figure illuminated in a spectral blue, holding the same pose. The ghost's features are in much sharper relief than the dust apparition, and you can see now that it is a humanoid whose facial structure seems similar to that of the skull on the desk, his mouth twisted into a menacing grin.
The ghost attacks, its hands passing through your shoulder with a withering chill and dealing <<print _damage1>> necrotic damage.
<<if $inventory.includes("Box of Scrolls")>>\
You recall seeing that one of the spells in the box of scrolls you picked up was a Scroll of Dispel Good and Evil. You quickly retrieve it and begin to recite it. The ghost seems to realise what you are attempting to do and tries to attack you again, but it's too slow and it disappears screeching just before it would have made contact with you.\
<<else>>\
You recall seeing that one of the spells in the box of scrolls on the desk was a Scroll of Dispel Good and Evil. You move to retrieve it, but the ghost sees what you are trying to do and attacks you again, dealing <<print _damage2>> necrotic damage. Its lack of corporeal form means it can't stop you reaching the box, and you begin to recite the spell from the scroll. The ghost tries to attack you a third time, but it's too slow and it disappears screeching just before it would have made contact with you.\
<<set $pcHP to pcHP - _damage2>>\
<</if>>\
<</replace>>\
<</stop>>
<<elseif $apparition is gte 1>>\
<<replace "#apparition">>\
The apparition continues to advance towards you menacingly.\
<</replace>>\
<</if>>\
<</repeat>>\
<</silently>>
[[Leave the dungeon|Success!]]You reach out to take the skull, already running the numbers in your head for where you can fence it and if it's more valuable intact or as just the gems. As soon as you make contact with it, though, money becomes the farthest thing from your mind as you feel magnetised to the skull, or more specifically the ruby in its left eye socket. You feel your soul being ripped from your body and before you can try to stop it your soul is trapped in the ruby. There's nothing you can do except wait as your soul is slowly consumed by Acererak's phylactery, and one day later you have ceased to exist.
YOU LOSE! TRY AGAIN?
<<button "Y">>\
<<run UI.restart()>>\
<</button>>\
/<<button "N">>\
<<script>>window.close()<</script>>\
<</button>>\<<unset $inventory>>
You find yourself back in the entrance hallway, but without any of your equipment, not even the clothes on your back. Without your equipment, you have no way to press on and so must leave with nothing but your life.
YOU LOSE! TRY AGAIN?
<<button "Y">>\
<<run UI.restart()>>\
<</button>>\
/<<button "N">>\
<<script>>window.close()<</script>>\
<</button>>\