// t20guard.txt runs for help! Jaen's fortress suddenly comes alive with shouts and ringing bells. The alarm has been raised. Everyone knows that you are here now. Talking: He doesn't respond. // door.txt You close the door. You have the key which unlocks this door. This door is locked, and you don't have the right key. You can have your strongest character try to bash it down (which requires high strength) or have your most skilled character try to pick the lock (which requires Tool Use skill and a lockpick). This door is locked. You can have your strongest character try to bash it down (which requires high strength) or have your most skilled character try to pick the lock (which requires Tool Use skill and a lockpick). Leave the door alone. Try to bash it down. Try to pick the lock. You open the door. Unlock Doors: The spell doesn't affect unlocked doors. Unlock Doors: The spell unlocks a door. Unlock Doors: The spell isn't strong enough to affect the door. (This spell usually only affects doors with magical protection.) Dispel Barrier: The spell fails to affect a locked door. // doorlever.txt You hear the sounds of chains and grinding gears. // doorwheel.txt This is a large wooden wheel. A chain is wrapped around it several times and then disappears through a hole in the floor. Leave the wheel alone. Try to turn it. You try to turn the wheel, but it is too large and too stuck. You aren't strong enough to budge it. You hear the sounds of grinding gears and the chain scraping over stone. // fleeoncenpc.txt runs away! Talking: It doesn't respond. // flocknpc.txt Talking: It doesn't respond. // followgd.txt You notice that one of the guards has been tracking you. He subtly walks close to you, inspects you, and turns to walk away. The soldiers of Morrow's Isle must be instructed to keep a very close eye on people, especially strangers. Talking: It doesn't respond. // groupnpc.txt Talking: It doesn't respond. // guard.txt Talking: It doesn't respond. // hunter.txt Talking: It doesn't respond. // lockbox.txt Unlock Box: The container is locked. One of your keys fits. You unlock the box. You don't have the key that fits it. Nobody has high enough Tool Use skill to get it open. You manage to pick the lock. Unlock Doors: The spell doesn't affect locked containers. Dispel Barrier: The spell fails to affect a locked containers. // magicdoor.txt You close the door. You have the key which unlocks this door. This door is locked. You try to examine the lock, but it is surrounded by a faint field of energy. You can't reach it until you remove the enchantment with a spell of your own. This door is locked, and you don't have the right key. You can have your strongest character try to bash it down (which requires high strength) or have your most skilled character try to pick the lock (which requires Tool Use skill and a lockpick). This door is locked. You can have your strongest character try to bash it down (which requires high strength) or have your most skilled character try to pick the lock (which requires Tool Use skill and a lockpick). Leave the door alone. Try to bash it down. Try to pick the lock. You open the door. Unlock Doors: The spell doesn't affect unlocked doors. Unlock Doors: The magical part of the lock has been removed. Unlock Doors: The magical part of the lock has been removed. (It can now be picked normally.) Unlock Doors: The spell isn't strong enough to affect the door. Dispel Barrier: The spell fails to affect a locked door. // o00Northwest .txt When you try to take the ferry to Zaskiva Isle again, grim-faced guards stop you. "Sorry, but we aren't letting anyone through. Since Lord Volpe's assassination, the isle is cut off from all visitors." There's nothing you can say to change his mind. You turn back. This is the ferry to the Zaskiva Isle, a smaller island to the northeast, where the capital of Morrow's Isle sits, secure and protected. There are a good number of guards, checking to make sure that nobody unwelcome manages to use the ferry. When you identify yourselves, they consult some lists and shake their heads. "You have to turn back. You aren't allowed to go to Zaskiva. Security restrictions, to keep possible Hill Runners away. So clear out." You reach the ferry to Zaskiva Isle. The city of Zaskiva, capital of Morrow's Isle, is well-protected. Guards question you and consult some long lists of names. Very few people are allowed past here, to keep Zaskiva safe from Hill Runners. Finally, the guards wave you past, and you reach the ferryman. Times are hard for him ... most of his potential customers aren't allowed to cross. He tells you that the ride across and back is 10 coins, an outlandish cost for a ferry. Do you go? You return to the Zaskiva ferry. Though you are sure that they recognize you, they make a good show of checking their records again before they let you pass. The unfortunate ferryman is still there. The round trip across the water is still 10 coins. Leave. Pay the money. The ferry ride is quick and uneventful. They aren't letting many people go to Zaskiva these days because of the rebel activity and all. You're practically the only person on the ferry. Soon, you land. When you get close to the ferry, woodsmen emerge from the brush all around you. You try to evade them, but they are faster. One of them gets close to you and hisses, "What are you doing? Do you want to get killed? Come with us!" When you hesitate, he says, "They're questioning anybody trying to leave. Hard! This isle has been closed off. Lord Volpe is dead. We're with the Hill Runners. Come with us, and we'll get you off the isle." You look at the dock. Sure enough, it does look like heavily armed guards are interrogating a group of terrified merchants. Still, this might be a trap. Do you go with them instead of going to the docks? Yes. No. The woodsmen don't try to fight you as you pull away from them. They slip back into the brush, abandoning you to your fate. Sadly, you were seen near Volpe's halls before the explosions. The guards at the docks have a description of you. They don't even ask you any questions before they seize you and start the beatings. You can't escape ... you're trapped on this island. Unfortunately, by the time Jaen finds out where you are and what's happening to you, it's too late. In rational times, you might have been held for questioning and put on trial. These are not, alas, rational times. The guards feel Volpe's death must be responded to with instant action. You are the victims of this decision. The rebels take you north, to a concealed, leaky rowboat. From there, two of them row you across the water to an isolated beach north of the ferry dock, and, without a word, head back. You look around with relief. It's hard to believe, but you managed to escape Zaskiva Isle with your life. This is the ferry back to Morrow's Isle. The ferryman is here waiting to take you back to the mainland. Stay here. Return to Morrow's Isle. The ferry ride is fast and uneventful. You don't have enough money to pay the fare. The ferryman turns you back. You stumble across a pitiful campsite, occupied by a single ragged outcast. Or hermit. Or brigand. You aren't sure. He is a filthy mess. When he sees you aren't going to butcher him, he scuttles up to you. "Welcome to my humble camp," he rasps. "I am Bartholomew, a traveler down on his luck. I would offer to share my food, but I have no food to give. I have something else, though." Taking the bait, you ask what he has. He removes a small, wooden wand from his rags. "This is my only possession, but a valuable item it is. It's a wand of massive, searing fireballs! It can be yours for only 500 gold." "Have pity on me, please! I am poor, bereft of all help. Will you not buy this wand, so I may get a roof over my head?" You examine the wand. It is very warm to the touch. It definitely has some enchantment, though it may not, of course, be what the man describes. Do you buy it? You return to Bartholomew's camp site. He is still here, miserable and cold. You see the end of the wand he tried to sell you poking out of his tunic. He makes another effort to sell the wand, all but begging you for the 500 coins he needs to leave the island and start somewhere else. Refuse to buy it. Pay the man. The man shakes his head. "I am sorry, but this wand is all I own of value in the world. I can give it for its fair price, no less." You leave. The man watches you sadly as you go. The last you see of him, he's gnawing a dry chicken bone. The man watches you sadly as you go. The last you see of him, he's gnawing a dry chicken bone. Ecstatic, the man takes your money, hands you the wand, and runs off through the woods. You doubt that he will be on this island for long. The wand is a beautiful piece of finely carved wood. You hope it's worth what you paid. You can't buy the wand ... you aren't able to carry it. With all the political chaos and random patrols roving everywhere, it's only natural that some of the few monsters left in Valorim would gravitate here. At first, these creatures look like bears. When you get close and see their red claws and bright eyes, you realize that they are not ordinary bears ... After the explosion in Zaskiva, there's no way the people living in these farmhouses are even going to pretend to be friendly. They slam shut and lock their doors when they see you coming. People on Zaskiva Isle are a bit friendlier than people on the mainland. The extra security on the Isle makes them feel more secure. That's why, when they see you approaching, they don't hesitate to come out, welcome you, and invite you in for pie. They ask you for news from the rest of the isle. Not many people come out here now, so they take what information they can get. After a while, you get up to depart. Before you go, they ask if you'd like to buy some rations. You revisit this friendly little clump of farms. They still want to sell you pie and other pleasant provisions. Leave. Do some shopping. Zaskiva Rations The farmers of Zaskiva Isle would gladly sell you some homemade baked goods. Lord Volpe's assassination had whipped up the guards of this island into a frenzy of terror. From their angry discussions, you can tell that the soldiers have received a description of the person who delivered the bomb. However, they don't really check to see if you match the description. That you are strangers here is enough for them to want to deal with you with blades. You meet another group of patrolling Zaskiva guards. Although word of your arrival has been passed around, they still stop you, question you thoroughly, and look you up and down. Lord Volpe and the people of Zaskiva are being very, very careful. Security is high, to the point of paranoia. You meet a group of patrolling Zaskiva guards. They have heard of the arrival of adventurers, and they stop you and question you vigorously to make sure you are allowed to be here. After an intense grilling that makes sweat prickle up on the back of your neck, they finally let you go. Lord Volpe is not taking any chances. This watch tower is abandoned. Odd. // o01Western Mo.txt You find the remains of a mage who crash-landed while flying over these mountains. The wand at his side is still intact. Most everything else has been eaten by bears. You can't carry the wand. This path up into the mountains is lined with white gravel. It's pieces of what looks like marble, broken into thumb-sized pieces. This is unusual landscaping. As you climb, you notice that one of the thumb-sized pieces of stone looks unnervingly like a thumb. At the high end of the path, you find a low, dark cave entrance. The white gravel is piled much higher here, in some places coming up to your waist. Leave. Enter the cave. You work your way slowly into the cave. Rounding a corner in the passage, you come upon an incredibly lifelike statue of a human male. He looks like a woodsman. A very scared one. Someone or something has been gnawing away at it. Large chunks have been broken off, and there are scrapes around the broken bits that look like they were made by claws. You suddenly realize that the statue is made of the same material as the gravel outside. By the time you realize where the statue came from, the basilisks have already found you. OK The basilisk's lair is now yours to loot. You dive in with enthusiasm. There's a wide variety of coins and trinkets waiting for you in the back of the cave. Most of the weaponry and armor taken off the lizards' victims (mainly Empire patrols) has been eaten by the peculiar creatures. One small sword, however, was not of interest to them. You take it. Alas, you don't have the capability to carry any of the basilisks' treasure. If you hadn't found that peculiar "First Stone" at the east end of the island, you wouldn't have known to keep an eye open for the peculiar markers. You find another one in this grove. The marker is carved from granite. When you scrape off the moss, you reveal the words carved into its side: "Second Stone." You return to Phalia Colony. They recognize you, and guards are heavily manning the gates. Their defenses are too strong now that they are alerted. They won't let you in. You return to Phalia Colony. It's still a pile of rubble. You return to Phalia Colony. They recognize you and let you in, carefully watched of course. They are still able to trade with you, if you are interested. At the far end of this peninsula, you see a small, walled community of stone and wood buildings, surrounded by healthy-looking, well-armed townfolk. A sign reads "Phalia Colony - Strife will NOT be tolerated." Before you even get close, a band of soldiers appears at the front gate. Their blades are out. One of them says, "Hold on there, visitors. Strangers are welcome here, but you leave your fightin' ways out there. We'll have none of that rebel nonsense here. Agreed?" Leave. Trade with them. Phalia Colony This colony survives by producing a wide variety of goods and trading them with the rest of the island. Some of them look useful. Leave in peace. Agree. Attack them. You draw your blades and attack. They shout for help, and you see the entire colony drop what it's doing, grab the nearest weapon, and charge. They haven't survived out here by being soft. You are shown into Phalia Colony, where people warily greet you and ask of goings on in the rest of the Isle. This colony was formed by people sickened by the Empire's constant, bloody fighting with the rebels. They came here to try to avoid the strife, and one person says to you, over mugs of home brewed ale, "You'd be best not getting involved in any of that. There's no white and black hats, just butchers. If I were you, I'd leave this place." After a while, once you've both traded all of your information, the people start dropping hints that maybe you'd be happier moving on. Before you go, they ask if you'd like to barter for some trade goods. Would you? Leave. Trade with them. Phalia Colony This colony survives by producing a wide variety of goods and trading them with the rest of the island. Some of them look useful. You bid farewell to the peculiar people of Phalia Colony. You have a hard time condoning their withdrawal from the world, but it's certainly easy to understand it. Bloodied and battered, you look to the Colony, hoping to find some good loot. Crestfallen, you see that the buildings are merrily ablaze. Someone must have put fire to them when they realized you were going to win the battle. What a waste. You hike through a small valley, surrounded by a ring of huge, natural stone pillars. You note tracks and trash on the ground. Several groups have traveled through here recently. As you turn back to get to more secure ground, you realize you're being watched. Empire soldiers have moved from concealment above you, surrounding you. Their weapons are out. For a moment, you think they're about to attack! As you prepare to defend yourself, however, their leader, a massive Empire Dervish, salutes you. How odd. He must recognize you from somewhere. He makes a sharp, chopping hand signal, and the soldiers disappear into the rubble. The Empire must be hunting this area for rebels. Fortunately, they recognized you and knew who sent you to the island. Move on. You find a motley network of abandoned log buildings. This used to be a lumberyard. Trees were cut down, shaped into rough planks, and carted out on rough, rutted roads. It's abandoned now, and not under peaceful circumstances. You find broken arrows, shattered windows, and even a few bloodstains. Being adventurers, you look around a little bit for loot. Most of what's left is junk. You do find a reasonably nice helmet buried in a tree behind the mess hall. You see a lone man, lightly armed and dressed in a leather jerkin. He sees you. When he does, he immediately turns and runs off to the north. You try to follow him, but you lose him among all the valleys and piles of rubble. You aren't sure where he went. Morrow's Isle seems to have a minor hydra infestation. Hydras are irritable and dangerous, but they are also slow and dumb. This small group is lumbering around, looking for fresh meat. You could fight them, but it wouldn't be hard to escape. Evade them. Kill them. There are a small pair of lizards resting on the shore of this river, rolling around in the sand. They are small, and their claws and teeth aren't too dangerous-looking. They have a nest of small, white pieces of stone. You think you see the glint of metal inside it. Back off. Drive the lizards off. You search the nest. You find that the crumbled stone inside is broken up statues, probably the victims of the basilisks. You find some coins and a silver ring among the stones. You pocket them. You search the nest. You find that the crumbled stone inside is broken up statues, probably the victims of the basilisks. You find some coins among the stones. You pocket them. // o02Southweste.txt Your Nature Lore skill comes in handy! You find a narrow path winding through this thick brush. The brush here is extremely thick. You aren't able to find a way through. In this isolated glade, you find a patch of valuable alchemical ingredients. In this isolated glade, you find a patch of valuable alchemical ingredients. In this isolated glade, you find a patch of valuable alchemical ingredients. You stumble upon a very violent scene. A band of ogres has ambushed and trapped a camp of Empire soldiers and is rapidly closing in on them. Many of the soldiers have fallen already, and things don't look good for the remainder. When the soldiers see you, they shout for help, not knowing whether you are working for the Empire or the rebels. Their situation is pretty desperate. Leave them to their fate. Help them. The ogres mean business. As you flee, they defeat the remaining soldiers surprisingly quickly. Unfortunately, ogres can move surprisingly fast on their stumpy legs, and you look like good prey. Before you can get out of the winding mountain valley, they catch you. Even with the soldiers' help, this is going to be an ugly fight. You draw your blades and charge ... Battered and bleeding, you stagger away from the battlefield. There isn't too much loot to be found, although you find one suit of chain mail that is of fairly high quality. Once the battle is won, the soldiers walk up to greet you. It is an awkward moment. They are unsure whether you are on their side or on the side of the rebels. Finally, they decide to just not ask any questions. They thank you profusely for your help. Then, watching you over their shoulders, they pick up their dead and wounded and limp back toward Selathni. You flee, leaving the Empire soldiers to their fate. You manage to make your way back down the mountain path without ogre pursuit. It looks like an unfortunate ogre became lost in this forest and was eaten by wolves before he had a chance to find his way out. Fortunately, the wolves didn't find his large sword to be interesting. They left it here. There is a small camp of Empire soldiers back here. Or, at least, they are dressed like Empire soldiers. They look like very strong and experienced campaigners. They also look like they have been out here for months. They are filthy and smelly. When they see you, they rise and put their hands on their swords. One of them waves you over to parley. They aren't sure whether you are rebels, but they will give you the benefit of the doubt. Leave. Approach and talk to them. Attack them. You approach and sit down by their small, smokeless fire. They give you some weak tea, brewed from bark and something that tastes like the less pleasant parts of a cow, and talk to you for a while. The commander, whose name is Framton, tells you their story. They are indeed Empire soldiers, sent out here to kill the leader of some ogres. "And you know how the Empire works. They gave us too few forces, and said don't come back 'til the job is done." "That was months ago. We are still out here. We're trying to get at the leader of the ogres, a nasty piece of work named Akashii, but we can't get to it." Finally, Framton gets around to his point. He knows you are adventurers. He recognized you as such immediately. "We were given some supplies to help us with the ogres. Valuable supplies." "We will hand them over to you if you finish our mission for us. Just think about it. My people are sick of being out here in the cold. The ogre caves are just southwest of here." That's all he has to say. You manage to finish your tea, tell them news of what's been going on in the world, and depart. You drop in on Framton and his men. They are happy to have someone new to talk to. They are polite enough to wait a few minutes before asking if you ever got around to killing Akashii. When they find out you haven't, they are disappointed. You talk to them a while more, and depart. When you get close to the soldiers' camp, you realize that you wouldn't be able to carry any reward they give you. You avoid them. You drop in on Framton and his men. They are happy to have someone new to talk to. They are polite enough to wait a few minutes before asking if you ever got around to killing Akashii. When they learn of your success, they are ecstatic. They immediately start packing up their camp, talking happily of the many wild things they will do when they reach Selathni and then the mainland. Before they leave, Framton says, "We don't have many of our assigned supplies yet, but we have this." He hands you a long, thin wooden case. In it, you find an ivory wand. "That's a good wand. High quality. It should help you out a lot. Safe travels to you. If I were you, I'd get off Morrow's Isle before you get stranded too." And, that said, Framton and his men leave. // o10Northern M.txt You notice some unusual plants growing at the base of this large boulder. You look closer. They're alchemical ingredients! You notice some unusual mushrooms growing at the base of this large boulder. You look closer. They're alchemical ingredients! You notice some unusual plants growing at the base of this large boulder. You look closer. They're alchemical ingredients! You notice some unusual plants growing at the base of this large boulder. You look closer. They're alchemical ingredients! You notice some unusual plants growing at the base of this large boulder. You look closer. They're alchemical ingredients! You notice some unusual plants growing at the base of this large boulder. You look closer. They're alchemical ingredients! You notice some unusual plants growing at the base of this large boulder. You look closer. They're alchemical ingredients! You notice some unusual plants growing at the base of this large boulder. You look closer. They're alchemical ingredients! You encounter a band of Empire soldiers, camped alongside the road. They're a pretty rough, unshaven bunch - they've been out here for a while. When you get close, they come out and block the road. Their captain says, "Sorry. This area is restricted now. It's a 10 coin toll to pass. Let's have it." As he says it, his troops snicker behind him. Turn Back. Pay the money. Refuse to pay. You turn and walk a few hundred feet away from the camp. The guards watch you as you go, but they stay near the fire. Now that you are a safe distance away, you look around. There is lots of empty space around. If you wanted to walk around the guard post, it would be simple enough. You notice some unusual plants growing at the base of this large boulder. They are fresh and have a strong, refreshing scent. However, you don't know enough about plants to be able to tell what they are or how they can be used. You leave them alone. You pay them. Their leader says, "Well, that's good. For this time. Next time through, you have to pay again. That's the way it is." He smirks. Since you don't have enough money to pay them, there is an awkward pause. Their captain insists that you pay. Of course, you can't. As they quietly discuss amongst themselves what to do about your refusal, you notice that their armor doesn't have its shoulder insignia. When an Empire soldier is booted out, the first thing they do is strip off their insignia! You notice this, and they see that you have noticed. Now that they've been discovered, they have no choice but to make sure nobody else finds out. Now that the witches are dead, you search their hut. You ignore the bones, teeth, and other unpleasant trophies they have collected. Instead, you help yourself to the alchemical herbs drying by their fire. You also find, half buried in the muck, the small bone necklace one of the witches was wearing. You come across a large hut. It's two stories high, made of mossy logs, and in good condition. You would think that it would be very difficult to eke out a living out here in the middle of this enormous swamp, but someone is managing. As you get closer, you can see that an old woman is standing at the front door of the hut. She seems to be smiling and eagerly gesturing for you to approach her. Leave. Approach her. The poor, lonely old woman looks disappointed by your departure. Soon, she's out of sight. You walk towards the nice-looking old lady. As you get closer, you notice she's wearing a necklace. As you get even closer, you see that the necklace is decorated with bones. You also notice that the woman has fangs. You think twice about approaching, and turn around. Unfortunately, you notice that two more old women are standing behind you, accompanied by their large, reptilian pet. It looks like they're intent on cooking and eating you. Bad news. OK You encounter a band of Empire soldiers, camped alongside the road. They're a pretty rough, unshaven bunch - they've been out here for a while. When you get close, they come out and block the road. Their captain says, "Sorry. This area is restricted now. It's a 10 coin toll to pass. Let's have it." As he says it, his troops snicker behind him. Turn Back. Pay the money. Refuse to pay. You turn and walk a few hundred feet away from the camp. The guards watch you as you go, but they stay near the fire. Now that you are a safe distance away, you look around. There is lots of empty space around. If you wanted to walk around the guard post, it would be simple enough. As they quietly discuss amongst themselves what to do about your refusal, you notice that their armor doesn't have its shoulder insignia. When an Empire soldier is booted out, the first thing they do is strip off their insignia! You notice this, and they see that you have noticed. Now that they've been discovered, they have no choice but to make sure nobody else finds out. You pay them. Their leader says, "Well, that's good. For this time. Next time through, you have to pay again. That's the way it is." He smirks. Since you don't have enough money to pay them, there is an awkward pause. Their captain insists that you pay. Of course, you can't. You search the deserters' camp. Sure enough, you find an assortment of food and trade goods, looted from travelers and farms. The food is wormy and moldy, so you leave it be. You help yourself to the barterable goods. You meet a group of peasants, wearing worn boots and filthy cloaks. They are trudging out here in the swamp, looking for alchemical herbs to harvest. They don't stay to talk to you long. They're eager to get back. You do learn two things, though. First, they are from Muck, to the southeast. Second, watch out for hydras. This wooden tower was built out here to give travelers through the swamp a place to rest and sleep up out of the reach of hydras. Nobody is here at the moment. The mold and fungus is rapidly eating away at the wooden posts holding the structure up. This tower must need to frequently be rebuilt. // o11Central Mo.txt As you start to climb down into this old quarry, you suddenly get a strange feeling. Things are a little too quiet and a little too enclosed. There's something about this place that makes you uncomfortable. Climb out. Keep going. You manage to get out quickly and safely. As you walk down the valley, things get quieter. As you watch the rocks above you, you become more and more sure that you're being watched. Then, suddenly, people start standing up above you. They're dressed in light armor, like leather and chain. They definitely don't have Empire uniforms. They're heavily armed. You draw your weapons, but then realize that the people above you aren't preparing to attack. Instead, one of them gives you a sharp salute. Then, in mere moments, they're all gone. You can't be sure, but you suspect you were just found by a group of rebels. Fortunately, they were under orders to leave you alone. At least, that's what you guess. You proceed unmolested. OK. As you cross the bridge, you meet a large contingent of Empire soldiers, clad in plate and wielding massive weapons. They have set up a guard post in the middle of the span. When you approach, they stop you and ask you to identify yourselves. They listen to you dubiously, look at some papers, laugh at you, and tell you, "The northwest corner of the island is closed off. You aren't cleared to pass. In or out." You're forced to turn back, the derisive laughter of the Empire Dervishes following you. It looks like you won't be able to proceed in this direction without permission. OK. The large band of Empire guards recognizes you. They wave you past. As you cross the bridge, you meet a large contingent of Empire soldiers, clad in plate and wielding massive weapons. They have set up a guard post in the middle of the span. As you approach, they favor you with snide smiles, and ask you to identify yourselves. Much to their surprise, however, when they look at their lists, they find your names. With a dismissive jerk of his thumb, the lead Empire Dervish says, "OK. You can pass." OK You can always tell when you're entering humanoid territory. It's hard to tell whether it's the shards of bones, the piles of rotting trash, or the mind-numbing stench that tips you off first. Some nasty meat-eaters are lurking ahead. You hear harsh laughter ahead. Looking up the hill walls, you see a large band of ogres, standing atop piles of massive, rounded boulders. Some of them are holding long sticks, no doubt to act as levers to roll rocks down on you. You could keep going, but you seem to be in a vulnerable spot. Turn back. Press onward. You back away. As you do, the ogres laugh and call you certain highly objectionable names. Sure enough, the ogres start rolling rocks down the hill towards you. There's a long way to climb, and they have a lot of rocks. After getting smashed up enough, you decide to retreat. The ogres have piled lots of smelly trash and rancid meat here. Unpleasant, feral creatures have taken up residence, feeding on their debris. Monster honor, of course, demands that they attack you. There might be undiscovered treasure under all this gunk. Unfortunately, the goo is gross beyond all human understanding. You can barely stand to look at it. Any hypothetical treasures will have to stay undiscovered. A lot of ogres are hiding up here, ready to throw rocks on people coming up the path below. They are quite put out to find that you've flanked them. They rush to attack. The ogre tribe destroyed, their loot is laid out for the taking. You leave the questionable meat behind, instead filling your packs with all manner of gold and trade goods. In addition, you find a potion, a necklace, and a scroll tube. Not a bad day's work, overall. The ogre tribe destroyed, their loot is laid out for the taking. Alas, you can't carry any of it. At least you managed to get away. Considering how tough this tribe was, it's a small miracle. You reach the ogre's main lair. Not surprisingly, they knew you were coming. There are quite a few of them, and they're mean-looking. Really mean-looking. Oddly, they haven't attacked yet. Their chief seems to be holding them back. Perhaps, for once, some monsters are showing respect for your abilities. If you want, you can attack them. Or, you could just leave. Leave. Attack them. As you walk away, one of the ogres shouts an insult at you. Fortunately, it's in ogrish, so you can't understand it. If you knew what they said, you would probably get angry. Oops. That's why they were waiting. They wanted to buy time so that their mages could cast spells while you charged. The world begins to speed up around you. Then the ogres attack. The ogres keep several pets up in this valley. They must feed them by sending prisoners to walk up this path. At least, that's what all the gnawed bones suggest to you. This is fortunate. Some alchemical herbs are growing on the riverbank, just waiting to be picked. This watchpost has been abandoned. It's too remote for the Empire to protect it properly. There are large footprints at the base. Large humanoids have been here recently. You meet a very large and heavily armed patrol of Empire guards. Being out here, so far from any settlement, is a real risk, but they are determined to keep this road open. When they meet you, they greet you and warn you to watch out for Hill Runners. They also mention that there are lots of ogres in the mountains to the west. Then they resume their patrol. This area is infested by a band of ogre bandits. If it weren't for the distraction of the rebels, the Empire would never tolerate something like this. There are about ten of them, and they have a hydra on a chain. The ogres block your path, wave their weapons around, and grin. "You. Humans. Little humans, you pay us. You pay or we eat you and you die!" It stops, struggling to think of a number. "Fifty! Yeah! Fifty coins or you die." You must look rather dangerous to the ogres. If you didn't, they would probably have just killed you. Run Away. Pay them. Kill them. Fortunately, you are on horseback. You easily get away. Sadly, the ogres are faster on their feet than they look. You don't get away. You pay the ogres. All of them, working together, somehow manage to count them. Then, because they don't want to suffer the likely loss of at least a few of their number, they let you go. "You leave our lands, humans," one says as they leave. "We catch you again, you pay again." You don't have 50 coins, so you give the ogres what you do have. Not being very bright, they don't realize that they have been shortchanged. Then, because they don't want to suffer the likely loss of at least a few of their number, they let you go. "You leave our lands, humans," one says as they leave. "We catch you again, you pay again." The ogres had pouches on their belts, bulging with the loot stolen from travelers. You find a healthy pile of coins and barterable goods. // o12Near Selat.txt As you enter the countryside of Morrow's Isle, you idly put your hand in your pocket. You feel something in there you don't recognize. You pull it out. It's a piece of paper. (It is a special item. You can see special items on your party Info screen.) You read it. It says 'The rebellion needs help. We can reward you well. Go to Canizares, in the town of Liam. Say 'Invisible' to him. He will tell you of us. Fight for justice!' The slugs dead, you wade through the acidic goo surrounding their lair, looking for loot. Most of their victims' possessions have either dissolved or sunk into the swampy mire. You do find one interesting thing. It's a halberd, which somehow ended up in the branches of a gnarled tree. It's still in decent condition. The slugs dead, you wade through the acidic goo surrounding their lair, looking for loot. Their victims' possessions have either dissolved or sunk into the swampy mire. In the remote reaches of this grim fen, you find a large depression. You could descend into it, although it would be difficult. Everything is covered with a thin layer of smelly, viscous goo. Leave. Climb down. You turn back. The pit is probably dangerous and definitely disgusting. You climb down into the hollow, the smelly slime working its way into and under your clothes. At the bottom, you find nothing but piles of trash. Broken planks. Pitted, eroding pieces of weapons and armor. And some bones. At first, the huge piles of muck and goo make you think you've just found a large, abandoned trash pit. Then the piles of goo start to move. You find an isolated cluster of farmhouses, surrounded by a low, stone wall. You see some people working in and around it. When they catch sight of you, they shout to each other and huddle together nervously. Some have old, rusty weapons. Leave. Approach and talk to them. As you walk up, two of the farmers, each wielding a rusty broadsword, approach and greet you. In a brief, unhelpful conversation, they convey to you their nervousness with strangers in these troubled times and the perceived extreme danger from rebels. The general idea is that they want you to go away immediately. When it becomes clear there's no help for you here, you depart. OK The bandits are gone. They took the opportunity to flee, and they took their loot with them. The farmhouse has been abandoned. You find an isolated cluster of farmhouses, surrounded by a low, stone wall. You see some people working in and around it. When they catch sight of you, they shout to each other and huddle together nervously. Some have weapons. Leave. Approach and talk to them. As you walk closer, you realize that the number of weapons visible is increasing rapidly. You also notice that these "farmers" are wearing leather jerkins and that what you had thought were hoes are actually spears. You have interrupted a particularly industrious group of brigands ... OK The farmers greet you happily when you return. You make small talk with them, and move on. The brigands slain, you investigate the farmhouses. Fortunately, you arrived in time. You find the residents inside, tightly bound. After freeing them and receiving many heartfelt thanks and some apple pie, you loot the bandits' bodies. They've had a so-so career. You find a fair amount of gold, but their armor and weapons are sub par. Only the mage's robes are of high quality. You help yourselves and, after receiving many hugs and slices of apple pie from the farmers, you depart. OK (You later find that the apple pies are very tasty.) You stumble upon the remains of a small skirmish. The grass has been scorched by fireballs, and broken arrows and reddish brown stains mar the ground. Wandering through these lush, grassy fields, you can't help but notice how rich the land on the island is. The potential wealth here, for someone determined to work it hard, is considerable. You've only seen a small part of Morrow's Isle, but you're starting to see why people are so determined to fight over this place. You hear rustling and clicking in the trees above you. You turn to back away, but giant arachnids lower themselves to the ground all around you, dangling from long silk threads. These are not friendly spiders. They are the hungry variety. OK You search the trees, looking for the spiders' lair, but you don't have any luck. They must have been hunting far from home. There is an Empire patrol on the road. When it sees you, it recognizes you are known troublemakers. They draw their weapons and charge. You meet a patrol of Empire guards. Normally, they would stop and extensively question you, making sure that you aren't bandits or rebels. However, they have heard of you and your mission here. They nod at you and walk by. They don't talk to you. They may be concerned about not letting anyone know that you are Empire agents. There is a band of Empire soldiers manning this guard tower. They are scanning the surrounding countryside for enemies. When they see you, they decide that you are some of the enemies they were sent to find ... There is a band of Empire soldiers manning this guard tower. They are scanning the surrounding countryside for enemies. When you get close, they recognize you and wave you away. They must be under orders to not speak with you. Must be part of the secret nature of your mission. There is a band of Empire soldiers manning this guard tower. They are scanning the surrounding countryside for enemies. When they see you, they decide that you are some of the enemies they were sent to find ... There is a band of Empire soldiers manning this guard tower. They are scanning the surrounding countryside for enemies. When you get close, they recognize you and wave you away. They must be under orders to not speak with you. Must be part of the secret nature of your mission. // o20Northern M.txt A group of seedy types have set up a small camp here, where rogues and vagabonds can come to do things of questionable legality. Adventurers are always welcome in places like this. They gladly welcome you in. There's a wide variety of brigands and rebels inside, drinking and bartering under a temporary truce. Other people are running a small bazaar of goods with mysterious origins. Leave. Do some shopping. Try to get information. Concealed Bazaar The people here are unsavory, but they will gladly sell you the tools of their trade. The people here are willing to trade with you, but being seen talking to you is a different matter entirely. As you wander around trying to strike up conversations, you notice that the areas of the bazaar where you are empty out quickly. Of course, you don't learn a thing. You depart the bazaar. It doesn't appear your departure went unnoticed. A band of brigands watches you carefully as you go. Some brigands watched you when you left the bazaar. They apparently decided that you looked like an easy target. They have set up an ambush for you here. They dispense with the tiresome demands for you to give up all your goods and simply attack you. You are surprised to find what looks like a platoon of Empire soldiers here, guarding this gate. Looking closer, you see that some are Empire defectors, and others are rebels in stolen Empire armor (with insignia removed). Unfortunately, when you reach the gate, the guards tell you that you aren't allowed to pass. You have to turn back. Before you go, one of them mutters, "Go back to Buzzard. People there will help you along." You reach a valley high up in the mountains of Morrow's Isle. The miners that have been burrowing through these mountains haven't quite reached here yet. They're still working on other areas. The valley is quite nice and peaceful. Alpine evergreens grow all around, and bits of snow are visible here and there. No brigands. No signs of battles. It's a nice change of pace. OK. The road abruptly ends here, at a large, abandoned construction site. Lord Volpe was trying to build the foundation for a new town here. However, construction was halted by the beginning of the war with the Hill Runners. Looters have thoughtfully and carefully scavenged everything of value. You find a large tunnel, dug into the grassy dirt with huge claws. You listen at the entrance. It's quiet inside. Leave. Explore inside. Forty feet inside, you find a large, snug dirt cavern. It is the home for some sort of huge lizard. It's claw marks and shed scales are everywhere, and the ceiling is held up by huge logs the creature drug in here. In addition to scales and gnawed bones of the creature's prey, you find its treasure. A lot of coins, and a beautiful steel shield. Nobody is here to prevent a bit of theft. Leave. Take the treasure. You can't carry the shield. You decide to leave the rest of the treasure alone. You help yourself to the shield. You also take the coins, semi-precious stones, and other barterable goods. A nice haul. A huge drake is patrolling this valley. At first, it looks like it is going to approach and peacefully speak with you. Then it gets close and starts to sniff the air. It seems to recognize the smell, and it enrages it. "Thieves! Looters! You saw my hoard, and you will pay!" You meet the drake again. Well, you get close to it. It doesn't want to talk to you. It just continues its hunt. This high, peaceful valley seems to have one occupant. A big one. It's a drake, a magical, fire-breathing lizard. It is twenty feet long, with the appropriate compliment of razor sharp teeth and claws. Fortunately (and strangely),it doesn't attack you. It just stands nearby, peering at you curiously. Flee. Speak with it. Attack. Fortunately, it doesn't follow you. Your assault surprises it, but it doesn't move to flee. Drakes are arrogant creatures, and you don't scare it at all. Surprisingly, the drake is friendly. It only approached because it wanted to talk to you. You soon find that it is hiding from the Empire troops, who are always eager to slay magical creatures. It helps the Hill Runners in return for sanctuary. It asks you for news of events on the island and is especially interested in news of any approaching Empire soldiers. When it learns what it wants to know, it walks away, uninterested in helping you. You are glad that the drake isn't hostile, but these creatures are inherently arrogant. It is very hard to get any meaningful help from them. Move on. // o21Central Mo.txt If it wasn't for your sharp woodsman's senses, you never would have noticed it. There's a wide path heading north into these thick woods, surprisingly well-concealed considering its size. You look for some sort of path or indication of where the giants you were sent to find fled to. You don't find anything. Your tracking skills just aren't good enough. You find an abandoned campsite. Whoever was staying here was huge. The tracks are enormous, and their campfire must have consumed several whole trees. For creatures as large and lumbering as hill giants, this band has grown surprisingly adept at hiding its tracks. You're right on top of them before you realize that you're at their camp. When they see that they have been discovered, they instantly attack. They don't want you to get back to town and send a horde of Empire soldiers after them. OK. You flee the battlefield. As you run, you hear the giants run off in the other direction. Now that they've been discovered, you can bet they'll be much, much better at hiding next time. The pack of giant raiders has been destroyed. You search their camp. It contains oversized, rusty weapons and completely inedible food. You also find a heavy bag of old copper and silver coins, which you take. The bridge is heavily worn. Two ruts have been worn into the stone by the passage of many carts. To the east, you see a thick forest. Wide swaths of wood have been cut from it, and dragged to the south to build the cities there. The guardpost by the bridge is empty, and nobody is traveling the roads. This area is the No Man's Land between the rebels to the northeast and the Empire cities to the south. You stand at the edge of the huge swath of cleared land the town of Fahl cleared out of this forest. You see stumps and trampled undergrowth for miles around, the trees cleared away to build a new city on Morrow's Isle. Yet you can see that all is not well in Fahl. You see that two massive holes have been torn into its walls, and you can't see anyone in town. There are no guards at all. OK. With all their heads, hydras have the keenest sense of smell of any creature in these woods. These hydras knew you were coming long before you were in sight. The huge lizards are guarding a large, crude nest of brush and logs. That is why they didn't try to hunt you down. When you get close, however, the nervous creatures attack instantly. You return to the hydra's nest. There're a number of gold coins, rusted weapons, and a freshly killed deer. In addition, you find a strange blade. It's razor sharp, made of good metal, and curved in a strange wave pattern. There are no eggs, just fragments of shell. They must have all hatched already. You notice that one of the stones on the path is a slightly different color than the others. On a hunch, you turn it over, and find the words "Stone 3" carved on the underside. How odd. You follow this steep road up into the mountains. Supposedly, the Hill Runners and other rebels can mostly be found up here. If that is the case, they aren't guarding the road. You don't see anyone at all. However, as you climb farther up, you start to suspect that you are being watched. It's too quiet, and there are too many ledges above you. It's probably not paranoia. You doubt anyone moves into these mountains without being instantly spotted. You have definitely been watched as you climbed. A band of rebels shows itself on the ledges above the path. Some have bows and arrows, others crossbows. Others with long poles stand ready to roll rocks down onto you. One of them shouts, "We don't know if you're friend or foe, but you aren't allowed to be here. Turn back, adventurer." Turn back. Keep climbing. Rebuffed, you turn back. These mountains really are a rebel stronghold. The Hill Runners didn't kill you instantly, which is a good sign, but they don't trust you enough to let you near their stronghold. The rebels weren't making idle threats. They let their arrows fly. After taking a fair amount of damage, you realize that the approach is futile, and turn back. Instant death seems a bad option. You turn and flee. These mountains really are a rebel stronghold. The Hill Runners didn't kill you instantly, which is a good sign, but they don't trust you enough to let you near their stronghold. You meet a patrol of heavily armed Empire soldiers. Unfortunately, this band is kept well-informed on the events of the Empire. In particular, they know that there is a death sentence on your head. They attack instantly. You meet a patrol of heavily armed Empire soldiers. They nod at you and keep moving. They don't want to hurt your cover by being seen talking to you. You meet a large patrol of heavily armed Empire soldiers. This band is kept well-informed on the events of the Empire. They know exactly who you are. They walk past you, barely looking at you. Then the captain slips back to speak with you. "You folks ought to be careful in this area," she says. "Northeast of here, it's Hill Runner lands. The mountains are too rough and there are too many. They're lethal, and their defenses are too much. We can't get up there." "You'll have to do a lot of convincing to get them to let you up there. Good luck. I shouldn't be seen talking to you. Their spies are everywhere." She leaves quickly, running to catch up with her patrol. The soldiers must be here to keep the rebels bottled up in their mountain hiding places. Move on. You approach the gate of this long fortification. It is well-guarded by rebels with crossbows and halberds. Between the fanatical guards and the rough terrain, you can see why the Empire troops don't go up here. The grim, battle-scarred veterans at the gate expected your arrival. They let you through immediately, barely giving you a look. You enter the lands of the Hill Runners for the first time. OK // o22Southern M.txt Although much of Morrow's Isle seems to be run feudally, these farmers, at least, own their own farms. They're arranged in neat, tight clusters and run by determined, lightly-armed farmers. The farmers don't seem pleased to see you. Leave. Approach and talk to them. News of your actions has gotten around. When you get close, the farmers draw their weapons, prepared to make a desperate, doomed effort to protect their homes. You leave them alone. There is nothing to be gained here. Since you seem well-armed but not inclined to attack them, they are willing to make a little small talk with you. You trade a little news about happenings on the island and the mainland, but the farmers clearly wish you would just go away. Since there is nothing to be gained here, you depart. Although much of Morrow's Isle seems to be run feudally, these farmers, at least, own their own farms. They're arranged in neat, tight clusters and run by determined, lightly-armed farmers. When you get close, several of the farmers come to the low stone walls and watch you nervously. At least they aren't attacking. Leave. Approach and talk to them. News of your actions has gotten around. When you get close, the farmers draw their weapons, prepared to make a desperate, doomed effort to protect their homes. You leave them alone. There is nothing to be gained here. The farmers here recognize you, and wave. They don't want to talk, however, and don't bring you pie. Oh well. You approach carefully, weapons sheathed and hands out. After a few minutes of whispered discussion, one of the farmers comes out to see you. He has a sword in one hand and a pie in the other. When you don't attack, he puts the sword away, and you can settle down to talk and eat. He introduces himself. "I'm Charmo, head of this homestead." "My apologies for the cold welcome. In these days of the rebels, the hospitality of these parts has suffered of late. Can't blame us, though, considering what happened in Fahl." You ask about it. "It was just a peaceful logging village, up in the forests to the north. Those damned rebels, those Hill Runners, they leveled the place. Killed everyone. Burned the place to the ground. No survivors." "Anyone who could do something like that isn't human. Nobody here wants to be the next. That's for sure." He stands. "Well, sorry to be so short, but we have crops that need tending." You thank him for the snack and depart. OK The clusters of farmhouses in these parts are newer than elsewhere, only built a few years before. Farmers work hard among their neat rows. When you get close, all work stops. The people watch your approach nervously. Leave. Approach and talk to them. When you get close, the farmers struggle to decide between giving in to their natural hospitality and using their caution and common sense. Caution wins. Before you get close, they shout out that perhaps everyone would happier if you just turned back. Since there's not much else for you to do here, you leave. News of your actions has gotten around. When you get close, the farmers draw their weapons, prepared to make a desperate, doomed effort to protect their homes. These normally friendly farmers are ready to die to keep you away. Seeing that there is nothing to be gained here, you back off. The clusters of farmhouses in these parts are newer than elsewhere, only built a few years before. Farmers work hard among their neat rows. When you get close, all work stops. The people watch your approach nervously. Leave. Approach and talk to them When the farmers see that you're adventurers, they launch into a spirited debate. You hear the arguments going on for several minutes. Finally, one of them, a middle-aged woman, walks briskly out to greet you. She has the sort of angry confidence that is necessary to live in a violent place like this. She sees that you are an adventurer, and she naturally assumes you have come to help her out personally. "I'm Bella," she says quickly. "The others don't approve of this, but hell with them. This is important. They're worried about rebels, but we have a worse problem. Our farms have been raided by hill giants lately." "That's right. Hill giants. They aren't all dead. There's a band of them in the forest to the north, and we can pay well anyone who wipes them out. They live at the south end of the woods, at a path with two boulders by it." "Kill them and return, and we'll pay you. Now I have to return. Sorry I can't offer some pie. Bye." She walks back the way she came. OK Bella comes out and speaks with you, ready to hear that the giants that have been bothering her are no more. When she finds out you haven't killed the giants, she is annoyed. The conversation comes to an abrupt end. You start to return to the farm with news of your victory, but you realize that you can't carry any reward they might give you. You turn back. You return to the farms, bringing news of your victory against the giants. Their worries about you gone, they invite you in for a traditional, hearty welcome dinner, complete with folk songs and homemade pies. At the end of the meal, after all the speeches of gratitude, Bella brings you a bag of coins and a reward: a beautiful silver ring. "This heirloom has been in my family for many years." "It hurts to give it away, but that pain is nothing compared to that I felt when the giants burnt down our last farm. Thank you for your help, and good luck to you in your adventures." After they weigh you down with leftovers, you depart. They wave to you until you're out of sight. OK You return to the farm you helped. Bella is happy to see you and comes out to speak with you for a while. Eventually, she offers you some pie and returns to her work. You reach the end of the path Bella described to you, and, indeed, you find a place which was, up until recently, settled by giants. The flattened earth and toppled trees are evidence enough of that. However, the tribe has packed up and moved on to somewhere else. The massive tracks lead off to the north. There are a bunch of mushrooms growing under these bushes. You don't recognize the variety, though, so you leave them alone. At the end of the path, you find a patch of toadstools. It's a useful alchemical ingredient. This man was piloting his raft down this river. Then, for some reason, he capsized. You find his body surrounded by the logs that made up his raft. His neck was broken. Some of the goods he was carrying are scattered along the shore, partially covered with the tattered remains of their wrappings. He was carrying arrows and bolts, all of them missing any sort of Empire duty seal. This man must have been a weapons smuggler. The river saved the Empire the job of hunting him down. Do you take some of the missiles before you move on? This Empire patrol recognizes you immediately. Knowing how strong you are, they want to flee. However, they are loyal, well-trained Empire soldiers. They will fight the enemy, even if they are outclassed ... You encounter an Empire guard patrol. Out here, in the more remote areas, the guards are much more anxious. They also don't recognize you. They draw their weapons. Their captain says, "All right, you! We have some questions to ask you!" Run. Attack. Answer their questions. Your flight confirms all of their fears. You are able to easily outpace them, but you know that, if the guards around here spot you again, you will have a real problem. You are subjected to a brief, rude, humiliating questioning by the Empire soldiers. Since you don't know how secret your mission here is, you don't answer many of their questions. They don't recognize you at first. Then, after a few minutes, one of the soldiers pulls his captain aside. There is a whispered conversation, in which the only word you can make out is "Willow". Then the captain returns. "All right. You can go. But you better stay clean, or we'll take care of you fast enough!" You hold your tongue and move on. You wonder how the local villagers feel about this treatment by the Empire. When these merchants see you, they flee immediately. You meet a small, well-guarded band of merchants, who have taken on the risky job of trading with all of the isolated farms in this area. The head merchant eyes you carefully when she sees you. Her desire for business outweighs her caution. She approaches and asks if you would like to buy some supplies. Leave. Shop. Traveling Merchants This small caravan mainly deals in farming supplies. Some of the tools and other items, however, are of interest to you. // o30Stalker s .txt Someone shouts to you from a ledge above. "Keep going! You're almost to someone who can help you along!" You look up, but can't see who yelled it. You finally reach the highest valley in the mountains of Morrow's Isle. Stalker's rebel army is camped up here, waiting to strike. It's surprisingly unimpressive. You see six bonfires, each with 50 or so people camped around it. They're mostly hill folk, rough and crude, with a few mages and Empire defectors thrown in. This is the lot that's held off the Empire, in all its might? Apparently so. Stalker's stealth and viciousness, combined with the cunning of his troops and the defendability of these hills, have enabled him to succeed where so many others have failed. And you're about to meet him. To the east you see a massive fort, built into the mountain slope. Stalker's fortress awaits. OK. Stalker's army spends its time living in small huts, each set circled around a large bonfire. Dead goats and casks of ale are always handy. His troops are clearly a rowdy lot. They're also friendly, and they've heard of you. When they see you, they invite you in to eat and drink with them. Leave them alone. Accept the offer. Stalker's men are friendly, but they can be quick to take offense. When you refuse their hospitality, they are clearly offended and walk away. They don't even bother to say goodbye. The rebels welcome you in and, with many hearty slaps on the back, serve you up huge, steaming chunks of roast goat and mugs of ale. They have all sorts of stories of adventure for you, and want to hear your stories as well. As you drink with them, you start to notice something unsettling. These folks seem friendly enough, but their stories are horrifying. Sometimes they tell tales of woe, stories of hunger, loss, and cruel punishments handed out by Lord Volpe's men. And sometimes they tell of their own victories, bloody ruthless strikes, burned villages. They're cheery, and your deeds have impressed them. But you detect a subtle undercurrent of barely controlled, psychotic violence, always under the surface, always ready to tear loose, to hunt for vengeance. There can't be more than 500 men and women camped in this valley. But they're the most terrifying people you've ever met. When the time comes and the feast ends, you're more than ready to move on. OK. You have another hearty meal with Stalker's men, with plenty of ale to chase it down. The food is still good, and the people are still terrifying. Suddenly, rebel troops are everywhere! They're jumping out of holes in the ground, running down the mountain side, and charging towards you from the hills ahead. Their weapons aren't out, but they don't look friendly either. When they get close, you see that there actually aren't many of them. Only about 20. Not a large group. You're nervous at first, until you see that they are led by O'Grady, the man who sent you on your deadly mission to Zaskiva. Your relief at seeing a familiar face is short-lived. He looks at you with disgust, even loathing. The other Hill Runners look no friendlier. O'Grady says, "Stalker has given orders. You are to be welcomed into our ranks and given a high position. Higher even than me! I am not fooled, though. I know the Empire contacted you! I know you were brought here to finish us off." "Surrender now, and we will take you to a ship and send you away from here. Do not surrender, and you will die." The rebels put their hands on their blades. They are serious. Refuse to surrender. Surrender and drop your weapons. Attack. You give up your weapons, and the Hill Runners bind you, make sure you're helpless, and drag you into the hills. Once there, they stab you in the heart and dump your body into a gully. O'Grady said that he believed you are Empire spies. Alas, the Hill Runners only have one treatment for spies. "Fine!" O' Grady yells. "We'll do this the hard way!" The rebels scream their battle cries and charge. You search O' Grady's body. You find a scroll, signed by Stalker, saying that you are to be found and escorted safely to his fortress. It would seem O' Grady decided to take some liberties in following these orders. You are finally near the highest point of these mountains. At the top of the path, you can see a large cave. Guards stand around the tunnel. You may have finally reached the hidden entrance to Stalker's fortress. Between you and the fortress, you can see a large contingent of Hill Runners, waiting for you. A very large band. At least a hundred people. Leave. Approach them. You decide not to meet with them quite yet. You back away. At first, you're relieved to see that the troops are led by O'Grady, the man who sent you on your mission to Zaskiva. Then you see the look on his face. His predatory scowl lets you know that he is not here to help you. The rebels move forward, drawing their weapons. O'Grady says, "It's no hope. Don't bother to fight. We know you have been going to Willow. We know you're working for Jaen. Your refusal to fight Empire troops made us sure." "We're going to take you to Stalker, but I don't think you will enjoy it. You have no choice. Surrender. Now." There are about 100 Hill Runners here, and more running from the fortress ahead. Even you would have difficulty when opposed by such forces. Do you surrender? Yes. No. O'Grady looks relieved that you've decided to fight. He shouts the order and leads the charge. You manage to kill many of them, including O' Grady, but a hail of arrows shreds you. Tough luck. O'Grady looks disappointed. He wanted a fight. Still, he steps out of your way, and points to the cavern ahead. "Move on. The soldiers there will take you to your cell, where Stalker will come and see you." O'Grady and his mass of troops are still here, waiting for you to enter the fortress. It is some small measure of how seriously the rebels take you that they would leave a hundred people here to guard you. They keep you from moving further south. You reach the shores of a beautiful mountain lake. The waters are clear and blue, and the sunlight reflects off it so brightly it almost blinds you. It would be beautiful here, were it not for the scattering of skeletons on the shore, covered with scraps of armor. Skulls on poles watch the scene. Several Empire soldiers were executed here, and the remains were left as a grisly trophy. Or reminder. The boat at the end of the dock is not a complicated affair. It's a longboat, designed for easy rowing by a small crew. It will be more than enough to safely get you back to the mainland. Are you ready to leave Morrow's Isle? No Yes As you sail away from Morrow's Isle, you look back one last time. You had arrived expecting a noble battle against a band of brigands. You got a civil war. You expected heroics. You got treachery and deceit. And you expected good and evil, and you found desperate people, brutally tearing each other apart. It is only a small rebellion. For now. Should the hatred and fury compressed into this small island burst forth, it could disease the continent of Valorim, and beyond. But for now, you breathe a deep sigh of relief. It's over. You've escaped. After all, sometimes you can't win, and you can't break even. Sometimes, all you can do is get out of the game. THE END OK You flee and run back down the valley. Unfortunately, the rebels know these hills much better than you do. They outrun you easily and set up an ambush on the ledges above you. Between the falling boulders and the hail of arrows and spells, you do not survive. The small force of guards in this tower waves you past. // o31Eastern Mo.txt You are surprised to find what looks like a platoon of Empire soldiers here, guarding this gate. Looking closer, you see that some are Empire defectors, and others are rebels in stolen Empire armor (with insignia removed). Unfortunately, when you reach the gate, the guards tell you that you aren't allowed to pass. You have to turn back. Before you go, one of them mutters, "Go back to Buzzard. People there will help you along." You find an abandoned mine. Well, maybe not totally abandoned. There's a crude painted sign placed just outside the entrance: "Haunted Mine. Keep out!" Of course, the sign probably isn't serious. You suspect that someone is just trying to keep claim jumpers away. There's probably plenty of silver inside. Leave. Enter and explore. How about that? The sign outside was, in fact, perfectly sincere. Before you get in far, spirits coalesce out of the walls. They seem to be intent on eating your life. The spirits dead, you search the mine. It was pretty played out. That's why it was so easily abandoned to the ghosts. You do find a bar of silver though, and some nuggets and crystals as well. This stuff will be easy to barter. It was almost completely overgrown with moss and placed several feet off the path. Fortunately, by this time, you know what to look for. You notice a large rock, slightly larger and darker than those around it. You scrape off the moss and find the words "Final Stone" carved into the stone underneath. You turn over the stone and find a gold ring. You pocket it. You'll probably never know who placed these stones or why, but you might as well profit from it. You find a ring here, but you don't have the space in your inventory to pick it up. As you wander up this path, wondering if you're heading the right direction to reach Stalker's fort, someone on a ledge above you shouts, "Keep going north! We'll direct you from there!" This beach is guarded. Not by humans, but by a monster placed here. It eats the local wildlife, suns itself, flails around, and gets irritated by anything walking in its territory. You reach one of many productive mines in these mountains. Tired, dirty miners, guarded by Hill Runner soldiers, work the tunnels for valuable ores to be smelted and taken down to Buzzard. Being adventurers, deep, dark tunnels don't have much appeal to you unless they contain monsters and treasure in well-organized, easily taken piles. You depart. OK. This low stone building belches smoke into the air. Mounds of ore have been left outside, waiting to be hauled in and processed. Sweaty guards and soldiers are hard at work, keeping this smelter running. A merchant has set up a table nearby. Iron bars and other supplies are produced here at a decent rate. The merchant sells them to caravans to be transported to the rest of Valorim. You are welcome to trade too, if you so choose. Leave peacefully. Shop. Hill Runner Iron Works This is where the Hill Runners (and a large portion of this area of Valorim) get their raw iron from. Ahead of you, you can see the entrances to several mines. Many have been played out and boarded up. Some are still active. The path has been heavily used, and tailings are piled everywhere. This looks like an area rich in ore. No wonder the Empire wants it. There is a small, stone bridge up here, built over a narrow section of the river. You cross it with care, as the water pounds over the rapids not far below you. // o32Swampy Are.txt When you get close to the hut, it wavers and fades away again. Way out here, deep in this marsh, you find a small, sod hut. A thin wisp of smoke rises from its chimney. It's surrounded by herb gardens on all sides. The door is closed, but you could knock on it. Leave. Knock on the door. You approach the hut. When you reach the door, you don't even have time to knock. The door flies open, and a withered, scowling crone peers out at you. She's ancient and twisted, and looks very dangerous. Run away! Attack her. Greet her. You pull out your swords. She jumps back, startled. As you start to enter her hut, she mutters a brief incantation. The hut shimmers around you, and disappears. As you stand alone in the fen, you hear a harsh, screeching voice coming from somewhere nearby: "You'll pay for your rudeness, children!" Oh well. Her herb garden stayed behind. You're able to pick some useful alchemical ingredients. You return to Fallatina's hut. She smiles strangely when she sees you. "Ah. Back, I see. Back to the muck and the mire." "Are you lost? Confused? Wounded and weak? Would you like some of my concoctions to ease your suffering?" When she sees that you don't intend to be rude, she smiles. Her teeth are a charming green color. She says, "Come in, my children! Come in! It is so rare I have someone to share my skills with." She sees your hesitance at entering her hovel, and shrugs. "Oh well. Just as easy out here. I'm known as Fallatina, or I was, before I came out here to spend time with my cauldron and my herbs." "Oh, the wonderful potions I can make! And I will share them with you, if you pay the price. Will you?" Decline. Buy potions. Fallatina's Potions Fallatina brings out a large basket filled with all manner of potion bottles. You respectfully decline. The witch shakes her head. "Ah, children, you do not know when you have had a generous offer made. Oh, well. I don't plan to go anywhere. Come back any time." She withdraws into her hut, and slams the door. You search the cave. You find the gnawed bones of a wide array of unfortunate mammals. One of them was a traveling merchant, hauling goods back from somewhere in the swamp. His haversack is on the floor nearby. In it, you find several flasks that survived their rough treatment. You take them. You search the cave. You find the gnawed bones of a wide array of unfortunate mammals. Unfortunately, there is none of the treasure you have grown so attached to discovering. Deep in the swamp, you find a deep, dank cave, almost overgrown with roots and reeds. There are large lizard tracks and gnawed bones everywhere, and the area stinks of reptilian malice. Leave. Enter the cave. Sure enough, inside the cavern, you find one of the many predatory, unfriendly denizens of the swamp. Its many heads growl hungrily, and it lumbers towards you. You search the cave. You find the gnawed bones of a wide array of unfortunate mammals. Unfortunately, there is none of the treasure you have grown so attached to discovering. Deep in the swamp, you find a deep, dank cave, almost overgrown with roots and reeds. There are large lizard tracks and gnawed bones everywhere, and the area stinks of reptilian malice. Leave. Enter the cave. Sure enough, inside the cavern, you find one of the many predatory, unfriendly denizens of the swamp. Its many heads growl hungrily, and it lumbers towards you. As you walk through the trees, you suddenly stub your toe. Looking down, you see a stone slab, partially concealed by brush. Clearing away the brush, you see that the stone reads "First Stone." Odd. You have stumbled upon a group of strange creatures, dwellers in this swamp. You can't tell whether they are animals, plants, or a mix of both. They have a humanoid shape, however, and they are walking. They have two arms and, at the end of each, there are many long green strands, covered with barbs. They are dragging the ropy, green appendages through the muck, snaring all sort of small things that might work as food. When they see you, they communicate to each other, using a high, shrill voice. Then they turn and start to slowly work their way away from you. Let them go. Talk to them. Kill them. It doesn't do any good. Even if they did linger so that you could talk to them, their shrill alien speech is completely incomprehensible. Your violent work done, you inspect the bodies of the swamp folk. They had some interesting green fungus caught in the spiny extensions of their arms. // patrolguard.txt shouts an alarm! has spotted you. Talking: It doesn't respond. // sanctitem.txt // spawner.txt summons aid! // specobj.txt You can't do anything with this anymore. // stealth.txt Letter of Introduction This is a Letter Of Introduction to present when meeting your first contact on Morrow's Isle, a man named Vonnegut. He will be found in the Sea Wurm Inn in Selathni. Contact Note You found this note in your pocket. Someone must have slipped it in there. It says that, to contact the rebels, you must find someone named Canizares in the town of Liam, and say 'Invisible' to him. Empire Papers You found these papers deep in the ruined Empire fort. They look like accounts of troop movements and records of past actions. This is probably what the Hill Runners wanted. O' Grady Scroll Canizares gave you this scroll. It tells you to go find O' Grady in a town called Muck, and ask him about the 'rebellion.' He'll help you. Oak Box This is a heavy, polished oak box. It's pretty bulky. You haven't opened it. Brass Key You found this key in a linen chest in Liam. Sewer Key 1 You found this tarnished copper key in the sewers under Zaskiva. Sewer Key 2 You found this tarnished copper key in the sewers under Zaskiva. Sewer Key 3 You found this tarnished copper key in the sewers under Zaskiva. Letter for Zulli Madeleine in Willow gave you this letter to deliver to Zulli in Zaskiva. Slime Key 1 You found this key on a dead mage in the rebel's slime laboratory. Slime Key 2 You found this key on a dead mage in the rebel's slime laboratory. Small Oak Box This is a smaller version of the explosive boxes the rebels used to destroy Lord Volpe's palace. Pulling a rope on the side causes the box to explode. You aren't sure how long you have to get away. Dock Key This is a delicate silver key, which has the word 'Dock' etched on its side. Jaen's Key You found this key near Jaen's freshly dead body. Bearden's Papers You found these business papers in the ruins of Fahl. You don't know what they are for, though. Lucky Tongs The blacksmith in Zaskiva is named Eric. He is unpleasant. Some bandits stole his lucky tongs, and he seems to want them back. Steel Key You found this large, worn steel key in the hidden Empire outpost. Kill Hill Giants Farmers near Liam have asked you to wipe out the hill giants at the south end of the woods north of Liam, at a path with two boulders by it. They promised a large reward if you suceed. Deliver Letter Madeleine of Willow asked you to deliver a letter to Zulli, up in Zaskiva. Retrieve Empire Papers Canizares of Liam, said to search the abandoned Empire fort northwest of Selathni for some Empire papers, and put them in the large crack of the floor in the southwest storage shed in Selathni. Collect Geodes Kim, the sage, in Liam asked if you could collect geodes for her. They are located in the swamp to the east of Liam. She promised to pay 50 coins each. Box To Zaskiva O' Grady in Muck told you to get a box from Elinor in Selathni (the password is 'sainthood'), then take it to Zaskiva and place it behind a marble statue. Kill Jaen Stalker has instructed you to kill Jaen as your final mission for the rebellion. His fortress is located north of Liam. Kill Stalker Jaen has instructed you to kill Stalker. Only then will he help you off the island and reward you. Recover Bearden's Papers Bearden is a perpetually drunk merchant in Selathni. He asked you to go to the town of Fahl to find some papers left in the ruins of his home. Contact Vonnegut Once you land on Morrow's Isle, you are supposed to meet with Vonnegut and get your instructions. He is in the inn on the docks of Selathni. Contact Jaen Jaen is the leader of the Empire forces on Morrow's Isle. He lives in some secret tunnels under the village of Willow. You need to find him. Kill Akashii Some soldiers in the southwestern corner of Morrow's Isle asked you to kill the leader of a nearby ogre pack. Its name is Akashii. Meet Canizares The first step in your mission is to contact Canizares, in the town of Liam. He is an agent for the Hill Runners, and he wants to recruit you. Meet O'Grady The second step in your mission is to contact O'Grady, in the town of Muck. He will tell you what to do next. Find Chelsea. Lord Brosterman, who is hiding in Muck, wanted to know what happened to a peasant he knew in Willow. Her name is Chelsea. Hunt Hydras. Jenette, administrator of Muck, will reward you if you can track down and eliminate enough of the hydras in the swamps around the town. Find Luna. You found a note in the abandoned outpost by the Zaskiva sewers. It told you to go to the city of Buzzard (in the northeast mountains) and find someone named Luna. Hidden Empire Fort. You met an "Information Gatherer" named Machrone in Buzzard. He will pay you a fee if you can tell him where a hidden Empire fort is. It's to the southeast. Kill Empire Soldiers. Stalker told you to locate a hidden Empire outpost southeast of Buzzard and kill all the soldiers in it. Of course, you may not want to do this. You'll have to check in under Willow. Find Tongs An unpleasant blacksmith named Eric in Zaskiva is missing his lucky tongs. The witch's curse suddenly falls full force upon you. Your mind gets foggy and your skin begins to burn at the same time. You try everything to get it open: force, lockpicks, even greater force, spells, even hitting it with a hammer. Nothing works. It stays stubbornly closed. When you reach a place where this item can be used, you will be asked if you want to use it. You step on one of Jaen's specially designed runes, placed here to help defend his fortress in case of just this sort of emergency. Either the world has just sped up, or you've slowed down. Either way, it's bad. A magical rune slows you down. This is a rough map of Morrow's Isle. It is a few years old. // stealthdata.txt Floor With a Crack Locker Cage Grave Keg Magical Mine disarmmine Large Mine Destroyed Mine Swamp Folk Swamp Shaman Stalker Jaen Spiny Swamp Folk Slime Pool Pillar of Slime Apple Pie Apple Pie Quickload Crossbow Spear of Deflection Leaden Cloak Fine Leather Pants Fanatic's Symbol Prismatic Charm Book Morrow's Isle Map Geode Lucky Tongs Herbs Soporific Herbs Potion Soporific Brew Pulsing Gem Heart of the Pillar // t0donnaud.txt Donnaud I need work. Bah. I'm hungry. Curse those Hill Runners. You notice that someone starts to follow you at a distance. // t0Willow.txt Forbes Chelsea Aboro Welde Madeleine So much to plan. Lazy peasants. Curse those rebels. Cough. They won't break me. They'll all pay soon enough. Swish! Stab! Take that, rebel! Greetings. Stay out of my back room, please. Stay alert. They could come from anywhere. Donnaud looks over at you. "I see we're back at Willow. Do you want me to stay here?" Stay with me. Stay here for now. You arrive at the sleepy farming village of Willow. Actually, sleepy isn't the right way to put it. Exhausted seems a much better word. Tired serfs mechanically farm rows of rich crops, as guards watch them carefully. After the richness of Selathni, Willow comes as a bit of a shock. Most of the people here are hungry and beaten down. This bookshelf is filled with ledgers and notebooks, detailing the success of the crops in Willow. You notice that most of the food produced here is shipped off to Selathni for export. Among the books of records on these shelves, you find an intriguing journal: "Discipline Records." It describes the many serfs who have done time in the "Discipline Cells," and the crimes that landed them there. The most common crimes are poaching, hoarding food, and "Being difficult." The stays tend to be 3 to 5 days long. This book is quite thick and impressive. Each page is thick, high quality vellum, carefully and skillfully illuminated. Leave it alone. Read it. You start to flip through the book. It contains maps and lists of names. It seems to be a record of something on this island. Then you flip a page, and trigger a trap. The book explodes. You are engulfed in a cloud of flame and burnt vellum. Welde shouts, "What are you doing? Thieves! Thieves!" As you enter the peasant barracks, you are assaulted by the twin sour smells of sweat and fatigue. Most families laboring under a lord are at least afforded a hut to call their own. Most of the workers of Willow are instead billeted in these cramped barracks. You can only hope they are given better accommodations soon. This is where the peasants work hard to grind the grain produced here by hahe peasants work hard to grind the grain proe are, you suspect that much of the food is shipped away. She removes a thick sheaf of papers from her leather jerkin. They're wrapped in leather, tied with twine, and sealed with wax. You won't need to be too careful about taking care of them. "Take these papers to Zulli in Zaskiva. I'm sure he'll give you a reward." She gives you a quick hug. "And thank you!" "Have you delivered my letters yet?" You answer in the negative. "Please try! It is so important I get a message to him before something terrible happens with the rebels." This is a small, neat graveyard. Of course, most of the peasants here aren't buried with such honor. This place seems to be dedicated to those killed by the Hill Runners. You notice something unusual about the rear corner of this building. There is a rectangular crack in the wall, about the size and shape of a small door. // t0Willowdlg.txt Forbes The administrator for this town seems very glad to see you. He makes sure to stand and shake your hand, flashing his friendliest and most political smile. "I am Administrator Forbes." He flashes the smile again. "Nice to see adventurers here. After the problems with the crops, it is good to see some evidence of law and order. How can I help you?" Forbes continues to smile, but he also watches you carefully. He knows that adventurers can be unpredictable. "How else can I help?" Exactly what are you administering? He emits a precise, practiced sigh. "Just the standard turmoil. Running a productive village isn't quite what it used to be." What sort of problems are you having? "Well, you know. The Hill Runners have to be watched for. They keep sending their little raids. And, of course, the peasants have been very surly as of late." What can you tell me about the Hill Runners? "They aren't my problem, of course. I just need to produce the crops and keep the serfs in line." "After what happened in Zaskiva, we know that they are a far worse problem than we expected. We have to start killing until we manage to get the ones responsible." How have the crops been this season? He smiles. "Ah, yes. This land is incredibly rich. The wealth we're pulling out of here could be truly remarkable, if it weren't for the ungrateful peasants and the rebel raids. Lord Volpe's promises were not empty." Who is Lord Volpe? "Our enlightened lord to the northwest, who brought me and many others here to administrate this island and bring its true wealth forward." He looks grim. "Our late, lamented lord, who brought me and many others here to administrate this island and bring its true wealth forward." What have the peasants been doing? "Little things here and there. Unproductive, rude gestures. It is difficult, I'm afraid. Feudal states are hard to run properly in this day and age. Fortunately, now that Chelsea is in the cells, things are much calmer." Who is Chelsea? He considers telling you about it, and then thinks better of it. "Oh, you know. Sometimes people are rebellious. Nothing that you need concern yourselves with." "Please stay away from the cells, by the way. You are not cleared for them." What do you know of the Hill Runners? He flashes you a conspiratorial wink. "Well, those problems are being taken care of, now, aren't they?" I thought feudal states no longer existed. "Well, as I'm sure you know, most of the Empire is run on a more modern, free sort of basis. In most places, the feudal state has gone the way of the Nephilim. However, in some wilder areas, it needs to be maintained." Are there any Nephilim left? "Don't worry. Most of the Nephilim in Valorim were killed long ago. Good riddance, I say!" So this isle is one of those wilder areas? "Yes. That was what Lord Volpe said about Morrow's Isle, at any rate." He thinks. "Of course, I'm sure you don't want to be concerned with local politics." He winks. "I'm sure you have much you need to be doing." I'm looking for someone named Vonnegut. Forbes sighs. Then he leans close to you and begins to whisper. "You will need to be a bit more discrete than that. Go back to Selathni. You will find Vonnegut drinking in one of the bars there." I need to find some tunnel under Willow. Forbes looks alarmed and annoyed. He leans close to you and whispers quickly. "You must be a bit more discrete than that! Go poke around the houses in the southwest corner. And be more careful!" Are you looking for someone to perform any missions? "Yes. And you are already doing it. Just continue with your current orders, and I couldn't be happier." I noticed that the peasants here look very hungry. Forbes looks confused by the question. "Do they? Well, I am not sure. Perhaps they are not producing enough food, not enough to become wealthy and satisfy the Empire's taxes at the same time. They seem a rude and surly lot." They should probably work harder then. The Empire knows what is best. "Of course. But that is not your concern. You are here about the rebels, not politics." Perhaps they are being taxed too harshly. Forbes frowns. "That is not your concern. You are here about the rebels, not politics. If you feel any need to criticize the Empire in the future, please do it far from me, so I am not at risk for being struck by the missiles." (Stay silent.) Forbes continues to smile. Chelsea This woman has spent quite some time at the hard end of Empire justice. She is thin and haggard, her clothes are torn, and it looks like she's been in this cell for weeks at least. She seems pleased to see that you aren't Empire soldiers. She stands for a moment. Her voice is thin and raspy. "I'm called Chelsea. Welcome to my cell." Then she slumps back onto the floor. Chelsea looks up at you. Though she is weak and hungry, you can see that the Empire still has a long way to go before they break her. Why have you been locked up? "I'm being held here for speaking out against that idiot Forbes. And I'm nowhere near ready to surrender either!" Do you ever plan to surrender? "No sir! I've been here for months already. I can be here for months more!" Tell me why you hate Forbes? "Our noble administrator!" She spits. "Him and Lord Volpe, they're robbing us blind, and I'm not gonna' be quiet!" Is that why you are imprisoned, to keep you quiet? "They want me to be quiet, but I won't!" Forbes certainly doesn't sound very noble. "He and Lord Volpe! They're robbing us blind, and I won't be quiet! None of the problems would still be here if Master Brosterman was around." What do you know of Lord Volpe? "Not sure what happened with that corrupt old lizard, but he's at the heart of the stealing from us!" "Heard the guards say he's dead. Good riddance." Who was Master Brosterman? "He was the Lord here before Volpe shoved him out. He was good and kind. He'd promised to give us land and make us not serfs, but Volpe wouldn't have none of that. And Brosterman wouldn't have stolen our food!" Your food is stolen? "Once, if we made good harvests, we'd get a share and eat good for a while. Now, we're just given enough to live, and the rest gets taken away." Who is the food given to? "I don't know where it gets taken or why. All I know is it doesn't end up in my boys' bellies." Do you need any help? "I do. But I won't take it. If Forbes sees I'm getting helped, there'll be real problems." What do you mean? "I can beat Forbes as it is. But if I get freed or helped, he might turn and go after my boys. I can't have that. I will fight him on my own." Do you know anything about the Hill Runners? "No. And if I did, I wouldn't say. My interest is in my folk here." I have met Brosterman. He was wondering what happened to you. "Ahhh. Glad to here he is doing well. Or at least still going. Tell him where I am. And tell him I still have my pride." Aboro This boy looks to be only seven or eight, which explains why he isn't working in the fields yet. He's holding a crude wooden sword, and was swinging it at invisible enemies. Not surprisingly, your genuine weapon and armor fascinate him. "I'm Aboro." Many children in these boring little villages are fascinated by adventurers. Aboro is no exception. He stares at you, fascinated. What are you doing? He barely seems to hear the question. "Oh, nothin'. Is that a real weapon? Can I touch it?" Yes, you can touch it. His eyes get very wide. "Can I? Can I?" He walks shyly up and touches the hilt of one of your blades. "Wow!" He holds up his wooden sword. "This one isn't good enough." What would you do with a real sword? "I'm gonna' learn to use it good, and go out and fight rebels!" Why do you want to fight the rebels? "I have to. They killed my folks." His says this so calmly and simply that at first you think he's just play-acting. Then you see the icy look in his eyes, so out of place in one so young. I'm sorry to hear that. "Yep, me too. My folks said some other people were helping the rebels, and they got hauled away. Then one night some rebels came and killed my folks for it. I fled." And you want revenge. He looks upset about this. " Yes! I was scared then. I let them go, and didn't help or nothin'." He waves his sword. "I'll get 'em, though! You bet on it!" Listening to the terrifyingly calm young voice, you have little trouble believing him. He takes one more envious look at your blade, and he returns to his playing. His very purposeful playing. No. You shouldn't play with real weapons. He frowns and starts to back away. "Well, I'll have my own real one soon enough. And I'll use it too! See if I don't!" And then he runs away. Who looks after you? "The other villagers. We have to look out for each other. Nobody else will. That was what Chelsea said. Then they took her away." Welde The town mage sits here, hands folded in her lap, waiting to help you. You would have thought that Willow is far too small a village to have its own mage. "I am Welde. Greetings." She seems eager to meet and talk to someone who has been traveling. At the same time, she seems worried about you and what you might do. Welde chats happily with you, eager for interesting conversation about events happening in the larger world. What services do you provide here? "My main task is providing magical assistance to the village. Of course, for the few adventurers who come through, I can give other sorts of help." What specific assistance do you give? "Destroying pests. Thawing frozen earth. Defense from brigands. Simple stuff, reassuring when you consider how complicated things have been lately." The situation on this island is complex. She smiles nervously. "I have nothing to do with politics. Nothing whatsoever. My family has lived on the Isle for over a hundred years. I just want to work in peace, without any rebel trouble." What are your feelings about the rebels? "I said I don't wish to discuss it. Please return when you can be polite." What help can you provide? "Well, I know a wide variety of spells. If you would like to purchase them, you have but to ask." I'd like to purchase some spells. You finish shopping. Welde's Spells Welde is willing to teach you some advanced magical spells. This is a good opportunity. It is hard to get the Empire to authorize learning this level of magic. There is something else I would like to know about. "Yes?" There is something else I would like to know about. "Yes?" I don't usually find mages in villages this small. "This is my home. I grew up on Morrow's Isle. This is my home. This is where I choose to be." Where did you get your training? "On the mainland. That is where I was sent when I showed aptitude. When I had learned what I needed, I returned to support my people." What do you think of what has happened here in the last few years? She looks away. "I don't like to think of it. I just help as much as I can." Madeleine You meet one of the town archers, who is carefully patrolling the streets. She looks intently for signs of the rebels. "I'm Madeleine. Welcome to Willow." She looks around intently for signs of the Hill Runners. Madeleine continues her patrol, watching for any signs of raiders. What are you looking around for? "I'm just doing my patrol. You never know when the rebels will do a quick raid." How often must you patrol? "Often enough. Patrols are tedious, but there are few things more important to do." Are you expecting rebel attacks? "The rebels are vicious. Worse, they're good. I've never seen anyone who could launch as quick a raid as them, and with as deadly results." Are the rebels that ruthless? "A Hill Runner will kill anyone in his or her way, no matter who. It's part of the reason they're so feared. Nobody is safe from them." Where are they primarily raiding? "The rebels are launching their raids everywhere. Nobody wants to travel, unless they have to. Why, I've been trying for weeks without luck to get a letter to someone." Maybe I can get your letter through. "Say, you're traveling around a lot! I've been trying to get a message to my lover Zulli, up in Zaskiva. Maybe you could deliver it." She removes a thick sheaf of papers from her leather jerkin. They're wrapped in leather, tied with twine, and sealed with wax. You won't need to be too careful about taking care of them. "Take these papers to Zulli in Zaskiva. I'm sure he'll give you a reward." She gives you a quick hug. "And thank you!" We delivered your letter to Zulli. "Thank you very much for getting my letter to Zulli. My duty is dangerous. It does me a lot of good to know I got him at least that one letter before I go." Sounds like a problem. Good luck. "Thanks. Watch out for the raiders. I better get back to my patrol. She walks off" What has been happening here lately? She shakes her head. "I don't pay attention to the politics. I'm just a soldier. I get orders, and I carry them out. I don't pay attention to how angry the peasants are." The peasants are angry? She stops moving for a second and frowns. "I know they are hungry and a lot of them are misbehaving. And I can't say more than that. It's not my business." She resumes her patrol. This is one of Willow's many peasants, hard at work tending the fields and bundling up the grain for shipping. They are tired and hungry, and they haven't left town for quite some time. As a result, your short conversation doesn't teach you anything. This exhausted, hungry peasant is in the middle of a sleep so deep it could be confused for catatonia. You leave her to rest. The guards of Willow are tired, poorly equipped, and filled with a constant awareness of how quickly a Hill Runner raid could end everything. They are also jealous of the freedom and extra supplies lavished on adventurers. These two factors combined mean you don't have a very useful conversation. Donnaud You meet a fellow adventurer. She is down on her luck, dirty and worn down. But she is strong and fast on her feet, and you suspect that she has some skill with the blade at her side. "Hello. I'm Donnaud. I can always recognize a fellow vagabond. Hope you're having more luck on this island than I did." Donnaud smiles sadly. She clearly wants to travel around, but has no idea where to go. Typical down on her luck adventurer. What happened to you? "Well, I got here with four companions. Been traveling and working with them for months. Same mission as you, probably. Then we got ambushed." What was your mission? She leans close to you and starts to whisper. "Infiltrate and kill the Hill Runners. Nastiest folks you've ever heard of. Ogres wish they could be that cruel." Who ambushed you? "Hill Runners, of course. When we were on our way up to Zaskiva. One of us dead right off. One captured, and probably died slow. Two went back to the mainland. Me, I was dumb. I decided to stay and see if I could find a way to continue the mission." "Tried to be loyal to the Empire." She looks down at her torn, dirty clothes. "You see the result." Have any advice for me? "Well, I've heard of you. I've heard tell of what you are trying to do. I'll tell you this. Don't make my group's mistake. Don't go it alone. Get all the help you can." "The Hill Runners are strong, and they're smart. You will need all the support you can get." She gets a strange, hopeful look. She seems to want something. "Well, you may want to have me travel with you again. Your mission is only going to get harder, not easier." All right. Thanks for the advice. She looks disappointed. "Good luck to you. I'm going to go try to find something to do." She wanders off, looking quickly over her shoulder as she goes. Perhaps you would like to travel with me. She thinks it over. "That might be a good idea, but I don't know. I can't travel with just anyone. If you can make some progress on this stupid island, I might travel with you." You talk for a bit more, and then she moves on, looking for a place to sleep. Perhaps you would like to travel with me. She smiles. "I've heard you're making good progress infiltrating the Hill Runners. I think you have it together. I'd be glad to join you." She stands at your side. "If you decide you don't need me around, return to Willow. I'll ask if you still want me with you." "I would join you, but you look like you got a full group already." (You can only have two characters traveling with you. To get rid of one, return to the spot where he/she/it joined you.) I'm trying to find a way under Willow. "Shush!" She leans close. "You shouldn't say things like that, except to people you really trust." She points southwest. "Search around the houses over there." // t10Abandoned .txt Scout Mage You enter a Hill Runner hideout. The rebels buried some of their dead in this cave. The weapons of the fallen are by a few of the graves. A note has been left on the floor for you. You read it. "To our brave comrades in arms - Well done. The distraction you provided enabled us to carry out our boldest strike against our oppressors yet. Lord Volpe is dead! His palace is in ruins. The opportunities before us are considerable." "You are in one of our secret hideouts, now abandoned. We suggest you flee the island as soon as possible. This place will be found by the Empire soon, so don't linger." "A small reward is in the chest in the rear caves. Don't poke around this hideout for other gear. It's been trapped. Get out of here. Go instead to meet your next contact. Her name is Luna, and she is in the city of Buzzard. "We'll make sure you're allowed to get there. Well done. Some of us had our doubts, but you seem trustworthy. - Canizares." You memorize the note, and tear it up. OK You breathe a heavy sigh of relief. It's starting to seem like you might actually survive your second mission. When you step into this alcove, you trigger some hidden mechanism. The north wall slides smoothly into the floor, revealing an abandoned Hill Runner hideout. The rebels fled here recently, taking most of their valuable gear with them. Unfortunately, you weren't able to get here fast enough to escape cleanly. The Empire troops, enraged by the assassination of Lord Volpe, have just located this place. When you poke your head around the corner and they see you, they are relieved. Their investigation might net some victims after all. They draw their swords, and advance. You try to explain who you are, but it does no good. These soldiers lost their commander. They want blood, and nothing else. OK Unfortunately, the note wasn't lying when it said this place was booby trapped. The Hill Runners don't take half measures, either. One of their explosive devices was placed inside this chest. It goes off the moment you touch the lid. The whole hideout caves in. Your body is crushed beyond recognition. After that long, nightmarish hike through the sewers, you can't think of anything you'd like more than a nice, long nap. These beds, while slightly dusty, look plenty comfortable. Leave. Sleep for a few hours. Oops. It looks like those soldiers you killed were just the advance party. A whole battalion arrives soon after you go to sleep, to find out what happened to their troops. Far too many of them for you to fight. When they find you here, in the room next to the bodies, they seize you and start interrogating you. They're still punching you when one of the soldiers trips a booby trap and caves the whole place in. You leave the abandoned outpost just in time. When you get a half mile away, you look back, and see a whole battalion of Empire troops filing in to investigate. Soon after, there is an explosion, so massive you can even feel it where you're standing. With a mighty cloud of dust, the outpost caves in. Yet another pile of bodies in this insane war. That's odd. The rebels were quite thorough when they stripped this place of gear and yet, in this secret room, they left a closed chest behind. // t11Fahl.txt Sunde Caroline Cluck. Cluck. Cluck. Peck. Peck. Peck. Peck. Peck. Peck. As you pick through the rubble here, you notice you're seeing a lot of broken weapons and scraps of armor. Several of the scraps of armor have Empire soldier insignia on them. It looks like there was a medium to large sized Empire garrison here. It's gone now, replaced by mounds of shattered stone. OK You enter the ruins of the city of Fahl. The rebels of Morrow's Isle have savagely attacked this town, damaging it so severely that it has been mostly abandoned. The northwest and northeast corners of the city have been completely caved in. A hundred giants could not have destroyed the walls more thoroughly. It was not blows that stove in the walls, however, but fire. Somehow, a fiery explosion shattered this town's defenses, and the flames greedily spread to other areas of the town. Its northern walls destroyed almost beyond repair, the Empire had no choice but to abandon this city before the rebel raids began. That the Hill Runners are capable of wreaking devastation of this magnitude, is truly alarming. The Empire has done a good job of keeping this quiet, and you can see why. What is equally disconcerting is that, as far as you can tell, this was nothing but a peaceful logging village. Why would the rebels, supposedly concerned with the lot of the people, target this place? OK. This desk contains nothing but some business papers. You flip through them, looking for valuables, but you find nothing useful. The desk is empty. This desk contains some business papers. You don't understand anything on them. The ways of finance are lost to you. They're definitely what Bearden wanted, though. You take them. // t11Fahldlg.txt Sunde You meet the proprietor of Fahl's only surviving business: The Inn of the Fallen Trees. Though the inn is nearly empty, he keeps busy by cleaning up the dust that drifts in from the ruins of the town. "Ah! Customers! Welcome! I am Sunde." Sunde sets down his dirty towel for a minute. "Ah! The adventurer! Welcome back! I am Sunde." Are you still in business? He looks out the window at the burned building across the street and sighs. "Yes, I just cope with the difficulties I face, and provide what meager services I still can." Why have you stayed in Fahl? "Well, Fahl has been destroyed by the rebels, as you have no doubt seen. I should have left, but I wanted to keep my inn safe from the animals. The rebels haven't bothered me." Who destroyed Fahl? "The rebels. This was a peaceful town, interested only in hard work and fighting the wilderness. Then they came." The rebels caused all of this destruction? He spits. "Damn the Hill Runners! Damn them all! Look what they have done to this beautiful city. Almost a hundred people died when Fahl was destroyed, and the rest had to flee their homes." Has anyone else returned? "No, but one day this city will be rebuilt and the people can return. Hopefully then the rebels won't come and wipe us out again." What sorts of problems have you had with animals? "After the town was abandoned, the animals moved in. Bears and wolves, mostly. Fortunately, I have Caroline to scare them away, and they keep off looters." Who's Caroline? "My daughter, and guardian. Couldn't do without her." So the ruins haven't been looted? "No. Where there's a body, there's maggots. Some valuable stuff got left behind. The owner of the alchemy shop in the northwest corner, for example, couldn't get all the potions away. The bears up there keep the goods safe though, thank goodness." What can you tell me about the Hill Runners? "That's what the rebels call themselves. I call them scum. I don't know a lot, though. All I know is a lot of them live to the northeast. Be careful if you head up there." He looks suspicious for a moment. "Unless you're one of them." What services can you provide? "I can sell you some excellent rations, cheap. No booze left, but I have a nice room for the bargain rate of 6 coins." Can I purchase some food? You finish purchasing food. Sunde's Inn Sunde offers a variety of tasty home cooking. Do you have an open room? You pay the 6 coins, and are shown to the finest room in the hotel. It's chilly, quiet, and slightly creepy, but the bed is comfortable. The next morning Sunde brings you breakfast. He shakes his head. "No charity out here, friend. Six coins it is." You can't stay in an inn when on horseback. I don't need anything. "Pity. How else can I help?" Aren't you afraid of being out here? "Sure, sometimes. I haven't made any secret of what I think of the Hill Runners. But maybe they think I'm too small to be worth bothering with. Or maybe they think it's too useful having an inn out here." You serve the Hill Runners? "When someone comes through that door, I serve them, unless they pick a fight. I don't ask a lot of questions. A man has to eat. I don't like them, but who am I to tell what any one person does when I haven't been watching them." Caroline You meet a beautiful young woman with sharp eyes and a finely polished yew longbow. She paces back and forth through the inn's common room, watching out the windows for wild animals. She nods when you get close. "Welcome to our Inn, stranger. I'm Caroline." "How are you finding our Inn, adventurer? Anything else you need?" What are you doing? "Keeping watch. I help my father by guarding this inn. It was a lucky break, getting my captain to station me here." Who is your father? "My father is Sunde. This is his inn. It was doing very well, until the Hill Runners attacked the town." How did you convince your captain? "I'm supposed to be out on patrol, hunting Hill Runners. Fortunately, I was able to convince my captain that I would be of more use hiding here and watching for them." Hill Runners? "Curse the Hill Runners for what they did to Fahl! They haven't come back here yet, but they've done us plenty of harm already." How was Fahl destroyed? "Have you seen the north wall? One day, we were a peaceful village, minding our own business. Then, in a moment, massive explosions shatter the walls. The next day, the raids started. Without walls, the defense was hopeless, so Fahl was abandoned." "We still don't know what sort of explosive spell the rebels have created." The spell must be very powerful. "Imagine that. Somehow, the rebels have created a way to make fireballs that even shatter walls and buildings! Now, granted, Fahl's walls were wooden, and weak. But what if the spell became stronger? What would happen then?" What do you think the Hill Runners would do with a more powerful explosive spell? "I shudder to think." She takes a quick, wary look out the window. "Sorry. You never know when a wild animal will walk by." What are you looking for? "Bears. Wolves. Rebels. You know. Keep an eye open." I could use some services. "Speak with my father. He's behind the counter." Have you heard what happened in Zaskiva? "I heard rumors. I heard that the rebels can make bigger explosions. I hope someone stops them soon. Otherwise, none of us are safe." // t12Buzzard.txt Luna Rita Torri Derfler Stone Machrone Smith Maya Hill Runner Hill Runner Welcome. You have come. Pass through the hidden door. Our masters wait. One moment. What do you want? So busy. That's it! Keep your arm loose. No! Try again! Swish! Oof! Take that! Thud! Swing! Ouch! I need a scoop. How can I get there? Alms! Coins for a poor beggar? Meow. You have reached the city of Buzzard, a heavily fortified fortress perched in the mountains of northeast Morrow's Isle. A brief look around reveals that the unthinkable is, in fact, true. This city is not under Empire control. The Empire has not announced that the rebels control Buzzard, and you can see why they have kept it quiet. For the Empire to not have control of a city on its lands is almost unprecedented and an amazing achievement for the Hill Runners. Normally, any sort of rebellion, even one only a fraction as serious as this one, is met by massive, violent Empire retaliation. Yet, Buzzard has managed to remain independent. For as long as it lasts, this is truly a unique place. OK // t12Buzzarddlg.txt Luna A small, quiet fletcher sits behind the counter, intently working on a set of matched bolts. When she looks up at you, you see that she has a huge scar along the side of her face. "I am Luna," she says quietly. "I am a Hill Runner." Luna continues to sharpen the heads of a set of steel bolts on a whetstone. Her work is of very high quality. May I speak with you? "Yes, of what? I have missiles you can purchase. I also work for the Hill Runners, you should know." When she speaks, she turns her face away from you, trying in vain to conceal the scar. Let's trade. You finish shopping. Luna's Missile Supplies Luna is a fletcher, and a good one. Her missiles are well-made and lethal.. Do you know where I can contact the rebels? "You are to meet with the rebels." She reaches behind her and pushes a spot on the wall. You hear a click from somewhere. "There is a concealed door in the corner. That will take you where you are going." "I have unlocked the concealed door. It is in the corner." You openly say that you are a Hill Runner? "Yes. Stalker is our leader. I would die for him." Her cold sincerity is inspiring and alarming at the same time." "Stalker knows you are coming to me. He asked me to teach you a lesson." What lesson will you teach us? She turns her face toward you and points at the scar on her cheek. "Jaen's men did this to me. The only thing I did for it was try to complain to Lord Volpe about conditions in the mines." "The lesson is to never forget the evil of your enemies. I am reminded of it every day, and it keeps me strong. All of us, we all have our reminders." What reminders do the others have? "Dead mothers. Dead sons. If you are lucky enough to not have a reminder forced upon you, you must find your own." "Now go. Stalker is waiting." Rita The woman looking after the bar is harried, tired, and not entirely sure what she's doing. However, she manages to do her job with such charm and high spirits that nobody seems to mind. She smiles at you while failing to get a stain out of the counter. "Oh, hello there sweetie! I'm Rita! How can I help?" After a long stretch of waving and clearing your throat, you manage to regain Rita's attention. "Hey, sweetie, what else do you need?" What can I get here? "Oh, well, what you'd expect. I'm looking after the inn while Rudolph is gone. We have rations if you're going hiking somewhere. Whiskey is 6 coins, and a nice room is 10." Who is Rudolph? Her cheery expression is temporarily marred by worry. "My husband. He normally runs the inn, but he's off fighting with the rebels." Where is he fighting? She shakes her head. "Not something I wish to dwell on. How about a nice meal?" Any interesting news or rumors? "There is always interesting news up here. New people slip up here all the time to join the Hill Runners. Even if they're doomed." Some food please. You finish shopping. Buzzard Inn Rations Rita offers you her home-cooked rations. She isn't a good cook. A room for the night, please. (Pay 10 coins.) Rita takes a moment from her hard work to show you around back to your room. It's simple but comfortable, and you have a restful night. She shakes her head. "Sorry, but the price is firm." You can't stay in an inn when on horseback. A round of whisky. (Pay 6 coins.) She serves you up a few shots of strong mountain liquor. The harsh liquid inflicts great pain and suffering on the inside of your mouth and throat, but in a good way. You don't have the money. Everyone coming here is doomed? "Oh, probably. Nobody survives fighting against the Empire. But down in the towns below, life isn't worth living. The people here are proud, and everything they had was stolen." Stolen? What do you mean? "The people of this isle worked for a century to tame it and make it livable. They had finally earned comfort. And then the lords came, took over, and made us all peasants. And Lord Volpe was the worst." "No matter the risk, there are some insults that can not be borne." Torri This tired woman is working hard with a hammer and tongs. She is trying to bang out a spearhead. She is somewhat competent, but you can see that her heart isn't in it. Torri sets aside the hammer for a minute, glad for the rest. "I am Torri, the current smith for Buzzard. Welcome to my shop." Torri says, "What else do you need?" She casts a quick, unhappy glance at her hammer. What's for sale? "We have weapons and armor you can purchase, and you can sell your excess goods to me as well. They're the highest quality goods, forged out of our own mountain iron." Let's see your wares. You finish shopping. Torri's Weapons and Armor Torri has a fine selection of iron armor and weapons. They are high quality ... they weren't made by her. The rebels mine their own ore? She smiles wryly. "These mountains have all sorts of mines, with all sorts of valuable metals. My husband helped mine them. Once." What happened to your husband? "My husband worked in the mines, until he went off to fight with the rebels. I sort of can understand it, considering the conditions. But I don't have to like it." What conditions did you have to work under in the mines? "Why do you think the rebellion started in these mountains? The mine workers were worked by Volpe's hand-picked lord for 16 hours a day, with terrible safety and minimal pay. Stalker was a miner once, until he fought back." "This town's lord was the first to be punished." How was the old lord punished? She gives the spearhead an extra vicious blow with her hammer, and smiles. "His body will never be found." You are a smith by trade? "By trade but not by choice. I run the smithy while my husband is off fighting. I am competent enough at repairs and such." Derfler Buzzard's an unusual town, and it has an unusual trainer. He is a tall, imposing wizard, in full, traditional robes. He takes a break from instructing a captain in the finer details of woodcraft to speak with you. "I am Derfler. Welcome to the training hall." Derfler speaks with you, occasionally pausing to give advice to the two warriors training in the room. Can you help us? "Of course. I was a wizard of the Empire, now doing what is needed for the rebels. I can perform training of all sorts. I can also identify your mysterious items, if needed." Tell me about the training you offer. "Excellent. I can, to a point and for a fee, increase your knowledge of first aid and potion making." Please identify my items. The Identifications spell is difficult, but he casts it easily. Then he looks over your items. "I can tell you what each is for a minimal fee. 12 coins each." What is a wizard doing out here with these rebels? "The Empire sent me out with Lord Volpe years ago, to help maintain order. That was before I joined the rebels." What do you think of Lord Volpe? "A cruel, selfish, unjust man. He won't be missed." Why did you join the rebel cause? "A wizard's mind travels in strange realms, but not so far off it loses sight of justice. Lord Volpe was treating this island unjustly, so I joined the rebels. I give knowledge, and fight as well." How well can you fight? "There is not a man or woman on this island who can throw a stronger fireblast." Were you treated unjustly by Volpe? "Volpe placed me up here to settle unrest. He meant by this that I was supposed to fireball anyone who didn't follow his order. He treated me as a cog in his machine, ready to kill anyone who displeased him. So I left." I would like training. You conclude your training. Derfler's Training Derfler can, for a fee, improve your skills. You can only improve a skill to level 4 here. I don't need any training. "All right. What do you need?" Stone This ragged man sits looking out over the pool. All of his worldly possessions are contained in two sacks at his side. A begging bowl sits in front of him. He grabs the bowl and holds it up to you. "I'm called Stone. Some coins, please?" Stone holds his bowl up to you. "Alms for the poor?" Why are you begging? "I'm just trying to get money for food. Spare a few coins?" Give him a few coins. You give him five coins. "Thanks," he says. "Things haven't gone right for me since the mess in Fahl." You don't have money to spare. What happened in Fahl? "I was a woodsman down there. Then the rebels blew the town up, and I was out of work. I'm just waiting to get my job back." Are you angry at the rebels for destroying Fahl? "Ya' know, I suppose the rebels had their reasons for doing what they did, but I wish that they'd found another way. I want to be back to work." I don't give money to beggars. "Oh. Well, leave me to my hunger then." Machrone This man is sitting at his table, scribbling furiously on a vellum scroll. When you approach, instantly he drops what he's doing to speak with you. "I am Machrone. Pleased to meet you! An adventurer ... what a stroke of luck!" Machrone is still writing quickly. He smiles up at you. "I'm happy to keep chatting with you! I love talking to adventurers." What are you writing about? He smiles and points at the scroll. You see that he has written down descriptions of what has been going on, along with things people in the towns have said to him. "I'm an information gatherer." What's an information gatherer? "I know what you're thinking. I'm not a spy. I hail from the city of Krizsan. I work to produce this great new thing. It's called a scroll of news." Where's Krizsan? "Beautiful city. Weeks to the south." What's a scroll of news for? "It's a new sort of business, started by a wizard there. First, people like me are sent out to find out what is happening in the world." Then what? "When we find something out, we use magic to communicate it back home, where they have a magical machine which makes lots of the scrolls, and they get sold to people. Then everyone can find out what is happening in Valorim!" "Of course I came here, because the rebellion is a great story." Does the Empire know you are here? "I don't know what the Empire will think of us telling people about this rebellion, but people will sure pay to read about it. That's why I came here. Of course, what I really want is to speak to Stalker." Have you had any luck reaching Stalker? "People barely tolerate my being here as it is. They certainly won't let me reach their secret leader to ask him questions. I would give anything for a few words." I've been wanting to meet Stalker. "If you ever see him, mention my name! I can let people everywhere know what's happening! It could help him a lot! And it would sell us lots of scrolls. Everyone gains. Just think it over." Why are you so interested in talking to adventurers? "Adventurers are excellent sources of information. After all, they're wonderful at poking their noses where they don't belong." "Hmm. You know, maybe we can help each other. I am allotted a certain budget to pay people to obtain information for me." What information do you want? "I have heard that there is a hidden Empire outpost to the southeast. If you ever found where it is, let me know. I'd really like to go there and ask some questions. I would pay!" This Machrone person seems sort of suicidal. But you suppose that's his business. I found the hidden outpost. (Tell him about it.) He frowns. "Hmm. That looks like a difficult place to visit. Dangerous." Then he perks up. "But then I can get a very high quality of information! Thanks, traveler! I will head there immediately!" He stands up. Before he goes, he hands you a pouch of silver. "Keep your eyes open. If you meet me again, I am always paying for profitable information." He runs out of the inn. Smith You meet a small, nondescript man. He is just walking around town and thinking. He looks uncomfortable when you walk up to talk to him. "I'm Smith." You meet Smith again. He looks nervous. Nice day for a walk. "Oh yes. Just strolling." Do you often stroll around? "Whenever I can. I just love a nice, peaceful walk." Peaceful walks are nice. "Nothing can beat it. I will return to mine then." Is there anything you can tell me about Buzzard? "Probably not." Maya This mage looks reluctantly up from her book when you approach. She is young, barely out of her apprenticeship. She seems to be studying intently, trying to make up for the lack of formal training with pure will. She sighs, resigned to dealing with your intrusion on her life of the mind. "I'm Maya." Maya speaks with you as much as courtesy commands, but she never sets her book aside. She is ready to return to it the instant you are gone. What are you doing? "I'm formerly of the School of Magery in Zaskiva. The school is closed. Now, I just study." Why were you in Zaskiva? "I was in Zaskiva to learn. Am I ever glad to get out of there. I think it is good that someone took care of Volpe once and for all, but it made the town very unstable. Buzzard is a lot easier place to be now." What do you think of Volpe? "I'm not going to pretend to like the man. I'm glad he's dead." Tell me about the School of Magery in Zaskiva. "It's closed for business, probably permanently now. All mages capable of serving in any capacity were press-ganged to fight the rebels, and the empty school was heavily damaged by the explosion in Zaskiva, the one that killed Volpe. What are you studying? "What I study is none of your business. Of course, to make ends meet I do a little teaching to keep myself in books to read." Is it hard to get books? "What few books Volpe doesn't censor are very expensive." Can you teach me any spells? You finish your training. Maya's Spells Maya now makes ends meet by teaching magic to interested travelers. The Empire strongly forbids such behavior, but that hardly matters here. Why did you move to Buzzard? "I've always sympathized with the rebels. Now, I'm one of them. Something of an improvement." I don't need any training. She sighs. "Then what do you need?" You try to talk to the guard. The guards in Buzzard are a particularly nasty, scarred, suspicious lot. Living in a town the Empire is planning to obliterate from the face of the world doesn't do much for one's calm demeanor. You have a short conversation with the guard, but you don't get anything more than grunts out of him. You try to talk to the Hill Runner. This Hill Runner is too absorbed in weapons practice to notice that you are trying to talk to him. // t13Under Buzz.txt Back when the rebels were still underground, this was where a good number of them hid out. To the south, you see pallets on the floor. To the north are a number of storage boxes. Now that the Hill Runners are out in the open, these storage caves aren't needed. These chambers are cold, dark, and empty, with one exception. You see a dim red glow down the passage to the northwest. This chamber seems rather familiar. Eerily familiar, in fact. It's a dim underground room with a large throne set in the middle, facing a wall. Walk away. Sit in the throne. When you sit in the throne, the light from the braziers dims and a shade appears below you. It begins to speak. Its voice is softer and more natural than the voice in the chamber under Willow, but it still has a disjointed quality. "Hello, adventurers. I am Stalker, leader of the Hill Runners, planner of our just war against the Empire. You have done great good for us so far. One more test, and we will let you into our inner circle." "In the south side of these mountains, to the southeast, there is a hidden Empire fort. It is well-defended, and we have had trouble infiltrating it. We believe that you can succeed." "Go there, break in, kill the Empire commander there. Then we will be convinced of your loyalty to our cause. We will bring you in, and give you power in our organization." "When you have completed this mission, or should you have other questions, return here. That is all." The speech ends, and the lights rise. OK. You sit down. The shade appears and says, "You have done well. While we suspected you were working for the Empire, our suspicions have been alleviated. With the outpost you attacked gone, our operations can expand to the south." "I wish to meet you personally, to speak with you and reward you. Come to me. Leave Buzzard, and follow the paths farther into the mountains. You will arrive at my fortress before long." "I eagerly await your presence. That is all." The lights return. OK. You sit down. The shade appears and says, "As you do not wish to assault the outpost to the southeast, as we said before, we will grant you an audience with Stalker. First, leave these mountains." "Go to the southeast side of the mountains, and follow the path up along the sea. From there, the path to Stalker will be made clear." "Of course, you can always change your mind and kill the Empire soldiers instead. That is all." OK. You sit down. The shade appears and says, "Your mission is unchanged. The Empire fort remains at the south face of these mountains, southeast of here. Find it. Kill their commander. That is all." OK. You sit down. The shade appears and says, "You have returned. You have not yet gone to the Empire outpost burrowed into the outside of our mountain chain to the southeast. You have not killed their commander." "Are you having difficulties? Do you have any questions?" Your Empire superiors told you that you should insist on being taken to meet Stalker first. Say you will complete the mission. Insist on seeing Stalker first. The shade says, "Fine. Time is short. Time is always short. Go now, and complete your mission." You stand, and the lights rise. You say, "I will do what you ask, but only if I can be sure you are who you say you are. I'll only do it if I can meet Stalker first." There is a long pause. You sit nervously in the shadows, waiting. Finally, the shade speaks. "Very well. This is unusual, but, considering the exceptional aid you have given so far, it can be allowed. There is a back entrance to Stalker's Fortress. We will direct you there." "Leave this mountain range. Go to the east, to where the mountains meet the sea, and walk north along the path between mountains and sea. From there, the way to Stalker will be made clear to you." "Remember. A great trust is being placed upon you. In the name of justice, do not betray it. That is all." The lights go up again. OK. // t14curser.txt // t14demon.txt You strike the demon a savage blow. It stumbles back, shocked. It starts to realize that it is evenly matched. It waves its claws and mumbles a brief, intense chant. Your ears hurt to hear it. And then, in a moment, the demon is gone! It has escaped you! Talking: It doesn't respond. // t14Ogre Farms.txt Akashii You approach this small settlement and immediately come face to face with a huge, armed ogre. You reach for your weapon and brace yourself, getting ready for the attack. After a moment, however, you realize the ogre isn't all there. It seems to be in a daze, moving around and doing its work mechanically. It seldom blinks, and drool trickles out of its mouth. It almost looks drugged. You relax, thinking that you aren't going to be in a fight after all. Then, suddenly, the ogre catches your scent. Without thinking, it grabs its club and charges to attack! OK. You've seen a lot of odd things in your travels, but you've never seen anything like this. Ogres are hunters, vicious carnivores. The last thing you'd ever expect to see them doing is raising any sort of crop. Yet here they are, stumbling around in a daze, carefully tending to long rows of bright green plants. Most of the plants are food, but some are herbs. These have a strong smell, which burns your nose slightly. Something odd is going on here. OK This room is filled with the overpowering stench of leaves being cut, boiled, and treated. The strong, bitter smell makes your eyes water. The leaves being grown outside are being processed here into a thick, strong brew. Your knowledge of nature makes you realize what the plants are: Skribbane herb. When boiled and drunk, it saps the will and makes the drinker dazed and pliable. The ogres here are victims of powerful mind control. This room is filled with the overpowering stench of leaves being cut, boiled, and treated. The strong, bitter smell makes your eyes water. The leaves being grown outside are being processed here into a thick, strong brew. You still aren't sure what the brew is for. The ogres must just like it. You enter this huge, grim chamber and come face to face with a giant, scaled monstrosity, straight out of your worst nightmares. It's a huge demon, waiting above you on a huge outcropping of rock. "At last," it laughs. "You've gotten through my defenses. I had long expected you humans would come here. I am not worried! My ogre slaves will soon be replaced, and my strength will continue to grow." "First, though, I must subdue you." It stands, flexing its claws, and then gestures at the magic circle near you. It looks like several of its braindead ogre slaves have met their end there. "And then I will process you. No hard feelings." OK Thick ogre fingers have repeatedly fumbled through the pages of this alchemy text, smudging and tearing it to near the point of unreadability. Most of the recipes you can read are useless. One that you can no longer read involves something called "Will Destroying Brew." Surprisingly, you find an ogre spellbook. The pages are large sheets of skin, hardy enough to resist the handling of clumsy ogre fingers. Unfortunately, the ogre's magical notation is unreadable. You try for a little while, but you can't make any sense of it. Surprisingly, you find an ogre spellbook. The pages are large sheets of skin, hardy enough to resist the handling of clumsy ogre fingers. The book describes a powerful magical ritual to cloud the minds of one's foes. Those with sufficient skill can now cast the spell Capture Mind. When you get close to this altar, you can feel the heat coming off of it. It is emanating some sort of intense, hateful energy. It is as if some sort of energy has been trapped inside. When you get close to this altar, you see that it is covered with intricate, unpleasant carvings and runes. However, you don't feel any evil energy coming out of it. It's just a block of stone. You get close to the altar and begin the ritual. It immediately begins to shudder and vibrate, helpless before the holy energy you are focusing. Then, suddenly, the stone cracks! A wispy, insubstantial creature floats out of it. It is shaped like the demon that you fought recently. It must have escaped into the stone. Then your magic tears it apart. As you watch, the demon fades away. You see a glint of metal inside the crack. It is a gold bracelet that had been around the demon's arm when you encountered it. You take it. Your ritual doesn't affect the altar. // t15derv.txt Dervish Commander The dervish finally falls, grasping his chest and wheezing. "Curse you! You will pay, rebels! You will pay for ..." And then he makes an assortment of pained gurgling noises. Then he dies. When he hits the ground, a steel key falls out of his pocket. You take a moment to nimbly snap it up and pocket it. At last, you have found the outpost's commander, who is ready to make his final stand. He is an Empire Dervish, seven feet and 300 pounds of pure mean. He swings his greatsword as if it weighs nothing. "So," he grumbles. "You did betray us. I warned them that adventurers were a waste, that they are too weak-minded to resist the advances of the rebels, but they didn't listen! And now I have to waste time and men crushing you." "Well, so be it. Come in, rebels. Come in and die!" OK Talking: It doesn't respond. // t15dylan.txt Dylan Go away. You can't be here. // t15Empire Out.txt Dylan Mammoth Slug Blackblade Trooper Blackblade Trooper Blackblade Trooper Blackblade Trooper Blackblade Trooper If the Hill Runners hadn't told you that this outpost would be here, you would never have known to look for it. Now that you know, however, the narrow path and soldier's tracks are readily apparent. The tracks led up to this mountain wall. There's no door or passage visible. It's probably magically concealed. OK You return to the concealed Empire outpost. Because of your successful raid, the place is abandoned. When you get close to the door, Dylan says, "I'm warning you. Don't go in there." As he speaks, he pulls his sword slightly out of its sheathe. If you keep going, you will have to begin to fight the Empire. Back off. Keep going. Dylan has had enough. He shouts an alarm. Moments later, you hear the sound of a horn. The loud, piercing noise echoes through the outpost. Then, from behind you, you hear the ominous sound of a gate slamming shut. Though this was clearly meant to keep out other invaders, it also has the unfortunate side-effect of trapping you inside. OK. As you look around, watching for threats, you hear Donnaud's voice behind you. "I was right. You are turning traitor. Well, I will not help you betray your masters." You turn around in time to see Donnaud flee through the door. She has gone somewhere in the outpost. Donnaud You hear the sound of a horn. The loud, piercing noise echoes through the outpost. Then, from behind you, you hear the ominous sound of a gate slamming shut. Though this was clearly meant to keep out other invaders, it also has the unfortunate side-effect of trapping you inside. This door is very securely locked. You hear angry shouting from the other side. You approach the polished white marble altar, hoping to receive some sort of blessing or holy reward. Unfortunately, you can sense no positive energy, magical or otherwise, coming from the stone. This area hasn't been sanctified. The altar is mainly here for psychological and aesthetic reasons. OK. Your traditional excitement at seeing shelves full of books is short-lived. These books are provided for the amusement and education of the soldiers, to pass the time during their long stays underground. Some of the books are interesting. Some of the more heavily read ones are very interesting and educational (though you don't think the activities they describe are actually possible). But there's nothing magical or useful. You open the door, and the twin smells of ozone and alchemical ingredients hit you. You've stumbled into a hidden, underground magical laboratory. This room is a holding cell for experiments. There is a platform in the center of the room, mostly circled by magical fields, where dangerous spells can be tested safely. Several mages stand around it, waiting for you. OK This book is a lab journal. You browse through it briefly. The mages here were looking for a way to safely contain quickfire in some sort of a bomb, so that it could be easily transported into rebel lands. It mentions that such items are known to exist, and have even been used in Valorim in the past. It looks like the war between the Empire and the Rebels is about to heat up. Literally. This door is held closed by several thick iron bars. You won't be able to open it from here. When you get close to it, a section of the wall slides away to the north. Flames pour out of it. It's a quickfire trap! Hmm. Your knowledge of Arcane Lore tells you that no mage ever places Quickfire without having a way to control it nearby. To do otherwise is suicide. You pull the lever. Nothing happens. You pull the lever. You hear a loud hissing noise. For about a minute, the chamber become icy cold. Then you hear some clicking, and the creak of a door. Then all is silent. You hear a spell being completed. You look to the northwest, and see the door there start to glow slightly. Considering the caliber of the mages here, you're willing to guess that the door has received a much stronger than average locking spell. OK You hear chanting from beyond the door to the south. Then the door ahead starts to glow slightly. It looks like it will be difficult to open. The Dervish falls to a well-timed blow. His enormous body hits the floor with a resounding crash. Your third mission for the rebels is complete. As you look at his body lying there, you experience a strange, sinking feeling. You have passed the point of no return. Jaen and his lackeys might have been able to forgive some things, but slaying Empire soldiers is beyond the pale. Like it or not, you're stuck with the rebels now. They're the only ones who would possibly have you. OK // t15Empire Outdlg.txt Dylan An Empire soldier runs up to you. He is young, but well-armed. His blade hasn't been drawn yet, but his hand stays near it. He looks worried. "I'm Corporal Dylan. What are you doing here? You're not supposed to be here! Leave right away!" Dylan still watches you, his hand on the pommel of his blade. He is still not interested in conversation. "You have to go! Go now! You can't be here." What is this place? "Ummm ... I can't say. Look. I'm a guard. I'm not sure how you got here, but this place is secret. You have to go." You can't tell me anything? "No. Not anything. We haven't killed you yet because you're listed as working for us still. We got lists, you see. But you should leave." What if I don't want to leave? "Look, don't be stupid. We're keeping this place secret. So you should go. Now." That seems to be the end of the conversation. All right. I'll go. "Good." That's the end of the conversation. Do you know who I am, soldier? "Yes. That's why you're not dead. But you have to go." The guards ignore you. They are trying very hard to pretend that you don't exist. This rebel has been fiercely interrogated. The soldiers here didn't bother to throw him back into his cell. It was as obvious to them as it is to you that he is done for. Before he dies, he looks up at you. His eyes wide. "You. Yes. There. Go ... there." He waves his hand weakly at the wall to the southwest. "There." You try to do something to comfort him or heal his wounds, but you have no luck. He dies shortly after. // t16Pit of Ple.txt You find a metal strongbox. A small sign on it reads "PROTECTIVE AMULETS - DO NOT proceed through caves without wearing one." Leave. Open the box. The box contains a wooden rack. It looks like it was designed to hold about a dozen necklaces. The rack is empty. Someone took all the amulets away. Great. You find a heavy metal strongbox, bolted to the floor. To protect it from the acidic secretions of the slimes, it has been coated with a thin layer of glass. A sign on the front reads "Sample Storage." Leave. Open the box. The box contains several racks of vials. At first, you think you've found a treasure trove of potions. Unfortunately, a closer look reveals that all the bottles contain are bits of the slimes, scraped off for later analysis. Annoyed, disappointed, and slightly disgusted, you close the box. A label on the lid of this box says: "Collection Supplies." You find a heavy metal strongbox, which has been bolted to the floor. To protect it from the acidic secretions of the slimes, it has been coated with a thin layer of glass. A sign on the front reads "Sample Storage." Leave. Open the box. The box still contains broken bottles of nasty goo. Fortunately, this time no little gelatinous friends are attracted by the smell. You open the box and immediately wish you hadn't. It is filled with bottles of slime, used by the mages for analysis. Unfortunately, several of them have been broken, and the smell of rotting goop is overpowering. As you slam the box shut, you realize that the background gurgling and hissing noise of these tunnels is growing louder. The smell seems to have attracted several slimes and put them in an agitated state. You've solved the mystery of what happened to most of the mages that were doing research here. Actually, your nose tells you before your eyes do. They're all in here and quite thoroughly dead, victims of the slimes. You can't help but wonder what they were all doing out here in this cave and how the slimes were able to best them. They were, after all, skilled magic users, and the slimes aren't that tough. Yet another mystery. OK You note the glint of metal on the floor next to a corpse's outstretched hand. It is a small silver key. You wipe it off and take it with you. You find the body of one of the mages who was working here. It looks like several of the slimes ambushed and surrounded her. She was killed in an exceptionally nasty way. On a thin chain around her neck, you find a small pewter key. It never hurts to have more keys. You take it. You find a small, hastily built subterranean structure. It looks like it was thrown together very quickly, and wooden pillars have been placed here to shore up the ceilings. Looking down this long corridor, you can see, in addition to the hostile slimes, 3 other portcullises. Each has a protective rune to try to hold the hostile slimes out. You also notice that the outpost is unusually quiet. There are no signs of people anywhere. So far, the signs seem to indicate that this place was built for magical research. Since it's been abandoned, you doubt things went well. OK. This door is just as securely (and magically) locked as the door to the east. Alas, none of your keys fit the lock. Wizards are very capable of magically locking doors. For example, this one is bound in steel bands and covered in protective runes. Alas, none of your keys fit the lock. You flip through the journals on these shelves, looking for clues to what this place is for. You find this was a rebel research facility, trying to find out ways to harness the magical slimes for military purposes. It turns out that the slimes here were specially brought from southern Valorim, where a plague of them caused a lot of trouble a few years back. The mages have been studying and modifying them, trying to to get them under control. They've been having luck changing the slimes, but not controlling them. Still, experiments for packing them into bombs have been proceeding rapidly. Exploding box bombs that throw slimes everywhere. Interesting and bizarre. And, apparently, it didn't work. OK. Among the journals and scrolls detailing in grinding detail the biologies and mating habits of magical slimes, you find an ancient spell book. Alas, try as you might, you can't decipher its magical dialect. Among the scrolls (which describe in grinding detail the biologies and mating habits of magical slimes), you find an ancient spell book. With a bit of effort, you manage to decipher the archaic writing. Characters with enough Priest Spells skill can now cast the spell Radiant Shield. Among the journals and tomes detailing in grinding detail the biologies and mating habits of magical slimes, you find an ancient spell book. Alas, try as you might, you can't decipher the archaic writing. That's odd. While you were outside, someone closed this portcullis, and put a fresh lock on it. Someone behind you really has it in for you. Your exit is blocked by a huge, rusty gate. It's too heavy for you to knock it down, but the rebels' exploding boxes might do the trick. There's a large crack in the floor under the grate. With some effort, you could probably widen it enough to fit the box into it. Leave it alone. Insert the box and trigger it. Your exit is blocked by a huge, iron gate, held shut by a massive padlock. The gate is more than heavy enough to withstand your blows, but you notice that the whole apparatus is quite rusty. Something stronger than you might be able to destroy it. Alas, placing the bomb will take concentration and effort, things that are both completely unavailable with the huge, awful slime monster towering over you. You put the box in the depression, pull the rope in the side out, and try to run. You aren't fast enough. The blast partially catches you. Yep. The gate is closed all right. The metal is strong and new and properly oiled. No chance you'll be able to bash it down. The first explosive didn't even mar this gate. You decide to not even bother with wasting the second one. The massive, steel gate is still here, blocking your escape from these caves. Although the steel looks strong and new, there is a small chance one of the rebel's explosive boxes might affect it somehow. If you wanted to try, there is a small gap in the floor under the gate you could slide the box into. OK Insert You put the box in, pull the rope, and run. Unfortunately, the thing explodes too quickly for you to get away damage-free. Unfortunately, the blast was nowhere near strong enough to affect the gate. It's not even scratched. The locker is empty. The locker still contains one explosive box. Since you already have one. You decide to leave the other one behind. They're extremely bulky and heavy. The locker still contains one of the oak boxes. It has a hole in the side, with a rope trailing out of it. The locker contains two oak boxes. Each has a hole in the side, with a rope trailing out of it. Hard experience has taught you to recognize the rebel's exploding boxes when you see them. Your guess is that pulling the rope makes the box explode. The boxes are too bulky to be able to carry more than one. You just hope they're not too unstable. Leave them alone. Take one. You pick up the box, wrap it in cloth, and put it in your backpack very carefully. Hopefully, you will find a use for it before an unexpected jolt blows you up. The air in this cavern is foul. It's sour and reeks of vinegar and acid and rot. In this darkness ahead, you hear bubbling and hissing. The stone of the floor and walls is scarred and burnt. Living slimes have oozed over it, burning in clearly visible tracks. There is a massive steel gate to the west, blocking your progress. At the bottom of the stairway beyond, you see a protective rune, keeping the slimes inside. You can't be sure yet what this complex was built for. One thing is clear, though. It has been sealed up. OK. This is a stone platform, with a clear view of the cavern below. There are staves and buckets up here. The buckets were probably lowered down on the staves to collect things from below. It looks like you could survive a jump to the floor below. That may be the only way to continue through these caves, though you wouldn't be able to come back the way you came. OK. // t16slime.txt With a hideous, bubbling shriek, the slime collapses. Foul goo pours out of the holes in its sides as it deflates. At the top of the hill, you see the final horrible result of the research here. It is a massive tower of slime, flailing and twitching above you. Massive lobes hang off of it, moving under their own power. They look like baby slimes, ready to break off and begin to hunt. It is hideous. Your blows have knocked several of the blobs off of the creature. When they hit the ground, they come to life! It doesn't respond. // t17Stalker s .txt Pogue Rebel Archer Time breaks up for you for a while. You aren't sure what happened. You entered the fort. Rebels surrounded you and beat you senseless. The last thing you remember is a man in leather armor standing over you, debating over whether to kill you or not. He decided not to. You woke up in this cell, beaten and bruised. Several days have passed. The time was spent recuperating, eating the wormy (but edible) food they brought you, and listening to their taunts. Your cell is amazingly secure. You are held in by a massive steel gate. Your armor and weapons were stripped away, of course. According to your guards, your future involves intense torture, agonizing death, and delivery of your body parts to Jaen as a warning to all who would betray the Hill Runners. You sit and ponder this fate, and try (in vain) to devise an escape plan. Time passes. Strangely, when you woke up, Crouch was no longer with you. You aren't sure what happened to him. Hopefully nothing bad. Slowly, you recover from your wounds. You haven't been tortured yet. Again and again, you wonder what they're waiting for. Then, on the fourth morning of your imprisonment, you wake up to find that all of your equipment is here. You quickly suit up, unsure what this portends. OK. You hear the sound of footsteps in the distance, and then the sound of voices. They're getting closer. You hear the sound of a brief struggle in the distance. There are several screams, followed by some thuds. Suddenly, and with no fanfare, the gate holding you in the cell opens. You peek your head out. The corridor is empty. You have been freed. But why? And by whom? Pogue You must make haste. This is your sole chance. The sounds of vicious battle continue to echo to you through the cavern tunnels. The Empire soldiers are clearly making a spirited assault. The sounds of battle are starting to quiet, and you hear less spells and more screams. Somebody is starting to lose. Unfortunately, you doubt that it is the Rebel defenders. The battle sounds like it's almost finished. You hear rebels shouting in triumph nearby. You have the feeling that your diversion is about to end. You'd better hurry. The battle at the front gate has ended. The attackers are all dead. The distraction that was protecting you has ended. Your time is up. The survivors of the battle at the front sweep through the fortress, looking for surviving Empire soldiers to butcher. When they find you, there is no question of imprisoning you again. They attack. Fortunately, you are able to kill quite a few of them. Unfortunately, you don't quite kill enough. They eventually overwhelm you. OK You were able to kill Stalker, but you couldn't get away quite fast enough. The battle at the entrance ends, and Hill Runners sweep through the complex, looking for stragglers. They find you easily. You could handle a few of them, but not hundreds. Your punishment for slaying their leader is far too horrifying to describe. You reach the guardpost for this section of cells. Strangely, none of the guards are here. Looking closely, you see the seats have small specks of blood on them. You have a good guess what happened to the guards. OK. You peer over the edge of the pit. Normally prisoners would be kept in this pit to stew and listen to the screams of the tormented. Now it contains several bodies, freshly killed. Now you know where the guards and torturers ended up. You peer out of the door to the interrogation section and get a good look at the secret headquarters of the Hill Runners. It's pretty impressive. It's a huge, natural cavern, with many small buildings burrowed into the bottoms of the walls. More impressive than the architecture, however, are the guards. The open areas outside the buildings are full of soldiers. Massive warriors, made strong and ruthless by countless raids. They look to be deadly opponents, and there are dozens of them. You feel doomed. You see no way you could fight out past them. But then ... The whole complex is rocked by a powerful explosion. You hear screams of alarm and agony. One of the rebels shouts, "They're attacking!" and much of the band runs back down the corridor, probably towards the entrance. From far away, you hear the sounds of combat. The Empire forces must be attacking the fortress. Unfortunately, considering the powerful defenses of these mountains, you doubt that Jaen managed to get many troops up here. The attack at the entrance must be a diversion. This may well be the chance you need to escape or to slay Stalker. Whatever you do, you'll need to do it quickly. Once Stalker's men finish off the attackers, they'll come for you, and things will get ugly. You have little time. Worse, the open areas between the buildings are still full of deadly warriors. If you leave the buildings, you will face many vicious foes. (You have only a limited amount of time to finish this dungeon. You may want to save the game now.) OK. You crack the door open and peer out. There are lots of guards nearby, running back and forth and trying to deal with the Empire's surprise attack. You carefully close the door. They haven't noticed you but, if you step outside, you will suddenly make a lot of unwanted friends. The Hill Runners were called away to help defend this fortress. Unfortunately, a large crowd of them are being held in reserve. You can see the auxiliaries hanging back to the north, waiting to attack. You back away before they see you. You might be able to beat them in a fight. But you doubt it. Unfortunately, not all of the Hill Runners reported for duty when the distracting attack started. Maybe they were ordered to hang back. Maybe they're cowards. Either way, they're very unhappy to see you. You trigger a trap. The gate slams shut in front of you! From here, you can see the battle raging outside. The rebels have pushed the Empire soldiers out of the front gate. The loyalists are now making a doomed last stand, hoping to buy you time. To continue farther in this direction would be suicide. You back away, deciding not to join the Empire warriors in their sacrifice. You hear an ominous click behind you, followed by the sound of stone grinding on stone. You peer carefully out the doorway, hoping to see that the coast is clear. It isn't. You see a number of burly, well-armed Hill Runners standing around nearby in reserve, itching to be called to help defend their fortress. Fortunately, they're all nervously looking in the direction of the front gates, waiting for orders. You're able to pull your head back unnoticed. Walking out into the open in this area would be quite perilous. There is another explosion, very close by. It sounds like one of the Hill Runner's explosive boxes, but it's gone off in the room just ahead of you. Two possibilities. Either the Hill Runners are trying to blow up their own complex, or you aren't the only saboteurs sneaking around in here. OK. This room is still hot and smoking, and smoke hangs in the air. Charred rubble is strewn everywhere. You can see what the place was before it was trashed: a magical laboratory, a well-equipped one. Several of the rebel bombs must have just gone off. Whether they did it by themselves or had help, you aren't sure. The sounds of battle fading to the south, you fling open these doors, hoping to find some way out of this death trap. Instead of escape, you find yourself in the core of the Hill Runner fortress. It is an impressive hall. It was built to be a grand meeting hall, where all the most valued and important Hill Runners can come to discuss strategy, hear speeches, and get their orders. All of Stalker's most valued lieutenants are here. You recognize Canizares and Luna. There are also lots of guards. All of Stalker's most valued lieutenants are here. You recognize Canizares and Luna. You also see Crouch. He has betrayed you, if he wasn't working for the Hill Runners all along. There are also lots of guards. Lots and lots. All of them have weapons out and ready. They are prepared for a mighty battle. OK Canizares Luna Crouch They are here. It is time. What do you think, Luna? They must die. Now. And you, Canizares? I would prefer capture. But they are too much trouble. So death. Then death it is. As the Hill Runners stand and draw their blades, you realize that you still have one of their explosive devices, the box you found in the slime research facility. You could try using it. It could do great harm. Maybe to them, maybe to you. Don't use it. Activate and fling it. You pull the rope, and fling the box. The timing on the device could not be better. It arcs through the air, and explodes on impact. Unfortunately, it was too heavy to throw far. It doesn't quite reach Stalker. Instead, it lands in front of Luna. The explosion flings her against the far wall like a rag doll, shattering her ribcage. She wasn't the only foe to be killed by the bomb, either. Not a great advantage, but it's a start. OK Strange. The box is empty. When you approach the altar, you start to feel very uncomfortable. Your skin feels itchy. You back away. You start to perform the ritual, but you soon realize that nothing is happening. The altar does have a mild protective spell on it, but it is not, in fact, evil. You stop the Ritual before it eats up too much more of your limited time. The rebels have liberated a huge prayer book from the Empire. You would love to spend several hours learning from it, but have to settle for a quick browse of one of the simpler prayers. Fortunately, you are able to absorb one of the prayers, a brief incantation possessing great power. You can now cast Return Life. The rebels have liberated a huge prayer book from the Empire. You would love to spend several hours learning from it, but have to settle for a quick browse of one of the simpler prayers. Alas, your knowledge of magic is not enough to absorb anything from such a quick skim. Oh well. The rebels have liberated a huge prayer book from the Empire. You would love to spend several hours learning from it, but have to settle for a quick browse of one of the simpler prayers. It's a simple prayer, but quite powerful. You now know the spell Cloud of Blades. The door to the docks has been locked with a massive, complicated padlock. You try each of your keys as quickly as possible, trying desperately to get it open. None work. There's no way you'll be able to get the thing open in the time available. You'll have to find the key to this door. You wonder who in this fortress would be important enough to have one ... You hear an ominous click behind you, followed by the sound of stone grinding on stone. Stalker starts to look concerned. He wasn't prepared for you to be a difficult fight. He decides, with the cunning and practicality of a trained guerrilla fighter, to move to a better position. He grabs his amulet and mutters a spell. With a little poof of smoke, he is gone. // t17Stalker s dlg.txt Pogue An agitated man is hiding in the room across from your cell. He looks like he is not sure where to go. He's on the edge of panic. There are spots of blood on his hands. "I am Pogue. I know who you are. We don't have much time. I have a message from Jaen." Pogue shakes his head. "You take too long. Come, we don't have much time." Who are you? Why are you helping me? "I'm an interrogator for this fortress. Well, that's what I'm supposed to be. But I'm working for Jaen. I'm helping you." If you're the interrogator here, haven't you had to torture Empire soldiers? "I've been doing whatever Stalker tells me to do, to whoever he tells me to do it to. Best you don't look down on me. I saved your life." Tell me about Stalker. "A wicked, brilliant, powerful man. I'm amazed that he hasn't figured me out. He'll be in his throne room, in the northwest corner of the fort." Well, thanks for not torturing me. "Stalker wanted me to start in on you right away. Flogging. Burning. You know. But he trusts my judgment, and I delayed your torture." What did you say to delay torturing me? "I told him that you would be tough to break, but if we gave you hope and took it away, it would be easier to crack you. That's why you were left in your cell, and why we left your equipment. Nothing hurts someone more than having hope stolen." "But what I was really doing is stalling, in the hope that Jaen would track you here." Does Jaen know I'm here? "Jaen is nearby! He tracked you here, and has snuck a small force to be here for you." Pogue is so nervous he can barely remain coherent. "He will be attacking soon. First, though, he sent me to free you and give you a message." Good, then Jaen's forces can free me. "No. He will be sending his forces to attack here. It's not a real attack, though. He won't win. It's merely to distract Stalker's forces. That's why he sent me to give you his message." Give me Jaen's message. Pogue is still nervous, but his voice takes on a hard, cruel edge. You can see how he'd make a good torturer. He says, "Jaen has one last mission for you. He will be attacking and distracting the fortress, so that you can go and kill Stalker. "He hopes you will have no qualms about this act. After all, there will only be one penalty for failure. But great rewards for success." Should I have any qualms about killing Stalker? "Jaen knows that sometimes adventurers have unusual qualms regarding violent acts. I can, however, assure you that, were it not for me, Stalker would have treated you to a most deliciously slow and horrible end. Do not spare any tears on his account." What reward will I receive if I succeed? Pogue grins. "There are docks behind this fortress. The stairway to the docks is beyond Stalker's fortress. Jaen's reward for you will be down there. Plus, you will be able to escape this island alive." "Of course, to get there, you'll have to go through Stalker." What's the penalty if I fail? Pogue chuckles dryly. "Jaen's men will be sacrificing themselves to enable you to reach Stalker, not to save you. If you can't escape here soon, the Hill Runners will come for you and kill you." How will I escape? "A ship will take you away. Now get going. Kill Stalker." Where are the guards? "I took care of the guards in here. You will have to evade the guards out there on your own. I'm leaving, right away. You should try to hide in the buildings." How will you leave? "I have a way. It might even work. I'm not staying in this deathtrap one moment longer than I have to.." There was someone with me named Crouch. Do you know what happened to him? He shakes his head. "You really need to be more careful when you pick your friends." // t17stalkera.txt For the first time, you get a good look at Stalker. He's an average-looking man. Simple. Nondescript. There's little about him that would make you think that this is the man who has held the Empire at bay for several years. To his credit, he does not taunt you. He does not demand your surrender. He doesn't waste words. He simply stands, bows, and draws his blade. He is prepared for your final battle. runs away! Stalker starts to look concerned. We wasn't prepared for you to be a difficult fight. He decides, with the cunning and practicality of a trained guerrilla fighter, to move to a better position. He grabs his amulet and mutters a spell. With a little poof of smoke, he is gone. Talking: It doesn't respond. // t17stalkerb.txt For a brief, horrible moment, Stalker seemed to actually be a threat to the Empire's rule. He had been the only person who had figured out how to hold its might at bay. No longer. With a final, desperate blow, you strike him down. You may have had doubts about whether it was the right thing to do, but circumstances forced your hand. What's done is done. Stalker falls. He lands on his back, his life draining from him as you watch. Combat pauses, as all turn to see his final moments. Staring at the ceiling, he mutters one final benediction to his rebels: "Remember what I have taught you." Then he is gone. Around his neck, you see a small silver key hanging from a chain. You run and grab it. It may be your path out of here. You may have killed their leader, but there are still hundreds of Hill Runners nearby, and they won't appreciate what you've done. It's time to leave. OK. Talking: It doesn't respond. // t18Stalker s .txt Stalker Canizares Pogue Karen Rebel Archer Clang! Tink. Tink. Clang! Clang! Tink. Swish! Swish! Thud! We should strike there. Send forces there. Yes. They should die. Come for instructions. Help deal the final blow. The invaders must pay. More and deadlier raids! Keep out. Keep out. Keep out. Keep out. Keep calm. Keep calm. Must keep busy. Great. More people. What do you want? You step inside Stalker's Fortress. It's not so much a castle as a warren, one incredibly well-guarded gate, followed by a long, natural gallery with buildings burrowed into the wall along it. The guards are a motley bunch, wearing a wide variety of armor (some stolen from Empire troops), and wielding all manner of wicked blades, pole arms, and spiked clubs. They watch you with profound mistrust, but at least these guards don't attack you. As you enter, one of the guards says, "Stalker wants to see you. He's to the north. Go see him. Don't go anywhere else. You aren't allowed." The other guards nod at the last bit. Friendly lot. OK You walk in on several wizards, performing delicate and dangerous experiments on explosive materials. When they see you, they stop what they're doing long enough to call for guards. They come and pull you away, telling you not to come back. These are the doors to the fortress' interrogation chambers. Behind them, you can faintly hear the sounds of people in great pain. Fortunately, the doors are massive and heavily locked, so you're unable to go in there and see what's going on. It'll do a lot for your peace of mind. You triumphantly return to Stalker's throne room, having managed to miraculously slay his greatest enemy. You walk in proudly, ready to bask in admiration and adulation. You are disappointed. For some reason, despite what you have done, the guards barely seem to even notice you. The rebel warriors seem to be taking great care not to admire your deed. Stalker seems to be, if anything, displeased to see you. This was unexpected, but soon explained. Looking into the rebel leader's eyes, you see his envy and fear. He fears that you will wish to take his place. This may be awkward. OK. You enter the core of Stalker's fortress. It's a massive chamber, built with the intention of impressing all who are brought here. Huge, granite pillars tower above you on all sides, like a monumental stone forest. In the center of the chamber is a massive oak table, fifty feet long, where the leaders of the Hill Runners meet to plan tactics. Chairs ring the room, so that rebels can gather, hear orders and speeches, and be inspired. At the far end of the table sit Stalker and Canizares. They look up from their plans when you enter, and Stalker motions you forward. After hearing so much about him, you find his appearance somehow disappointing. There's nothing about his nondescript look and bearing that indicates the ruthlessness and genius that have made him the scourge of the Empire. OK You step in front of the altar, and feel a pleasant, soothing feeling. You feel much better when you walk away. The box is empty. The box contains a broadsword, a sack of gold, a silver key, and a note: "Thank you for your assistance. We wish you the best of luck in your further adventures, which, we hope, will take place elsewhere." "This key will let you down to the docks, where a boat has been left to leave our isle. With our regards. Stalker." You aren't sure why Stalker wants you away from here, but the message is clear. Despite your services, you are no longer welcome. Maybe he's afraid you will be more popular than him. No matter. It's time to go. The Hill Runners have had harsh and unforgiving lives, and this has made them harsh and unforgiving people. They will not tolerate your crimes. You hear, behind you, the echoing sound of the front gate slamming shut, trapping you outside the fortress. Between you and escape lurk hundreds of Hill Runners who rush inside, ready to dispose of you. You have no chance against them ... This door leads to the docks behind Stalker's fortress. Unfortunately, the door is locked, and you don't have the key. Pity ... this dock may be your only route off this island. Stalker leans back and begins to speak, with the tired patience of one used to repeating things again and again, and the confidence of one who knows his words must be obeyed, like it or not. "There is only one person on this island who has the skill and strength to defeat me. His name is Jaen. "As long as he lives, we will not be able to take Morrow's Isle. If we do take the Isle, though, we may be able to hold it against the Empire for years. It is not hard to defend an island." "We have finally convinced an Empire prisoner to tell us where Jaen is. We have people there. All we need is someone good enough to get in and kill Jaen. That someone will be you." "To get there, stand just north of the town of Liam, and walk due north. You will be contacted from there. Good luck to you. You will be doing the Hill Runners a great service." OK The rebels have liberated a huge prayer book from the Empire. You would love to spend several hours learning from it, but have to settle for a quick browse of one of the simpler prayers. Fortunately, you are able to absorb one of the prayers, a brief incantation possessing great power. You can now cast Return Life. The rebels have liberated a huge prayer book from the Empire. You would love to spend several hours learning from it, but have to settle for a quick browse of one of the simpler prayers. Alas, your knowledge of magic is not enough to absorb anything from such a quick skim. Oh well. The rebels have liberated a huge prayer book from the Empire. You would love to spend several hours learning from it, but have to settle for a quick browse of one of the simpler prayers. It's a simple prayer, but quite powerful. You now know the spell Cloud of Blades. You hear an ominous click behind you, followed by the sound of stone grinding on stone. You trigger a trap. The gate slams shut in front of you! // t18Stalker s dlg.txt Stalker You come face to face with the infamous Stalker. He stands to shake your hand in an awkward, businesslike manner, and then sits down again. Then he speaks. "I am called Stalker. Do not ask my real name. It is not important now. I am the one who stands up to the Empire, who will find the way to defeat it, and to create freedom. And you will help us." Stalker looks very plain and ordinary, the sort of person you would normally forget about a minute after meeting him. His voice is calm and flat. It is hard to believe that this is the person who has caused so much trouble, so much carnage. Yet, he looks strong and quick on his feet, and he has a fine blade at his side. And clearly, he has a strong tactical mind. It would be very dangerous to underestimate him. Stalker looks up at you. His face is expressionless. "Yes? What else do you need to know?" You command the Hill Runners? Stalker will be polite and speak with you about the Hill Runners, but he is very uncomfortable. He seems to wish that you would just collect your reward and leave. "Yes. I am the leader of the Hill Runners. I fight the Empire however possible. By all means at my disposal." Did you create the Hill Runners? "No. Once, I was just a member, in the early, bloody days. It then fell to me to lead them, and I do my best." Why are the rebels called the Hill Runners? "Many of us were miners from the hilly region. That is the name they took for themselves." Why do you fight the Empire so brutally? "My hatred for the Empire knows no bounds. The tactics I use against them know no bounds either. That is why I wanted you brought here. I need to fight the Empire with any means at my disposal." Why do you hate the Empire so much? He looks at the table. "I have my reasons for fighting them." What reasons? He looks straight at you. "The Empire has given me three reasons to hate them, three reasons that will never be returned to me. And I choose not to discuss this anymore." What is your strategy against the Empire. "Stealth. Fear. Never letting them rest. Killing them in handfuls, never letting them travel freely, without care, never letting their people relax, making the honest folk know that the Empire can not protect them." "We will grind them down, until it is too painful to continue to enslave us. Then we will be free." I am trapped here? "The Empire will stop at nothing to kill you now. No Empire controlled city on this island will be safe for you. The docks at Selathni are lost to you. If you complete a mission for us, one of your rewards will be escape." Tell me about the mission. "As I said, you must go to Jaen's secret fortress, break in, and kill him. You will find it in the woods north of the town of Liam." "Be sure to go and get supplies before leaving." "Of course, you will receive a good reward for completing this mission. And that reward will, of course, include freedom to leave this island." What will be the reward? "We will pay you well for completing our mission. In return, we will help you escape this island, and give you other trinkets as well." What if I don't accept your mission? "You need to use our boat to get off this island. Selathni won't let you use their docks anymore. You have no choice but to help us. Let this be your final lesson in rebellion." And the final lesson is? "Use anyone and anything who will help you attain your sacred goal. That includes you. Now go. And good luck." Can I get some supplies? "The supply depot is much farther inside our fortress. Karen is in charge there now. She will help outfit you for your mission." I met someone in Buzzard named Machrone who wants to meet you. Stalker smiles. "Ah, yes. I have heard of him. Machrone, and his spreading of news. I will make good use of him, but not yet, not until we control Morrow's Isle." I have killed Jaen. "You have completed your mission, and we will be good to our word. There is a chest in a room to the north. Your reward is in there." "You can't use the docks at Selathni to leave the island. Fortunately, we have a hidden dock here you can use. That is also your reward." "Use the stair case north of my throne room. It will lead to our docks." What do you wish from me? "You will be my greatest weapon yet. I know the Empire brought you here. I also know that, for whatever reason, you chose to join us. Sadly for you, you are trapped on this island." "I have a final mission for you. If you carry it out, you will be well rewarded." I accept your mission. "Excellent. Good luck." Stalker returns to his papers, and his planning. Now that Jaen is dead, what else can I do for the rebellion? Stalker laughs dryly. "Oh, yes. You would like that. More work. More authority." "No. You are useless to us now. We depend on stealth, on secrecy. Every enemy soldier on this island now knows your face." "The box with your reward is to the north. Go to the docks. Leave. I assure you, that is your only option now. Well, the only option you can live with." Canizares You meet Canizares again, the man who gave you your first Hill Runner mission on this island. He looks a lot more relaxed in the depths of the Hill Runner fortress than he did hiding in plain sight in Empire lands. "Ah, we meet again. I am Canizares. You remember, yes? I am glad you came to our side after all. Now you should speak with Stalker. My part in commanding you is done." Canizares says, "What else do you want? I am not commander here, Stalker is." You are working here now? "Of course. I was only out in the towns as long as I was needed. Once I contacted you, my work was done." "And it seems our plan to contact you is working out much better than we expected." "And, of course, our plan to contact you has worked out much better than we could have dreamed." What did you expect? "That we would have to kill you. We were all debating about whether to try to convince you, or kill you. We hope we made the right choice." "Certainly not that you would slay our deadliest foe. Though now, of course, you must leave the island. Stalker will tell you how." What swayed the debate in my favor? "It was a difficult decision, but Stalker decided in the end. The slightest betrayal, the smallest advantage, and Jaen would kill us all. We needed to take risks." Why did you want to kill me? "We knew that the Empire asked you to come here, and we suspected that you were being asked to infiltrate us. We would have killed you instantly, but we needed more allies." Why are you in need of allies? Does the battle go against you? "We need all the help we can get. The Empire is a nearly overwhelming force. They can be sloppy, but one mistake will end us all. So we recruited you. We need to act fast." What do you think of Stalker? "Stalker is a truly great man, a groundbreaking thinker. We had never realized what powerful weapons stealth and ruthlessness could be." "Stalker is a truly great man, a groundbreaking thinker. His decision to recruit you was a masterstroke." Tell me more about your tactics? "You should speak with Stalker to learn more of that." Why do you need my help? "Our goal is to control this island ourselves. Islands are not hard to defend, especially with magical help. But first, we need you to perform a mission for us." Stalker, listening, clears his throat. Canizares, chastened, says, "But you should talk to Stalker about that." What can I do for the rebellion now? "Ah ... you should talk to Stalker about that. It is complicated." Do you still sell any potions or supplies? "Sadly, no. When I fled Liam, my stocks remained behind." Pogue You meet a small nervous man. He is pacing around, clearly on edge. You ask his name. "Uh, I'm Pogue." Why are you pacing around, are you nervous? "No of course not. Why would I be nervous? I am the interrogator here." What are your responsibilities? "Ummm ... I convince people who don't want to tell us things that they should." How? "Look, I'm not sure I'm allowed to be talking to you. I don't know if Stalker has said it's all right. I really should go. Bye." What is back here? He points at the building to the west. "That is where you can get supplies." He points east. "That's where I interrogate people. You can't go in there." Karen There's a tired blonde woman behind the counter, trying to repair the feathers of a set of very shoddy arrows. She looks up at you, annoyed. "I'm Karen. I'm the quartermaster. What do you want?" Karen focuses on working on arrows, hoping that you leave before you loot any more of her supplies. May we ask what you are doing? She looks at you unhappily. "I'm in charge of supplying the troops. And I don't get a lot to work with." Who gets supplies? "Our troops do. What little supplies there are to give. The rebels are all the same. Their little missions are all the most important things in the world, and need all of our pitiful supply of items. They cajole, they threaten, they hit on me." "But I turn them down, because I need to keep it all to go around. That's why this whole business with you makes me so angry." What business? "I've been ordered to give you all of our best supplies. No explanations. People come to me every day, about to risk their lives and needing our weapons to save themselves. But I can't give them now, because you'll have them." "No matter. The items you've been given are in the storerooms to the north of here. Help yourself. Good luck. I hope you're worth it." "I was ordered to give you all of our best supplies. But now that your mission is over and you aren't welcome here anymore, you can just clear off and leave." Those arrows are in bad shape. "Of course," she snaps. "You think we are supplied by the Empire? That we have anything we want showered on us when we snap a finger? We have to make do here. Learn to live with it." You meet one of the soldiers of the Hill Runner fortress. These are the most dedicated and well-trained of the rebels, ready to instantly kill or die on Stalker's command. This man seems annoyed by your presence. He doesn't seem to trust you. He grumbles a brief greeting, but he doesn't want to talk to you. The woman happily chats with you for a while, clearly pleased by your efforts so far on the Hill Runners' behalf. She tells you that you can find Stalker in the northwest corner of the fort. You make this man nervous, though you aren't sure why. You make some small talk with him and learn that the you can get supplies from the quartermaster in the southeast corner of the fort. The soldier barely talks to you, giving only the most cursory greeting. It is strange. You would have thought that you would have received more accolades for your defeat of Jaen, but you sense that you are no longer welcome. The guard stops you. "You can't go through here. You are to speak with Stalker." He points to the northwest. Strange. After your defeat of Jaen, you expected a better reception. This smith is hard at work making and repairing the rebels' arms. The Hill Runners don't get a lot of supplies, so they have to work doubly hard on repair and maintenance. This warrior is working hard on sword technique, practicing with a target dummy. You leave her alone. This person is planning strategy, poring over maps and battle plans. When you get close, he leans forward and covers the papers with his chest. They aren't meant for your eyes. Strange. After your defeat of Jaen, you expected a better reception. The troops in this bedroom are annoyed by your intrusion. "Leave us be. We worked hard to earn a little privacy. Go about your business!" // t18stalker.txt You have killed Stalker. He has a silver key around his neck. You grab it. Perhaps you should leave the island. It would appear you're out of friends here. // t19Concealed .txt Jaen You have finally reached the Hill Runner's secret dock, built with great care and effort in a secluded lagoon on the north side of the island. To the north, down a long path, you can see a dock. There is a small boat moored there, empty and ready for use. It looks like it may be a safe way off of Morrow's Isle. The box is empty. You open the chest and find Jaen's parting gift for you for your services. It's a beautiful suit of shining chain mail. There are protective runes on the collar and sleeves. It's a truly lovely reward. There is also a pouch of gold coins. Can't complain about that. You climb the stairs, only to find that someone has locked the door at the top. Your key no longer works. Odd. // t19Concealed dlg.txt Jaen It doesn't take long to guess who this enormous man is. He is heavily clad in plate armor, boldly inscribed with the Empire insignia. He's huge and confident and, when he speaks, you instantly recognize his voice. He says, "You are here. You succeeded. Well done. Our trust in you was well placed." At last, you have met Jaen, the mighty and infamous leader of the Empire forces. Somehow, he got here to speak with you. "I am Jaen. I thought you had earned a chance to meet me personally before you leave." Jaen says, "Is there anything else? You really should be leaving now." Why are you here? "You have carried out my instructions without fail. Before you left, I wanted to thank you personally." You're welcome. "I know you do not need or wish thanks. I know you feel you have simply done your just duty. I feel you do, however, deserve a reward." Where is my reward? "He points at the chest nearby. It is in there. With my compliments." How did you get here? "I led the attack here, of course. As my men sacrificed themselves boldly, I magically concealed myself and found you, to make sure Stalker was properly killed. After you depart, my captains will fetch me." "I wanted to make sure you were rewarded." Did your men know they were being sacrificed? "Yes. Telling people they must die for you is the essence of leadership." How did you conceal yourself? "I have all manner of magic at my disposal. I can conceal myself here until I am fetched." Do your men know to come and find you here? "Yes. We only just discovered this dock. I have communicated its presence to my men, and they will get me here. With the loss of Stalker and this place, the insurgency is doomed." It was difficult, but I slew Stalker. "He was a worthy adversary. Life will be less interesting with him dead. Better, but less interesting. Of course, his followers must be disposed of. This insurgency is doomed." Are you sure the rebellion is doomed? He smiles. "Oh yes. It was a peculiar effort, a strange action. A small rebellion." "Small, and over. Now, before you are killed, you should leave. Leave this depot and walk north. You will come to a dock. Help yourself to the ship there. And I will stay here and continue to bring to the world the will of the Empire." What is the will of the Empire? Jaen displays the calmness and confidence of the true fanatic. "The Empire is just. The Empire leads us all." What will be done with Stalker's followers? "Nobody who aided Stalker will be allowed to live. That is the order of things." You will stay here then? "It may sound egotistical, but it is true. The Empire forces here are inept and confused. Were I to die in this battle, the rebels would have little trouble outsmarting them again." He grins roguishly. "Fortunately, I am fine." Are there any more missions for me to carry out? "No. You must leave now. You have done your part." "Now that the rebels know who you are, you will be no good to me. I require people now who can move with stealth, to infiltrate the circles of our foe. You would do best to serve the Empie elsewhere." // t19jaen.txt Jaen concealed himself magically to hide here and revealed himself in order to speak with you. That was his final, critical mistake. Now, the rebels and the Empire are on even ground again. For now. Of course, the Hill Runners, having just lost their leader, won't be thankful, and the Empire forces will soon figure out what you've done. You have no friends here anymore. You have to leave. You've undone everything you've done here. Everyone is back to square one. Perhaps that's for the best. OK. Talking: It doesn't respond. // t1Selathni.txt Klivans Vonnegut Belk Purdee Bearden Elinor Haedrich Iggers Blue Michael Marin Barnard Mercenary Mercenary Want a drink? We have a free room. Psst! Come over here. Cough. Ptooo! How can I help? Hum Hummm. Zzzzz. You're wrong! They have no chance. They'll never catch them. The Empire is strong. They can send thousands. You fool! When you return to Selathni, the mood in the air is very different than it was before. News of the attack on Zaskiva has reached here. The complacency of the Empire's loyal citizens has been shaken. Things have changed. People weren't afraid before. They are now. You step off of the dock and into the small port town of Selathni. The buildings and streets are clean and well taken care of. The people look comfortable, well fed, and nervous. You get a lot of anxious stares. At the east end of the docks, you see a large inn with a long green sea serpent painted along its wall. Perhaps that's where you're supposed to meet Vonnegut and find out what's going on. OK You notice, at the base of the counter, the gap in the floor Canizares told you about. It's a crack, about a foot long, in the cement between the stone slabs. The Empire papers would just barely fit inside it. Leave the crack alone. Drop the papers into it. You notice a large crack in the floor. You drop the papers into the crack. They disappear from sight. You can only hope they get to whoever wants them. This hotel room has a reading room, set here for the benefit of its more literate merchant visitors. There are two large books on pedestals. Each has a chair set up in front of it, so that you can read in comfort. The book is titled "History of Morrow's Isle." A summary: Morrow's Isle was first settled by humans about 200 years before. Valorim was a wild and unsettled continent, and the settlers had a very hard time of it. Eventually, a tormented band of them made it to this Isle. When they found rich grasslands, ore-filled hills, and a minimal number of hostile creatures, they knew they had reached their final destination. Once the few Nephilim living there were butchered, they were home at last. The settlers lived independently there for a hundred years, until the Empire finally noticed the Isle. Seeing the need for order, the Empire established a feudal state there. Despite a few minor difficulties which were easily dealt with, the transition of the island's population from independent settlers to serfs went smoothly, and, with hard work, the wealth of the island was harvested. Today, with many rich fields, productive mines, and happy citizens, Morrow's Isle is a virtual paradise to live and work in, thanks to the benevolent rule of the Empire and the hard work of the settlers. OK The leather bound tome is titled "A Report On Unrest In Morrow's Isle." A brief summary of the uncensored parts: There has been some unrest on Morrow's Isle for the past century, ever since the settlers there were brought under the control of a feudal lord. Until recently, the minor rebellions were easily dealt with. Now, however, there is a new, vicious force on the Isle. Known as the Hill Runners, and led by a person known only as Stalker, the rebels have had a good deal of success against the government. They have completely seized control of the northeastern mountains of Morrow's Isle, and, playing on and building up a small amount of mild discontent in the citizenry, they have done a good deal of harm to the Empire's control in this area. Part of their success can be attributed to their vicious tactics. Nobody, neither soldiers nor civilians, men nor women, is exempted from the Hill Runner's violence. Aiding an Empire soldier invites murder as surely as being one. Something should be done about this menace as quickly as possible. Otherwise, it is possible that malcontents in other areas will feel these tactics can succeed, and adopt them. OK The shrine's donation box is here. It's empty right now. A small sign hung on the front of the box says "Suggested, life-affirming donation: 100 gold." Leave it alone. Deposit 100 coins. You put the money in the box. As you watch, it slowly disappears! Very odd. You don't feel any different. Unfortunately, you don't have 100 coins. The shrine is dominated by a large, gleaming altar. Even being near it fills you with a warm, comforting feeling. There are kneeling pads set in front of it, no doubt so you can pray in peace. Leave. Pray. Kneeling in front of the altar does, indeed, give you a warm, pleasant feeling. And that's all. When you kneel, the altar begins to glow warmly, bathing you in a healing white light. When the glow fades, you feel reinvigorated. The dresser is completely empty. The dresser is completely empty. Remembering Elinor's instructions, you pull the dresser away from the wall. Sure enough, in a gap in the wall, you find a heavy, polished mahogany box. It's about a foot by eight inches by six inches. It's pretty bulky, but you manage to fit it into your pack. Looks like it's time to go to Zaskiva. The Selathni harbor has a high stone wall built around it, sheltering it from rough waves and storms. You are on a narrow path, running along this section of the wall. You step onto the dock, only to find no boat waiting for you. Looks like, now that you're criminals, getting off the island will not be as easy as it once was. You find a boat at the end of the dock. You could steal it and pilot it back to the mainland. If you want, you can leave this confusing, violent place now. You find a boat at the end of the dock, waiting to take passengers away from Morrow's Isle. If you want, you can leave this confusing, violent place now. Stay here. Leave the island (and end the scenario). With heavy heart, you board the boat to leave Morrow's Isle. You came here with the dream of slaying evil, of fighting the good fight, of courage and nobility. Instead, you found corruption. You were only given a chance to be in the middle of a battle between selfish politicians and vicious rebels. Not what you had in mind. Maybe there was a way out of this, a way to, despite the mess, make things better. Probably not. You got away with your lives, without making things much worse. It's not much of a reward, but at least you'll be able to sleep at night. THE END OK This is the dock where you arrived. If you want to leave the island, go to the dock at the east end. // t1Selathnidlg.txt Klivans Even for inns frequented by sailors, the Sea Wurm Inn is a bit on the seedy side. The bar maid is doing her best to fight the decay, but it's been a losing struggle for some time. The ancient stains on the bar are dirtied by newer, fresher stains. When she sees you, she grabs some mugs, expecting some heavy drink orders. "I'm Klivans. Welcome to the Sea Wurm Inn." Klivans holds a mug in her hand, optimistically hoping that you will place a drink order. What services do you offer? "Well, our beer is great. Only 5 coins a mug. We have a room free for only 6 coins. And, if you're planning to travel, we have some hardy rations." Tell me about events on this island. "Morrow's Isle has some problems. Things have been dangerous lately." She points to a door to the southeast. "I also keep some books around. I like people to learn about the history of my island. You should read them. I'd like you to tell me what you think." I'll take some beer. (Pay 5 coins.) You get a few mugs of the Inn's beer. As expected, it's noxious stuff. Klivans nods approvingly as you choke it down. "Sorry. It costs 5 gold." What areas are dangerous? "The northwest corner is full of jumpy Empire soldiers. The northeast is full of Hill Runners. I'd suggest staying close to home until you know what you're doing." I need a room. (Pay 6 coins.) You are shown to a cramped room, containing 3 lumpy beds, an armada of bed bugs, and not much else. You spend a long, hellish night. "Sorry. It costs 6 coins." You can't stay in an inn when on horseback. I need to buy some food. You finish shopping. Sea Wurm Inn The food here is functional, but not tasty. It is made more for staying edible on long sea journeys than to provide good flavor. Or any flavor. I looked at those books. It sounds like the settlers here got a bad deal from the Empire. Klivans nods very slightly. You barely notice it. "Well, I'm sure the Hill Runners would agree with you. And, if I were you, I would keep that opinion pretty quiet while you travel around." "Me, I was born here. But I've learned to keep quiet about these things. If you don't, you can get hurt." I looked at those books. I hope the Empire crushes those treacherous Hill Runners. A flicker of a frown briefly travels across her face. "That's a good, solid opinion for Empire agents to have. I'm sure you'll do well here." "Me, I was born here. But I've learned to keep quiet about these things. If you don't, you can get hurt." I'm looking for someone named Vonnegut. She nods. Your question seems to have confirmed something for her. She points at a lone figure sitting hunched at a nearby table. "That's him." Have you heard any news lately? "Of course. All anyone can speak of is Zaskiva and the death of Lord Volpe. It is a terrible, terrible thing." She doesn't sound entirely sincere about that last part. Vonnegut When you get close to this small man, he nervously motions you over to join him. As you sit, he takes a quick look around the room, paying close attention to the windows and doors. When he thinks it's safe, he turns to you. He asks for your letters of introduction and looks them over carefully. Satisfied, he says, "I am Vonnegut. Welcome to Morrow's Isle." He continues to keep an eye on the windows and doors. "These are troubled times. I hope you can help. You have been sent to help me deal with the Hill Runners. If nothing is done, I fear Morrow's Isle will slide into rebellion." Vonnegut continues to watch the doors and windows. This continuous worry can't be good for him. Anything else I can tell you about our little private rebellion?" Why are you nervous? "Forgive my caution, but the Hill Runners have made all our lives dangerous." Could your enemy strike at you here? "If you knew more of the Hill Runners' techniques, you would understand. Aiding the Empire will, before long, result in a visit from them. A deadly visit. You should be twice as careful as I." Who are the Hill Runners? "They are the rebels, the violent raiders and murderers who have turned this Isle into a place of constant terror. They are the reason you have been brought here." How am I supposed to help? "The Hill Runners, led by their leader Stalker, have had great success in fighting the Empire on Morrow's Isle. You have been brought here to infiltrate them. I am not here to tell you how." "I am only here to tell you of your contact, Jaen, and to provide information." Why don't you just ask the Empire to send an army? "We could crush Stalker and his minions easily enough, but we do not want to call a whole army here to deal with such a rabble. It would be expensive, and it would damage this island's resources extensively. The Emperor wants this issue handled quietly." What is known about Stalker? "Practically nothing is known of him. Or her. Stalker is completely ruthless and vicious, and a shrewd tactician as well. If you can infiltrate the Hill Runners, we might be able to find and eliminate this threat." "Fortunately for us all, Stalker has an opposite, our leader Jaen." What's Jaen like? "Jaen was sent here by the Empire to destroy Stalker. He is just as secretive, and just as shrewd and vicious. It is he who will be giving you your orders. I am here to tell you how to contact him." "Now that you have contacted him, you know far more than I. You should do all of your dealings with him now. I will only work with you if Jaen gives the order." What information can you provide? He points to a door in the southeast corner of the room. "In that room are two books. Fortunately, the innkeeper here has a keen interest in the history of her island. Read them, and you will learn much of Morrow's Isle and our situation." How will I contact Jaen? "You are to go to Willow, to the east of here. Somewhere in Willow is a secret stairway down, which leads to where our leader Jaen will speak with you and give you your orders." "He will tell you how to infiltrate the Hill Runners, and why. However, before you go, a serious warning." What is your warning? "Like all adventurers on the Isle, we are sure you will be contacted by the Hill Runners, so that you can help them with their sinister deeds. Do nothing to help them, nothing at all, until you have been to the contact point to clear things with Jaen." "If you help Stalker without permission, you will be slain." Where is Willow? "Willow isn't far to the east. I'm not sure where the contact point is in the town. I've never been down there. But then, you're adventurers, used to poking your noses into places you aren't supposed to be. I'm sure you'll find it." "All I know is that it is underground." Belk With the tanned skin, earring, and tattoos, you have little doubt that this man is a sailor. He's currently working on what must be one of many beers. He grunts and belches. "I'm Belk," he says. "Sit down and join me." He waves unsteadily at a nearby stool. Belk takes another long drink of ale. Soon after, displaying flawless aim, he spits a glob of something brown into the pot on the floor near him. Do you have a job in town? He barks out a laugh, spraying a bit of spittle in addition. "I'm a sailor. Or I'm retired. I'm not sure." Stop spitting on me. Belk casts a nervous glance at your weapon. "Oops." He wipes up the spittle with his sleeve. "Sorry." How's the sailor trade? "Making goods runs to Morrow's Isle was a good bit of work. Safe. Lots to do. They pay well. I was all set to retire, but then all the troubles started." Would you like to retire? "Yeah!" He blows his nose on his sleeve. "Years of work, and I'm finally ready to settle down. Buy a farm. Drink. But then I get here, and there's all these troubles going on." What sort of troubles? "I get here, and within one day, one of these Hill Runners comes up to me!" You see the barkeep look over, uncomfortable at the mention of the Hill Runners. "They try to convert me!" What did the Hill Runner say to try and convince you? "They say, help us or we cut you down in your sleep. Then a soldier comes up to me next day, and says he has his eye on me cause I was seen talkin' to a Hill Runner!" He snorts. "This place is madness. I'm getting out!" Where do you wish to escape to? "I'm going somewhere where people aren't getting killed everywhere and you can keep to yourself. Pretty reasonable, eh?" It's hard to disagree. Is the ale good here? "No." He takes another long drink. "It's better at Purdee's Inn, but it costs more too." I'm looking for someone named Vonnegut. Can you help me find him? He looks over his shoulder at a lone man sitting at a table to the south. "That's him." Purdee Behind the counter, you see Purdee, the elegant and pert owner of Purdee's Resort. She bows to you as you approach, and wipes clean the counters in front of where you sit. "I am Purdee, and I run Purdee's Resort, the loveliest inn in all of Valorim." Purdee gives you a radiant smile. "How can I help you?" This seems like a nice inn. "Well, when the captains want a good place to stay, they come here. The sailors, well, they go somewhere else." "A fine, private room, only 15 coins. We have good solid meals for sale. And, of course, bottles of Morrow Isle's finest wines, only 12 coins!" Do you get many captains? "Selathni is Morrow Isle's main port. We get a lot of sailors here, and their captains. The sailors go to other, lesser places. The captains come here." I'll have some food. You finish shopping. Purdee's Resort The meals here are very good but expensive. I need a room. (Pay 15 coins.) You pay the hefty price and are shown to a neat, private room with a very comfortable bed. Your sleep is deep and restful. She shakes her head. "Sorry, friend. Quality costs money." You can't stay in an inn when on horseback. Some wine please. (Pay 12 coins.) She brings you a bottle of delicious, carefully aged wine. As you sip, she mentions conspiratorially, "By the way, adventurers, are you interested in rumors? I've heard interesting things about the Empire, and about some monsters." She frowns. "You don't expect wine for free, now, do you?" What did you hear about the Empire? "All the Empire folks are in a tizzy because some sort of auditor or judge or something is coming here to look over the Hill Runner situation. Keep your eyes open on the streets of Selathni. This certain someone may be here any day now." I'm always interested in hearing about monsters. "Just between you, me, and these four walls, some people have seen ogres in the hills at the southwest corner of the Isle." Is this the only inn in town? "Oh, no. There is also the Sea Wurm Inn. It is a ... a ..." She smiles. "Well, my mother taught me. If you can't say anything nice, don't say anything at all." I'm looking for someone named Vonnegut. Can you help me find him? She shakes her head. "Afraid not. Maybe you should try that ... that other inn." Have you heard any news lately? "Oh, it is so terrible, so shameful. What happened in Zaskiva, I mean. I thought our soldiers were supposed to keep us safe! How could this have happened? Who will want to come and stay in my inn now?" Bearden This man's clothes tell two stories. They are high quality, made of silk and velvet, but they're also torn and dirtied, as if their wearer has had a hard time of it. His shirt is also stained with some of the wine he's been drinking. He motions for you to sit and pours you some wine. "Greetings, fellow victims. I'm Bearden." "How else can I help, fellow victims?" His hand never strays far from his wine glass. Why are you sitting here getting drunk? "No job. Not any more. I'm a victim, sure as I'm sitting here." He gulps down more wine. Good wine? "Good stuff! Hic!" He hiccups enthusiastically. What are you a victim of? "Well, I'd be glad to tell you all about it." He starts to fall over, and then rights himself. "I was running a lumber mill, in the ruins of what was Fahl. But then it was destroyed." Tell me about your mill. "Beautiful place! The serfs sawed and processed thirty big logs a day! It was going to make me rich, but then it got destroyed." "I fled, of course. And I can't take the risk of going back for what I left behind." Where is Fahl? "Fahl is, or was, in the woods to the, ummm, the northeast of here." He thinks, confused. "That's right! The northeast! But then a Hill Rider, or whatever they're called, raid burnt it to the ground." "The only thing I was able to save was my horses. Want some? You can purchase a set for only 400 coins." I'm sorry your mill got destroyed. "That lumber mill was my way to richness! Lord Volpe said so when he invited me here! We were going to turn this island into a paradise! But now I'm stuck out in the cold, and Volpe doesn't do anything to help." Who is this Lord Volpe? He starts to get woozy. "Volpe is the lord who brought us here. We run it all. He's making this island great. He's ... he's ..." With a loud, satisfying thunk, Bearden's head hits the table. He snores. I want to buy some horses. (Pay 400 coins.) He takes your gold and, with some difficulty, counts it. "Great! The horses are in the stables, some of them will go with you now." He orders wine in celebration of his good fortune. He belches angrily. It's an ugly sound. "You want to rob a destitute man? My horses are 400 coins!" There are no horses left. Why do you think I am a victim? "You are here. Everyone here is a victim. The moment you get tied up with the Empire or the Hill Raiders, that is it." You left something behind? Perhaps I can help? For pay? Bearden tried to focus his soggy brain for a moment. He realizes that you are an adventurer. "Oh. Yes! There are some papers I left in my home. Bills of sale. Receipts. Contracts. Things that mean people owe me money." "They're worthless to anyone else, but, to me, they're what can help me get back on my feet. Bring them to me, and I will pay." I found your papers. (Return them.) Bearden takes the papers and inspects them. It is amazing how quickly he sobers up when dealing with business matters. "Excellent. This isn't everything, but it will be more than enough." "Soon, I can leave this cursed island forever and go rebuild my fortune somewhere sensible. But, for now ..." He returns to drinking. Eventually, he notices you staring at him. "What? Oh, yes. Reward. Hmm. What would help an adventurer?" He removes a pair of thin leather gloves from his pouch. "These helped me a lot when I did actual work with tools." He hands them to you. Elinor When you walk up to the counter, the woman behind it looks up at you. For a brief instant, you see the intense fatigue clouding her eyes. Then she jumps up, spry and alert, to bow to you. "I am Elinor. I am the sage for the city of Selathni." It is odd that she claims to be a sage. Much of the room seems dedicated to teaching how to fight. Elinor stares at you hazily. You wonder how she can be awake enough to teach you anything. You are a sage? "I ... well, yes. I know some things. Probably nothing that would be of value to you. I help captains chart courses and such." You notice a distinct lack of maps in here. "You must realize by now that I am not. I teach military arts to those who need them to defend themselves against tyranny." Can you identify my items? She looks nervous. "Oh, well, I don't do that sort of thing. I think Iggers can do that. He's next door. Not me, though." You help sea captains? She looks nervous. "Well, sometimes. Not often. I can." You seem to be well equipped to teach self-defense. "Oh, of course. Sometimes, the poor villagers here need to be taught to defend themselves. From humanoids and the like." The password is 'Sainthood.' When you say the password, she slumps back into her chair. The fatigue you saw earlier is back in full force. "Thank goodness. I've been jumping at shadows waiting for you to get here. Things have been a nightmare here. Plenty of troubles." "You want the oak chest, yes?" Yes, give me the chest. "It's hidden behind a dresser in one of the houses in town. Break into the house with the crossed swords by the door, search the dresser, and you'll find it. Oh, and by the way, we've been doing a little espionage. You'll be able to get to Zaskiva now." "You took the box. I only have one." What sort of troubles have you had? "First, there was that Empire spy Vonnegut. We dealt with him. Now there's an investigator coming." What happened to Vonnegut? She smiles. "Let's just say he's looking at things from under 10 feet of water now." Do you know anything about the investigator? "She's coming here soon to look into things. The closer investigators get to me, the worse things are. That's why I'm glad for a chance to hand off the chest!" "She's here now. She's always wandering the streets, poking into things! The closer investigators get to me, the worse things are. That's why I'm glad for a chance to hand off the chest!" Do you know what the box you gave me was for? Do you realize what you almost made me do? "Of course. We were trying to kill Lord Volpe, the tyrant who crushes us, who stole everything we settlers worked so hard to build, who sends men in the night to slaughter those who would be free." "What I had you do was what was right. A few innocents may have died. That is sad. But our freedom must be obtained at any price." I have had enough of you. You walk off. She shrugs, and returns to her planning. I can't accept that. You will pay for what you did. She sighs. "I was afraid this would be necessary. Some are too delicate to do what needs to be done. And then they need to pay." In an instant, her blade is in her hand. Haedrich Weaponsmiths are always greatly in demand, especially on an island as tormented and violence-wracked as this one. Although business must be good, the smith looks very grim. He extends a massive hand to you. "I'm Haedrich." Haedrich waits to see what work you might have for him. He looks suspicious, though. Strangers are treated with great suspicion here. How's business? "Too good. We have all sort of weapons for sale. You'll need them." I'd like to buy some blades. You finish shopping. Haedrich's Weaponry Haedrich sells all manner of fine metal weapons. Why do you say I'll need them? "There's no safety, with those Hill Runners about." "You heard what happened in Zaskiva, right? The explosion? The Hill Runners are savages." What do you know about the Hill Runners? He shakes his head. "I'm not much on politics. I don't know who's doing what. Or why. I just know what happened to Charles." What happened? His voice is grim. "He was my boy. He was in a caravan trip, going northwest to Zaskiva. Hill Runners ambushed it. Killed everyone. Not just guards. Everyone. Seems they were delivering weapons to the Empire garrison." "My boy was just going up to start an apprenticeship. He was innocent." I'm sorry. He shakes his head. "I don't have any crying left in me. Or yelling. I just know that what's going on, it ain't right." He shrugs. "I just have to keep going. Want some weapons?" Iggers Although this man is a blacksmith, currently working on a breastplate, he looks surprisingly calm and clean. You soon see why ... he mutters a spell, and his hammer starts to glow. After a few more strikes, he sets it down to turn to talk with you. "I am Iggers. Welcome to my shop." As you watch, Iggers continues his work. His combination of magical and smithing skill is enabling him to produce quality work, far beyond what you would expect on a small island like this. What sort of shop is this? "Oh, I'm very versatile. Most of the reason for my success. I can identify your items, and then you can sell them to me. Or, if you wish, I can provide you with all manner of fine armor." Can you identify my things? He smiles. "I have little doubt that I can identify anything you have. My price? A mere 12 coins each." Since he has magical abilities, you have little doubt he can do what he claims. I would like to see your wares. You finish shopping. Armor by Iggers Iggers carries a wide variety of armor. Where did you learn magic? "Where did anyone? In a school. I hope you didn't think everyone who learns magic goes running around in harm's way like you do. Some of us settle down and focus our powers on aiding the Empire in direct, mundane ways." "And, if I can make a little profit, so much the better." Has your business been a success? He smiles, and gets a faraway look in his eyes. "Ah, yes. When Lord Volpe told me of the opportunities here, I was skeptical in the extreme. But when he told me how much wealth I could obtain by following him here, well, how could I resist?" "Rest assured, Volpe is a great man." He shakes his head sadly. "When Lord Volpe told me of the opportunities here, I was skeptical in the extreme. But when he told me how much wealth I could obtain by following him here, well, how could I resist?" Tell me more about Lord Volpe. "The Empire made a wise decision the day they made him lord of Morrow's Isle. He rules from Zaskiva, to the northwest, and every day he makes this isle a more profitable enterprise." "It was a dark day for Morrow's Isle when Lord Volpe was murdered. He made this isle a more profitable enterprise than it had ever been before." Blue This shop is where you can come to get all manner of missile weapons. The woman behind the counter looks up at you nervously. She is willing to trade with you, but she would rather you weren't here. "I'm known as Blue. Long story, don't ask. Welcome to my archery shop." Blue asks, "Would you like to purchase anything else?" What items do you sell? "We have missiles, bows, and bolts. Nothing else. I am a simple merchant." I'm in the mood to shop. You finish shopping. Blue's Missiles Blue can supply you with all manner of missiles. And that is all she is willing to discuss with you. What can you tell me of what has been happening on this island? She frowns, her suspicions confirmed. "I have no ideas about anything. And neither does my family. I am just a simple merchant. I don't want anything to do with any of that." "Please leave. Return when you want to trade." Michael This wealthy and clean young man is probably the son of one of the town's successful merchants. He's in his late teens, and he moves with the calm and confidence of the upper class. He nods in greeting, looking at your arms and armor with interest. "I am Michael." Michael continues to inspect you with interest. People who work for a living must fascinate him. Are you busy? "Oh no, I am but pacing about our fine city." He waves at it. "Is it not lovely?" "The loveliest city on our isle now, since that disaster befell Zaskiva." Yes, Selathni is lovely. You look around at Selathni. It is indeed a beautiful city. Michael fingers the silk collar of his shirt. "I do not, I simply can not understand why some malcontents would want to spoil it!" I suppose you're right. "But it's all right." He smiles. "Jaen will sort them out!" Who is Jaen? He looks embarrassed, as if he's been caught talking about something he shouldn't. "Umm ... sorry. Forget I said anything about Jaen. Have a lovely day. Goodbye." He wanders away. Have you not seen an adventurer before? "Not for a while. I thought I might become one once, when I was young and foolish." "I am glad you are here. We need someone to sort out these foolish islanders, who dare to think they can shed the just rule of the Empire." Is it possible that the villagers have a just complaint? He snorts. "A just reason? To fight the Empire? You must be joking." He pauses. "Yes. You must be joking." I will make sure any who defy the Empire pay. "Of course. You will keep us just citizens safe, I am sure." Marin You meet an elegant woman in a stylish, elegant dress. Her skin is flawless, her air is imperious, and her hair is perfectly coiffed. She could not be more conspicuous in this remote town. She is walking through Selathni, looking things over. She walks coolly up to you. "Greetings, adventurers. I am Marin, Inspector for the Empire." Marin stares at you, not betraying a single emotion or thought with her cold, pale face. Few are more well-trained and more feared than the Empire's inspectors. People can die on their word alone. You have come to evaluate Morrow's Isle? "Yes. I am an Inspector for the Empire. That is my official title. I am here to evaluate the situation here." Your title is Inspector? "Inspector for the Empire. That is my post. I see. I report. And then others act based on my report." Exactly what are you inspecting? "We Inspectors are the Emperor's eyes. When something requires attention, we are sent to gather information and report. For example, I am here to look over this rebel situation." What do you think of the rebels so far? She sniffs derisively. "Here we all are, getting all worked up over a bunch of irritated hill folk. I fully plan to report that, despite their unusual tactics, they are not worth serious attention." Are you sure they don't deserve the Empire's attention? "A band of shabby rebels in a small area of a small island off a backward continent?" She laughs. "They are of little concern." What unusual tactics? "What fools! They don't fight our army! They ambush caravans. Burn villages. Kill those who help the Empire. Murder isolated soldiers and patrols. All cowardly actions, all far away from our main forces! How can we take them seriously?" What of the hill folk themselves? "From what I hear, they are angry about the Empire's heavy presence here." She smiles wryly. "They had better get used to it. Once in a place, we never withdraw." Do you find anything about this situation serious? "It is not a serious situation. The only thing serious is the Empire representative's inability to deal with the rebels. Believe me when I say this: when I make my report back home, heads will roll here. Count on it." Can you help me deal with the rebels? "Me? I am not here to help, but to make decisions. And, as small and insignificant as you are, you should be the amount of force necessary to deal with this rabble." Insignificant? What about what happened in Zaskiva? "That is not evidence of the strength of the rebels. It is evidence of the incompetence of Jaen and his forces. The Empire's agents here have things to answer for, just as much as the rebels do." "They have allowed the Empire to be humiliated. They will suffer the consequences." Barnard This is the captain of the guard for the city of Selathni. He was looking over charts and maps when you entered the room, and doesn't seem pleased that you're interrupting his work. "I'm Commander Barnard. How can I help you?" Commander Barnard wants to continue his planning, and you are interrupting him. He will speak with you, but he wants to be left alone. May I speak with you? "If necessary. I'm the Commander for this garrison. I suppose I can discuss issues with you." How fares your garrison? "The workings of this garrison are not your business." Let's discuss the issues then. "Well, you are far from the first adventurers to visit Morrow's Isle, and you will probably, like the others, be contacted by the Hill Runners." "And, now that they have had their success in Zaskiva, they will be emboldened. Count on it." Will the Hill Runners try to recruit us? "Yes, to the rebel cause." He doesn't seem to know why you were brought here. You decide not to tell him. "They will contact you, and try to get you to help them. When they do, a small warning." What warning would that be? He gives an evil grin. "We'll find all of the rebels one of these days. When we do, it'll take days for you ... sorry, for them to die. Before they lure you to their side, remember that. You'll pay." "Now excuse me. I have defenses to plan." Are you trying to hire any adventurers? "What? You aren't busy enough? Focus on your main mission. That will be enough work for you, I think." You meet one of the guards of Selathni. He is a loyal Empire soldier, ready to defend the town against attackers. He constantly looks towards the hills surrounding Selathni, watching for raiders. He is too busy to talk to you. Since the attack on Zaskiva, the guards here have become far more nervous and vigilant. They walk faster, look around more intently, and trust you less. This soldier is fast asleep. His head lies on the table, in a mixture of cheap ale and his own saliva. There are two mercenaries at this table. One is here looking for work helping the Empire fight the rebels. The other travels on merchant ships. They are arguing about what is the best thing to do to get rid of the rebels. There are two mercenaries at this table. One is here looking for work helping the Empire fight the rebels. The other travels on merchant ships. They are arguing about whether there is any hope for Morrow's Isle after the attack on Zaskiva. You very quickly find that they do not want to share their conversation with anyone, let alone adventurers. They quiet down and stare at you until you go away. // basicnpc.txt Talking: It doesn't respond. // t20Jaen s Hea.txt Dying Man Marv You're finally here. It is time. There will be no retreat. When you get close to the door, a keyhole suddenly appears under the handle, surrounded by a circle of flames. You try to get the door open, but you don't have a key that fits. The flames around the keyhole suddenly flare out, searing you! The keyhole then disappears. The door must be able to sense that you don't belong here. The shelves of Jaen's study are filled with ledgers, journals, and tomes, recording the movements, numbers, and supplies of his troops. The complete records of his forces are arrayed before you. Even one book from these shelves would be a valuable prize to present to Stalker and his minions. Leave the books alone. Take one. Jaen is, unfortunately, very paranoid about spies. That is why every single tome on these shelves has a protective rune on it. You don't know how to deactivate the runes. You only know how to make them explode. A heavy, impressive tome, bound in drakeskin, is chained to this pedestal. Leave it alone. Read it. The book records the magical experiments currently being performed by Jaen's men. There are currently two paths of study. Half of his mages are trying to figure out how to recreate Stalker's exploding boxes for their own use. Their guess is that Stalker's troops are filling the boxes with equal parts sulphur, saltpeter, and charcoal and somehow imbuing the mixture with extra magical power. They have not been able to get it to work themselves. The rest of the mages are trying to create their own magical weapons to use against the Hill Runners. Quickfire bombs are being worked on, as are ways of spreading plague from a distance, and of summoning dragons to firebomb the rebel cities. You have heard of a cult, called the Anama, who believe that magic is far too destructive a force and should be resisted entirely. Reading about all these potential tools for mass destruction, you can almost see their point. OK. This cramped, shadowy passage is thick with the stenches of smoke, sour sweat, and despair. You hear a single, constant, low moan, coming from farther down the corridor. You stand at the entrance to a huge meeting hall, dominated by a huge oak table and many massive, granite pillars. The place is a strange echo of Stalker's meeting chamber, eerily similar in many ways. At last, you have come face to face with the leader of the Empire troops on Morrow's Isle. As imposing as the architecture is, however, it is nothing compared to the infamous Jaen himself. This is no spy, or diplomat. This man has clearly spent much of his life as a soldier. He stands well over six feet tall, and his massive frame is clad in equally imposing plate armor. The enormous hammer at his side could fell an ox in a single blow. You seem to have intruded on one of his strategy sessions, and all his lieutenants are present. A nastier bunch of heavily armed men, you'd have a hard time imagining. But here they all are, and they're all about to try and kill you. OK Below the trapdoor, you find that the shaft has been sealed. Empire troops must have found it and closed it up. Below this trapdoor, you find a small hole. The rebels burrowed it into the ground. It is barely large enough for you to slide down it, but it would likely be impossible for you to climb back up. Still, if this is the only safe way into Jaen's fortress, you may have no choice. Don't go down yet. Climb down the hole. You start to shimmy down the hole. At first, you climb down in a careful, controlled way. Unfortunately, the sides become slick. Before long, you lose your grip, and start sliding down. You don't have long to fall. Soon, you're dumped out of a crack in the ceiling of a small cave, and fall into a huge pile of rotting garbage. It breaks your fall, but not in a pleasant way. You're now in Jaen's Fortress. Crouch says, "At last! We can strike a blow against the Empire! I have hoped we would come to this point when I joined you, but I never dreamed that it would actually happen." From here, you can see the front gate of the fortress. It is huge, an impressive barrier to your escape. The gates are sealed and well guarded. You have no idea how you will be able to get out. OK. But then ... You see and hear the all too familiar results of a Hill Runner explosive box. The blast is not as powerful as the one which destroyed Lord Volpe's fortress, but it does the job. The front gate is torn open. The soldiers there stagger, dazed. If you hurry, you might be able to force your way out. OK. You emerge from the well-concealed cave entrance. It's covered by a magical illusion. It's amazing the rebels were able to find it. You'll be surprised if you're able to find it again. Not that you would want to ... you were lucky to survive this attack. The next time they will be more than ready for you. Your mission was completed. Stalker will be very pleased. You are very relieved to have escaped Jaen's fortress with your hides intact. Unfortunately, Jaen is still alive, and he spares no effort to chase you down before you can get far. Hordes of troops swarm over the countryside. After you are overwhelmed and captured and before you are executed, Jaen's interrogators get you to tell them everything they need to know about Stalker's forces and defenses. After a long march north, you reach the river. At first, you think that you have made some sort of mistake. You were supposed to have reached Jaen's fortress by now. As you wander around, you notice a hole in the ground. It's a recently dug shaft, framed with rough timbers. You walk up to it to investigate. As you peer over the edge, you notice people approaching you from all sides. They're Hill Runners. Only they could be this stealthy. One of them says, "We've been waiting for you. Everything is in place. It is time. Climb down the hole." When you express your doubts about entering the dark, dank hole, they don't hesitate to grab you and chuck you in. You land on a thick pile of furs below ... OK The wheel is no longer functioning. // t20Jaen s Headlg.txt Dying Man This is a beaten, dying man, sitting and shivering on a filthy pallet. He looks like he's been heavily worked over by Jaen's men and left here to die. It's a pitiful sight. He looks up but doesn't seem to see you. "I am ... I am ... I forget." The dying man is still looking up at you. He can barely make your face out. "You there? You still there?" Why were you iyour face out. "You there? You still there?"don't have much time left." Can I help you escape? He raises his head weakly. "No, I don't have the energy. I don't mind dying. Now, it would be a relief." Why did you get locked up for running a shop? With effort, he takes a deep breath. "I worked in Selathni. Some Hill Runners came to me to buy weapons. I refused. But nobody believes me." What happened then? "They asked me for weapons, and I sold them a few. Not many. No more than I sold anyone else. But Vonnegut found out, and turned me over to Jaen." And Jaen had you imprisoned. He starts to twitch, shaking his head and crying slightly. "Yes. No. Don't want to think. I just want it to stop. I want it all to stop." It will be over soon just try to relax. "I wish I would just die." He turns his head away. (Try to heal him.) Even powerful healing magic has its limits. No spell you posess will help you correct the systematic abuse that this man's body has suffered. He is beyond your help. Marv You find a man waiting for you by a hole in the ground. He is young, strong, and scarred. He looks like one of the miners of the hills. He has been expecting you, and he's very impatient. "I'm Marv. Real name isn't important. If you get caught, they'd get it out of you. Just call me Marv." "Down this trapdoor. That's where you're going. That's your chance to hit Jaen." Marv looks impatient. "We don't have much time. You have to hit now. Go down the tunnel." Why are you waiting here? "I was sent here by Stalker. I'm going to give you instructions now." Is Stalker here to help me? He looks annoyed. "How could we risk that? I wasn't sent here to make conversation. I was sent to give you directions. We don't have much time." What are my instructions? "Listen to me carefully. Below here is a huge cave, with a round building in the center. This is Jaen's fortress. He is inside right now. You need to break in and kill him." "When we can, we will create a loud distraction for you. But I need to tell you how to enter the fortress." How are you going to cause a distraction? "I don't know what, but it will happen. What concerns you is how to enter the fortress." How do I enter the fortress? "Drop down through this hole. Walk down the corridor to the main cavern. You will be by Jaen's fort. Walk north, not east, and enter through the back. You will be near Jaen. Kill him, and leave as fast as possible." "That is all you need to know." Do you have any supplies or anything that can help me? "No. You shouldn't need anything special. This tunnel will place you right near Jaen." How can I leave safely? "You're an adventurer. You're smart. You'll find a way. Now go. And hurry." // t20jaen.txt When he takes his death blow, Jaen has no final words, no dying speech to rally his followers. His final sound is a scream of fury. He howls out his fury and frustration, fully aware that, at last, he has been beaten. Then his scream fades to a gurgle. With the crash of armor on cobblestones, he falls to the ground. The rebels have achieved another great victory. Jaen's men are stunned by his loss, but not for long. Professionals to the last, they soon return to the attack, but not before you're able to pick up and pocket the key that bounced out of Jaen's pocket. In the distance, you hear screams and alarm bells. Forces are marshalling, ready to keep you from getting out of here alive. It will be a great challenge to fight your way out of this deathtrap. OK. runs away! Talking: It doesn't respond. // t2Below Willo.txt You reach the questioning chamber. It's an eerie room, lit by dim, flickering torches on the walls. There is a gilt throne on a platform in the center of the room. It's empty, and you suspect that you are supposed to sit in it. The throne is large, and you could sit in it comfortably. There's even a small, worn velvet cushion. Leave. Sit in the throne. You sit in the throne. Nothing happens. Magical Projection You sit in the throne, the room darkens, and the calm voice asks, "Well? Have they agreed to take you to Stalker?" You say what happened under Buzzard. The voice definitely sounds enthusiastic. "Excellent! At last, we have them! At last, we can seize and slay this foul creature in our midst!" "Follow the instructions given to you under Buzzard as soon as possible, find out where Stalker's lair is, and report to us as soon as possible. Your rewards will be lavish." The room brightens up again. End of session. OK. The shade says, "Your orders are the same. Contact Luna again. Insist on seeing Stalker. This is a perilous step but, if successful, it will lead to victory." The room darkens, and you hear a single word: "Report." You tell of the meeting under Buzzard, and of the mission to kill the Empire soldiers. There is a pause, and the voice says, "This is as we suspected. After the last atrocity, it was only natural you would be asked to raise the stakes. Since they gave you this mission, they must have a great deal of trust in you." "You must not perform this mission. Slaying Empire soldiers will not be tolerated. Do not do it, at any cost. Instead, you are to return to Buzzard." "Tell them that you will do this mission, but only if you can meet Stalker first. Tell them this is the only condition. Considering the trust they have shown you, they will surely agree, and once you report his location back to us, we will have him!" "That is all." The room brightens. OK. The shade says, "Your orders are the same. Contact Luna. Do what you can to reach Stalker." You sit, and the voice returns. It sounds grim. "Well, Stalker played us for fools. You were not the agents for blowing up Lord Volpe's mansion, but you unwittingly made it possible. Now Volpe is dead." "There is only one silver lining in this incredible disaster. Now, the Hill Runners will trust you for sure. Have they given you any orders?" You say how you were told to contact Luna, in Buzzard. "Excellent. This is our chance. We will make them pay double for what they have done to us. Go there immediately, and be sure to report to us what they tell you to do. We may be getting close to reaching them." "That is all." The room brightens. OK. You sit in the throne, and the lights darken. The voice begins to speak, but it is cold and grim. "Did we not say that you must consult with us before doing any missions? Did we not say everything must be cleared? Now we see the results of your willful ignorance. Lord Volpe is dead, and you are responsible." "We have considered forgiving you for your crime. Alas, it would not present a good picture to others working for us. Your failure must be a glorious example, teaching others the importance of following orders." "We suggest running. There will be no succor for you here. Only death. Thank you for your help." The room brightens again. That didn't bode well. OK. You sit in the throne. It shocks you! You jump up again. The voice says, "You returned the papers to the Hill Runners without clearing it with us. That was not right." "You should not eat, not think, not even breathe without returning to consult with us. Now wipe those stupid, hurt expressions off your faces and sit down." You sit in the throne. It shocks you! When you jump up, the shade appears and says, "You fools! We told you to return here and clear any rebel missions before performing them, and yet you got the papers on your own." "Had the papers been in any way useful to them, you could have done great harm. Do this again, and you will be severely punished. Now sit." The shade asks, "Have the papers been returned?" You answer in the affirmative and say how O'Grady is your next contact. "Excellent. Go see him. This next contact will surely give us more information." "Alas, Canizares disappeared after he gave you your next contact. We will be unable to arrest him. Go now. Hopefully, the next step will turn out better." The lights in the room darken. The shade reappears. It says, "Have you recovered and dropped off the papers yet?" You say you haven't. The shade becomes silent. Nothing else happens. The lights in the room darken. The shade reappears. "Welcome. Have the Hill Runners contacted you? Have they asked you to do anything for them?" You say what happened. The voice responds, "Good. They see you as good potential members, and they have given you a mission. Through you, we may find our way in, and find out where they are based." "We know of that abandoned base. We also know that nothing of value was left there, of course. We are not fools. Go there, and recover the papers they wish." "However, as always, return to us before taking any additional steps, such as returning the papers. Take no steps before consulting with us." "That is all." The lights rise, and you stand. OK. When you sit down again, the shade begins to speak in its strange, mechanical way, repeating the exact words it said before. You sit down in the throne and wait for something to happen. It doesn't take long. The torches dim. Then a glowing figure appears by the south wall. It's some sort of humanoid-shaped magical projection. It begins to speak. "Welcome to Morrow's Isle. Hopefully, by now, you have heard of the cruel, violent rebels who are ravaging this island. You have been brought here to infiltrate them. No doubt, they will soon contact you. Have they?" You mention the note you found in your pocket. The voice says, "Excellent. Listen carefully. You are alone in this place. I am not a human, but a magical being, programmed to hear what you say and give directions. I also send your words elsewhere." "Your mission is to help us find Stalker, leader of the Hill Runners. You will perform missions, winning their trust, until they tell you where he can be found. The work will be dangerous, but your reward at the end will be generous." "In addition, of course, you will save many, many lives. These are lives that would have been lost to rebel attacks." Keep listening. "This is the task before you. Great are the risks, great are the rewards, and great is the heroism you may perform. You will be fighting shrewd and lethal killers, killers of men, women, and children, who fight not only with blades, but with terror." "Will you join us? Will you help in this noble fight?" I would rather not. Yes. I will help you. The voice is cold and soft. "Fine. You reject our task, we reject you. Should you think better of it, return here. Otherwise, you can leave at the dock in Selathni. A boat will return you to the mainland." "No thanks to you. Should you think better of it, you can return later to try to prove yourself. You may go now." The lights return. The audience is over. You settle in the throne again, and the light dims. "Things are progressing well. You have done one mission for them, and given them nothing. Now, they are giving you some sort of simple courier task." "By all means, recover the box and take it where they say. The path to Zaskiva will be clear to you. Once this is done, they will again have gained little, and they will trust you more." "Soon, they will tell you the path to Stalker, and we will have them! Go. Go now." The light returns. OK. You sit in the throne again. The torches flicker, and darken. The voice says, "You have returned the papers. Now go back to Canizares. Hopefully they will bring you closer to their inner circle." OK. You sit in the throne again. The torches flicker, and darken. The voice says, "You have the papers. We have investigated, and found that there is nothing in them that can possibly help the Hill Runners." "Go ahead and follow the instructions. Return the papers, and then go see what other missions they give you. Return, and clear those missions with us. We may be making headway. Jaen sends his compliments." "That is all." The light returns. OK. "Your first mission is to go and meet this Canizares mentioned in the note. And remember, there is one rule you must follow above all others. The rebels are crafty, and will try to manipulate you to do us great harm." "Whatever you do, always report back to us before doing anything that might aid them. Take no steps without our permission. Otherwise, they will use you, and use you well. To get permission, return and sit in this chair." "Failure to follow this direction will result in your severe punishment. Now go, and meet this Canizares. Good luck." The voice fades away, and the light returns. Stand back up. You notice that Donnaud isn't looking around very much down here. She seems very calm. It's almost as if she's been here before. Crouch looks very uncomfortable. He doesn't like being here at all. // t2shade.txt The shade does not respond to your questions in any way. It must be magically programmed to only respond when you sit in the throne. // t3Liam.txt Canizares Stephano Kim Houlihan The mood of this town is tense and grim even by Morrow Isle's standards. The guards are anxious and the townsfolk constantly look over their shoulders. You do get one hint of what happened from overhearing something one guard says to another. "And the mayor! If they can get him, well, they can get any of us." Ah. You are here. Welcome, wanderer. I hope you find peace here. Don't touch the books. Keep things clean. Why are you here? They must be stopped. They will pay. Curse those peasants. The mayor is busy. Don't bother the mayor. Meow. Moo. Moooo. Mooo. Moo. Baa. Baaaa. Baaa. Boo. Peck. Peck. Peck. Cluck. Cluck. Feudal states are rare in the Empire these days, and serfs' barracks are an uncommon sight. This low, cramped chamber would be quite a historical novelty, were it not for the fact that it's right here in front of you and clearly still in use. Normally, serfs have barracks instead of hovels only in very recently settled and poor areas. Morrow's Isle, however, is quite well off. Very odd. You've stumbled upon a hidden weapon storeroom. It looks like some of the rebels have cached weapons and supplies here, in preparation for something dramatic. The door ahead has a massive padlock on it, and is heavy and iron bound as well. It'll be difficult to get through it. This chest contains only robes and old linens. At first, it looks like this chest only contains robes and old linens. Then your experience with traps and locks has a surprising benefit. You notice that the inside is a bit shallower than it could be. Sure enough, you find that the box has a false bottom. Below it, you find a brass key. The sign by the door said "Punishment Cells." The cells are quiet now, but there is an unpleasant, sour smell in the air. People have been kept here recently. The city hall is empty. The throne and floor are splattered with blood stains. Fresh ones. There is a note on the door. It says "Temporarily closed. Will be back soon." "In the mountains to the northwest of the city of Selathni, there's an abandoned Empire fort. When the fort was abandoned, certain valuable papers were left behind." "Go there, find those papers, and put them in the large crack of the floor in the southwest storage shed in Selathni. Then return to me." He gives you a piece of paper describing the mission. She takes the geodes and pays you for them, counting silver coins out of her belt pouch. "Thank you! This will be helpful for my research. Always nice to see that adventurers are good for something." You are surprised to find that this small, remote farming village has an actual library. There are a variety of books here. Fiction. Farming and crafts techniques. Histories. All of them are clean, untouched by the grimy hands of peasants. // t3Liamdlg.txt Canizares You meet the town alchemist. He's a jolly, rounded, friendly man with a wide smile and pleasant eyes. His fingers are stained with the residue of many years of chopping healing herbs. "Welcome, friend. I am Canizares. You look like an adventurer, always the sort that can use my wares." Canizares watches you intently. This is the man the note you found in your pocket told you to contact. He seems to be waiting for you to say something. Canizares continues to make small talk with you, constantly keeping an eye on the window as he speaks. What trade are you in? "I am an alchemist. I have herbs, potions, and recipes for sale. How can I help you?" I'd like to learn some recipes. You finish shopping. Canizares's Herbs Canizares knows a variety of useful recipes and concoctions. Some of them would be useful to hard-working adventurers. I'd like to buy supplies. You finish shopping. Canizares's Herbs Canizares shows you the potions and herbs he has for sale. He has a good selection. Morrow's Isle must be a good environment for alchemical herbs. Tell me about the Hill Runners? Who are they? "The descendants of the settlers of this island. The children of people who worked and slaved and died to make this island a good, safe place to live, who had their birthright stolen by the Empire." "Look around. Look at how poor and hungry the people here are. They have been robbed, and they will fight to regain what is theirs. They will be ruthless as necessary to show the Empire that they can not do whatever they want." (Say the password.) Invisible. His cheery, harmless demeanor falls from him like a cloak. His smile fades and his eyes turn flinty and cold. "Ah, yes. I am glad you have contacted me. You want to learn of the rebellion." "It is a great risk for us to contact people who come to Morrow's Isle. Any adventurer might be a spy or betray us to the Empire. But our cause is both just and in great danger. We need to reach out to whatever allies we can." "I will tell you of the Hill Runners. If you would like to make a small portion of our enslaved world be free, you can help us. But beware. Oppose or cheat us, and you will find yourself dead in the night." Then he smiles again. His pleasant demeanor returns. He starts to talk both of the rebellion and mundane business with the same bland cheeriness. Do many travelers help with your rebellion? "Many foes of the Empire come here, to learn our techniques. Others come to join our cause." I thought that all the foes of the Empire wind up dead. "The Empire has many foes, but few have had luck in their resistance. The reason is simple. They were weak, where we are strong. Fortunately for them, we will teach our secrets and techniques." How do you teach? "We will teach them, but for a price. First, we must be paid in the same coin. Those who would learn must join our cause." Exactly why did you contact me? "You were contacted because we learned of you when you arrived. You do not have any obvious Empire contacts, and adventurers are often free spirits, who hate the Empire. If you do not wish to help us, you oppose us, and should depart." "Otherwise, if you want to join our ranks, you must be tested." You can hate the Empire and still work with it. He chuckles. "But then, who, who doesn't work for the Empire, doesn't hate it?" If I oppose you and stay, will you kill me? "That's the first lesson in our techniques. Those who don't help us, oppose us. If the Empire is to be fought, ruthlessness is your first, best weapon." So then you are always ruthless. "Mercy should never be shown. To anybody. The Empire has never shown it. Neither shall we. Some doubt the morality in this belief." What sort of test must I perform to join you? "The Empire is constantly trying to seed traitors in our ranks. Before we let anyone into our inner circles, they must perform a mission for us to prove they are worthy." What if you decide I am also a traitor? He leans close, and says, "Believe me. If you are found to be a traitor, your death will take days. If you're lucky." He smiles warmly. I have found the papers and I dropped them off at Selathni. "You have retrieved the papers. Well done. You've proved yourselves worthy enough to get your next contact. You should go see O'Grady, in the town of Muck. Ask him of 'rebellion', and he will aid you." He gives you a piece of paper, saying all this. "I will be departing soon, as I suspect the Empire knows of me. Welcome to the resistance, and good luck." How can you justify your ruthlessness? "Look at the Punishment Cells. Talk to the people and hear what the Empire has done and robbed them of. Learn of Lord Volpe and his corruption. Perhaps what we do is sometimes wrong." "But it is the lesser evil compared to what the Empire is doing to the people on this Isle." Tell me of the mission I need to do. What do I need to do now? "You should go see O'Grady, in the town of Muck. Ask him of 'rebellion', and he will aid you." Any level of ruthlessness is all right to fight the Empire. "Then you have learned the first lesson. We must never hold back. To defeat the overwhelming power of the Empire, we can not hold back. No step that might get their hand from around our throat must be resisted." The Empire should be fought, but that doesn't justify any action. "Many have said that before you. The lucky ones wound up in Avernum. The rest died. I hope you wise up before you share their fate." I am not sure the Empire should be fought. "Then travel around and see what has been done to the people here. Or leave. Or wait for the Hill Runners to kill you. Those are your choices." Has anything interesting happened lately? "Well, foolish old Mayor Houlihan was killed by raiders. Terrible thing. Very sad." He smiles. Stephano The town priest is kneeling in front of the altar, lost in contemplative thought. When you approach, he jumps up to assist you. It's nice to see someone so loyal to his chosen work. "I am Stephano, of the Shrine of Lasting Harmony." Stephano stands before you humbly, eyes cast down at the floor. "What else would you like?" What services do you provide here? "I work in this shrine, and try to increase harmony in our troubled people. In addition, when needed, I can provide healing, for 150 coins. This service will also enable you to remove any cursed items that are troubling you." "Also, I can teach travelers helpful contemplative rituals to aid in their safe journeys. Of course, in return for that knowledge, I require a donation to keep this shrine active." I require the services of a healer. (Pay 150 Coins) Stephano looks sad. "I would love to help you, even though you don't have money. However, maintaining a shrine like this is expensive." "I am glad to hear that you don't need help after all." Stephano kneels and prays fervently. You feel a powerful holy energy fill the shrine. After an hour, the power reaches its apex and, with a flash of light, you are restored. Can you teach me spells? You finish shopping. Stephano's Spells Stephano offers to teach you the spells he knows. Of course, he requires a donation in return. Tell me the tenets of your faith. "We priests of harmony try our hardest to bring forth peace and kindness in the people. We aim for peace inside and out. We summon forth energy to do good works by cultivating utter stillness in the soul." "This is a difficult goal, considering the increasing brutality on the isle." Why is this place so brutal? "You won't have to talk to many people to find out what a torn, violent place this has become. Granted, there is great injustice, but things are only being made worse." He looks upset. "Our Lord, Houlihan, was murdered! We are even striking down our leaders now! I can hardly stand to talk about it. This bitter discord seems to be beyond the control of all powers." How are things getting worse? "The Empire is not perfect, but it is, by and large, just. It keeps us from the cruelty of the Nephilim, and the terror of anarchy! These rebels may be right about the presence of injustice, but I will still side with the wisdom of our current leaders." What injustices exist on this isle? "Some of the serfs are angry about the distribution of wealth on this island. I can agree with them that there may be the need for some improvements, but not to the point of condoning violence!" This is a surprisingly large and well-built temple for such a small town. "That is the work of Lord Volpe. He wishes to attract merchants and workers and thinkers to Morrow's Isle, to increase the wealth and happiness of all. That is why he builds libraries and temples. Of course, they are expensive, but he manages." "That was the work of Lord Volpe, rest his soul. I doubt we will see a leader here as visionary." Where does the money to make these buildings come from? He thinks. "I am not sure. Taxes on the peasants, I would imagine." Where can I meet Lord Volpe? "In Zaskiva, a town at the northwest corner of our isle." Kim You've interrupted someone in the middle of writing some scholarly paper or other. She is the librarian for this small, underused library, and she looks mildly bothered at the intrusion. "I am Kim. I am a sage. I also care for the books. What do you want?" She looks at your worn, dirty clothes and dirty boots with distaste. Kim continues to talk to you, but she seems distracted by the fear that your grimy fingers may soil any of her books. What are you studying? She thinks. "Well, only a little bit that could concern you. I came to study the natural magics of this island. It's difficult, however, with all the turmoil." "As adventurers I'm sure you'll find this interesting. I support myself by identifying unknown items brought to me." What is natural magic? She smiles. "You know, you could actually be of assistance to me. In the swamp to the east is a large cave. In the cave are valuable geodes I wish to study. If you could retrieve some, you could sell them to me for 50 coins each." "I'd get them myself, but the turmoil makes it difficult." I found some geodes to sell you. (Sell them.) What turmoil? "Well, I've been trying to watch it with an impartial eye. You see, it has to do with the serfs on the isle, and their receiving of land." "Yes. I've been trying to watch it with an impartial eye, but it was difficult after the assassination. You see, it has to do with the serfs on the isle, and their receiving of land." What assassination? "Lord Houlihan, over in city hall, was murdered by a band of rebels in broad daylight! Quite audacious, if you ask me. Not surprising, though. He was quite despised by the serfs." "The rebels came in. They killed. They left. The guards were useless, as usual." What is happening to the serfs? She looks uncomfortable. "I know, but it is not always safe to say. Let's just say that some serfs feel that the feudal state should have ended years ago, but the lords of the isle are more comfortable with it staying. And so violence ensued." What else can you tell us about the rebellion? "That's all I know. It's real estate. What better reason does anyone ever have to kill someone else? Real estate." That's an interesting theory. She thinks. "Hmm. Perhaps there's a paper in that somewhere!" What do you need the geodes for? "Nothing you would understand, I am sure." I need some of my items identified. Though she feels that the task is beneath her, she looks over your unidentified loot. She sighs. "I suppose I can identify items, if you want. I'll tell you what each is for 20 coins." Why is there a library here? "Lord Volpe ordered it, and it was so. It is part of his plan to lure a higher grade of person to this island by creating culture and other such resources." "Lord Volpe ordered it, and it was so. It is part of his plan to lure a higher grade of person to this island by creating culture and other such resources. Lord Volpe died, of course. But I am still here." How will the library bring more people here? "It will bring merchants. Sages. People with learning. Souls who create things of true value, not just peasants rooting around in the muck." Can I check out any of your books? "Oh, no. Of course not. Not you, not those grimy peasants. I am charged to keep this library clean and presentable until worthy citizens and patrons come." Houlihan You meet a wealthy old man, dressed in rich silk robes and sitting imperiously on his throne. This chamber has been made with the highest quality building materials, which were no doubt quite expensive. His sash marks him as the mayor of Liam. The room is littered with charts and plans, no doubt part of the mayor's efforts to plan the eradication of the Hill Runners. He looks you over with disinterest. "I am Houlihan. Why are you here?" Mayor Houlihan watches you with disinterest. He is eager to return to his planning. Are you the mayor? "I suppose. I run this town. Keep the serfs in line. That sort of thing." How is the town? "Liam contains some of the richest land in Morrow's Isle. It's quite a prize." How do you keep the serfs in line? He frowns. "When Lord Volpe brought me here, he said nothing about the irritable peasants. Fortunately, they can be persuaded." You know Lord Volpe? "I, and many others, came from far away with Volpe to take control of this Isle from the weak hands that held it." "Have you not heard? Volpe is dead! Horrid tragedy. I remember well when I came here with Volpe to take control of this Isle from the weak hands that held it." Who controlled this isle before Volpe? "Old Lord Brosterman. He was a fool. We were lucky to get rid of him." Where is Lord Brosterman now? He looks suspicious. "Why do you ask? It doesn't concern you." I assume you mean persuasion of a physical kind. He points at the small door in the corner of the room. "Liam, like all proper cities on this Isle, has a full complement of punishment cells." Are punishment cells really necessary? "Well, how else are you supposed to show a peasant who's boss without removing his ability to work? A few days in a room, with a little loving adjustment, and the message has been gotten across." What do you mean by loving adjustment? He laughs, and mimes a flogging motion. "What else?" This is a lovely chamber. "Ah, yes. Beautiful materials. Brought from the mainland. All the better to awe the peasants. But you are an adventurer. You have seen the world. You know the effect such touches can have." Are you looking to hire anyone for any work? He smiles. "I hear you already have a job. Go to it. Help us destroy our common enemy." This peasant is very tired, very hungry, and has developed a considerable (and rational) fear of armed people. You are only able to get a few monosyllabic answers to your questions. You don't learn anything useful. You are only able to get a few monosyllabic answers to your questions. You don't learn anything useful. You do notice that the peasant keeps shooting nervous looks in the direction of the city hall at the east end of town. You meet one of Liam's guards. Not surprisingly, she is very alert and very nervous. Fortunately, you are spared the searches and harsh questioning usually given to strangers here. The guard says, "There isn't too much here for a fighter like you. This is just a small village." You make small talk, but don't learn anything else. The guard says, "This is a bad time here. The mayor was killed in a raid not long ago. You may want to move on soon." You make small talk, but don't learn anything else. // t4Marshy Pit.txt Swamp Hivemaster You find the remains of a patrol of Empire soldiers, bodies scorched and seared by the acid of the swamp folk. On the bright side, the swamp folk didn't eat them. On the body of this captain, you find a note. "Go ahead to swamp point. An informer has told us that there was a Hill Runner outpost out there. He seemed trustworthy. - Valek" It appears that they were given faulty information. The swamp folk are intelligent enough to do crude farming. They're using this room to cultivate large, puffy toadstools. Piles of compost are arranged about the room to aid growth, and the crop seems to be quite successful. At first, you think the Swamp Folk have dumped piles of trash here. Then you realize that these are the creatures' beds. They sleep in large heaps of compost. The result of all this compost is that these caves are very warm and smelly. At least they don't seem to be putting out any lethal gasses. Like most humanoid races, the swamp folk seem to have a bizarre, incomprehensible religion all their own. They've placed several stone pillars here and painstakingly etched designs into their sides with their acidic secretions. They have also placed several geodes in here, perhaps as offerings. // t5crouch.txt Crouch Must clean those boots. Need more supplies. Oh, to roam again. You notice that someone starts to follow you at a distance. // t5Muck.txt Brosterman Commander O'Grady Laserson Hilty Jenette Drex You reach the aptly named town of Muck, a sickly village on the border of the massive, foul Morrow Marsh. Muck's main business is farming alchemical ingredients, which tend to grow in large swamps like this one. It's lucrative work, but dangerous, dirty, exhausting, and disease ridden. Not surprisingly, the serfs are tired, thin, and dangerously pale. You return to Muck, where you got the mission that caused so much havoc in Zaskiva. The serfs and guards here have heard of what happened. The serfs look happy, the guards nervous. You notice that the serfs occasionally shoot you brief, intense glances. They are happy to see you. Foolish peasants. Need more efficiency. Toadstools up six percent. Where's my pen? Come in. If you must. Chop. Chop. Sort. Sort. Cough. So tired. Must get back to work. Welcome. Sample my wares. A visitor. It is lonely here. You have come, I see. You must get to work. There is a great task. Crouch looks over at you. "I see we're back at Muck. Do you want me to stay here?" Stay with me. Stay here for now. The smell of freshly cut and cleaned herbs is overpowering. Alchemical ingredients freshly recovered from the swamp are brought here to be sorted, dried in ovens, and packaged for sale to alchemists. Tired, pale serfs with stone knives are processing the herbs at a hectic pace. They're working as fast as they can, as if they were afraid of being punished for slow performance. Which they probably would be. "You need to get a box in Selathni, and deliver it to the city of Zaskiva. To get the box, go to Elinor in Selathni, and say 'sainthood.' Then go to Zaskiva." "Zaskiva is restricted, but we'll see that you can get there. Once there, search the city for a marble statue. Put the box in the niche in the wall behind the statue." He gives you a paper reviewing this. // t5Muckdlg.txt O'Grady There is an enormous man sitting behind the desk, signing orders and looking over troop reports. He is wearing the armor of an Empire Dervish, the highest honor the Empire can bestow on one of its soldiers. He looks up at you when you approach, unconvinced that you're worth his time. "I'm Dervish O'Grady. What brings you out to this slimepit?" Dervish O'Grady waits silently to see what you want. Dervishes tend to be quiet, arrogant, and very dangerous. You can see that he is all three. Can I speak with you? "If you must. I'm the commander for Muck. What do you want?" What are your responsibilities as the commander of this town? "I watch over the serfs of this town and keep them as safe as I can." So you take care of the serfs here. He looks uncomfortable. "This town has a good number of serfs working in it. I am supposed to keep them safe from the threats of the swamp." So is it safe for them? "No. There's no shortage of monsters about, always hunting for our townsfolk." What sort of monsters give you the most trouble? "Giant slugs. Spore beasts. Ogres. Nothing they'd like better than eating some of our townsfolk. So we keep them away." (Say the password.) Rebellion. When you say the password, O' Grady looks around to make sure nobody is listening in. "Oh. It's you. They tell me you want to join the Hill Runners. I'm supposed to guide you through your next test." You are startled to find that a Dervish, supposedly the most loyal and elite of the Empire troops, is a traitor. I want to join the Hill Runners. "Yes. You are trying to join a sacred and important band of heroes." He looks you over, not liking what he sees. "Which, lately, seems to want to take anyone." Are you saying I'm not worthy? "I fought for years for our band. I gave my blood. Even betrayed my position. And now we're bending over backwards and taking risks to suck in any band of wanderers we can find." I'm not just a random wanderer. "Listen to me. I betrayed my position to gain a high post in the Hill Runners. Now, after you went on one little raid, we're giving you all kinds of trust and work. It's wrong. But, my orders are to give you this next test, and I'll obey." You call yourselves sacred heroes? "You can not imagine how important the Hill Runners are to the lives of the people on Morrow's Isle. You couldn't understand. You only just arrived. All I can say is that I am an Empire Dervish, and yet I betrayed my position to join them." Why did you betray the Empire? "I came from this isle. I joined the Empire army. I fought and bled and almost died for the glory of the Empire. For my services in the Avernum war, I was declared a Dervish. Then I requested to be posted back home, to protect my family and friends." Go on. "After all those years, I returned here, and what did I find? My family had been made serfs! To enrich the corrupt lords here, all those I loved were dying slowly working in the swamps. And the Empire? Its corruption made it possible!" "This is why I fight, and what I have lost. How can you possibly compare?" What is the next test? "You need to get a box in Selathni, and deliver it to the city of Zaskiva. To get the box, go to Elinor in Selathni, and say 'sainthood.' Then go to Zaskiva." "Zaskiva is restricted, but we'll see that you can get there. Once there, search the city for a marble statue. Put the box in the crack in the floor behind the statue. Leave town. You are done. Very simple." Are you hiring anyone for any missions? "Not now. Though there are plenty of pests in the swamp to the northwest to hunt, if you are bored." "I already gave you one. Wasn't that enough work?" This is a pretty damp and miserable place. Is it hard to look after the serfs? "I do what I can with what the Empire gives me. Which means a lot of misery, and a lot of death." What happens when I place the box? "You have obeyed your orders. That's what happens. That's how it works. We give you orders. You follow them. Do otherwise, and this island will become real dangerous for you." "Now leave me be. I don't want to be seen talking to you for too long." I will get it done. "Good. Do that." "Now leave me be. I don't want to be seen talking to you for too long." Are there any other rebels hiding here? "Look around the east buildings. There's a secret door around back." Brosterman You find a weary old man, sitting slumped over in a crude wooden chair. His clothes were once luxurious and expensive, but he's been wearing them for a long time. He watches you nervously when you enter. Then he stands and bows to you. "I am Lord Brosterman." Lord Brosterman sits back wearily. He is old and tired, and the cold and damp of Muck is not good for him." What are you doing back here? He sighs and shakes his head slowly. "I was the administrator of this isle, before Lord Volpe." Tell me about Lord Volpe. "I have many regrets. This island was recently settled, and, like most new settlements, it was set up as a feudal state, which I was to rule. It's a hard life for the people, but, and this I swear, it was meant to be temporary." "Of course, now that Volpe is dead, things may improve. But I doubt it." The situation here was meant to be temporary? "I swear it. Only temporary. This island is too rich for the people to not be able to work it freely. They would no longer be serfs, but for Lord Volpe." What do you think of Lord Volpe? "Ah, yes. Corrupt Lord Volpe. The reason I am here in hiding. He saw this rich isle, and decided its wealth would be best used to enrich him and his cronies. Back in the capital, he convinced them to let him take my place." "And thus I hide here, he fattens himself, and the people suffer. I hope he suffers some dark fate." "And thus I hid here, he fattened himself, and the people suffered. And then he got what he deserved." Will you stay here much longer? "I will be moving soon. Volpe would love to capture me, and give me a harsh punishment for my words against him." You wished Lord Volpe dead? "At least. It is not kind of me to wish it. But I do nonetheless." "Yes. I know what you did for us." He nods in approval. "Maybe now the serfs will receive justice at last." What do you think about the feudalism? "Harsh, but efficient. Fortunately, feudal states are an anachronism in most of the Empire." How is this isle rich? "Wood, rich farmlands, mines. And most of the profits going to Volpe. It is wrong." Are you working with the Hill Runners? He looks uncomfortable. "I can't talk about those things now." Are you working with the Hill Runners? "Now that you have contacted the main Hill Runner agent here, I can talk about these things. I am helping the Hill Runners, but I am not of their number. I am more concerned about the regular people. The serfs who work and suffer. Some more than others." Are you worried about anyone in particular? "Yes. Yes, I am. I did not rule from Zaskiva, but from Willow. There, I met a sage named Chelsea." He chuckles. "She was a thorn in my side, she was. But she was strong and wiser than I realized. She was an influence on me. I would like to know what happened to her. It would make my exile here easier." I found Chelsea. (Tell him about her.) He shakes his head angrily. "I have been hiding here for too long. I have been rotting in this slime-pit, while good people like Chelsea are crushed." "Thank you for telling me this. I am leaving this place very soon. I will find a location to continue the fight. There is no other path for me now." You are really an official for the Empire? "Yes. And loyal, too. But there is something about Morrow's Isle that confuses the mind. Or frees it. The people here are brave and sometimes just. But they are also horribly violent." Why do you help them? "I don't help them. I help the people. The Hill Runners are savage, so I can't join them. But I can help the serfs. They are what this is all about after all." "Maybe the savagery of the Hill Runners will result in a better future. Or maybe it will simply increase the bloodshed and leave this island ravaged. I do not know." Laserson Muck's small temple is far more modest than other such buildings on this island. The floors are wood, and the kneeling pads are stained with slime tracked in by the peasants. The town priest and healer greets you with a wide smile and open arms. Of course, you can't entirely ignore the huge mace hanging at his belt. "I am Laserson, priest and healer of Muck." Laserson speaks with you, hand on his mace. He is clearly very proud of his small, modest temple and the peasants who worship here. You provide healing? "Yes, I do. Unfortunately, there is a serious need for my services. For a donation of 50 coins to keep my simple shrine operating, I can heal anyone in your party." I require the services of a healer. (Pay 50 Coins) Laserson looks sad. "I would love to help you, even though you don't have money. However, maintaining a shrine like this is expensive." "I am glad to hear that none of you needs help after all." Laserson kneels and prays fervently. You feel a powerful holy energy fill the shrine. After an hour, the power reaches its apex and, with a flash of light, you are restored. Why are your services in such demand? "Most of the people here work in the swamp. It's a dangerous place, rife with disease and monsters. Still, they bear up to the challenge well." "I heal them using my magical skills, and the poultices and potions I make from the herbs they recover. I know a variety of useful recipes." Then you do not sympathize with the rebel cause? He pats the mace at his side. "Sometimes, I must go out with the soldiers and fight against rebel raiders. The rebels are cruel, but with courage, we will defeat them." That is a nice mace. "Sometimes kind words are less necessary than a strong blow. Sad, but true." Can I make a donation to learn some of your recipes? You finish shopping. Laserson Laserson offers to teach you his alchemic recipes. There is something else I would like to know. "Yes?" How do the serfs bear it? "Most of the serfs are loyal to their rightful rulers, and accept their just lot with strength and good cheer. Not like those dirty rebels." He shakes his head disapprovingly. Is there much warfare out here? "There is warfare everywhere on this island, but it is worse here and to the northeast. It is not safe east of here at all. That is where the rebel strongholds are." "That is why the Empire sent me here." The Empire sent you out here? "Yes. I was known as a priest who could fight evil, who could be placed at the edges of the frontier to root out and end curses and break and dispel evil enchantments." "So some bureaucrat thought I would be best sent here. It was not a wise choice. The Hill Runners are humans, not undead and not monsters. Not my specialty." You can dispel evil enchantments? "Yes. Anyone can attempt it, but only one with great energy and strength of will can succeed. It is very dangerous." He looks intently at you. "You look like one who might be able to succeed with the ritual. For only five hundred coins, I would teach it to you. Beware, though. It is dangerous and complicated, and hard to hold in your mind." (The Ritual of Sanctification is an ability that can be used once a day near altars and other objects with evil enchantments. If you do so, interesting things may happen. You will forget the Ritual when you leave the scenario.) Please teach me the ritual. (Pay 500 coins.) Laserson teaches you how to close your eyes, focus your mind, and disrupt evil energies. It is a long, draining process, and failure can be very dangerous. But, should you find someplace evil, you can try. As long as you are in this scenario, you can use the Ritual of Sanctification once per day. Use it when standing next to an evil altar or other location. No, thank you. "That is wise. The ritual is beyond the capabilities of most people." Hilty This woman can barely keep upright in her seat. Her face is almost green, and she coughs constantly. Her red, cracked hands show the signs of many years of hard work in the swamps. She is shaken by a long, ragged coughing fit. She eventually manages to say, "I'm Hilty." Hilty sits slumped back in her chair. She looks very weak and, you can see now, hungry. Not working must have resulting in less rations for her. How did you get sick? "I work in the swamps. When I'm capable. I hope I'm recovered soon." Swamp work is difficult? She lowers her eyes. "I hope you don't mind me complaining, but I don't like working in the swamps. It's hard to stay well out there." Are you recovering? She coughs again, much harder. "I can almost walk now, and I can use my hands still. I'll be able to go out again soon. If you've come from Jenette, tell her that." If I see Jenette, I'll mention that to her. "Tell Jenette not to throw me out. Ask her about me ... she knows I'm a fine worker! I'll be back out soon. I'll make my quota." Who is Jenette? "Jenette's in charge, and her quotas for us are tough. I'll make mine yet." She suddenly looks terrified. "I don't want to go in the cells!" What cells? The mere mention of the cells fills her with terror. "I'll be good! I'll make quota! I promise!" What do you do in the swamps? "We hunt herbs. The mainland needs lots of potions to cure their sick and keep their warriors strong. And the ingredients grow here. Among the monsters." Are the swamps dangerous? "They are wet, and there is quicksand, and the muck makes us fall ill, and the fungus eats away at us." There are monsters? "Hydras and snakes. The snakes leave us be, usually. The hydras are slow and loud. We don't get killed by them often." Crouch This man is unusually brawny for a resident of this sickly village. However, he walks around with his head bowed and his expression servile. He nods to you and says, "I'm Crouch. Welcome to Muck." He has a bow slung over his shoulder and a quiver of arrows at his side. Whatever he does for Muck, it involves puncturing things at a distance. Crouch stands before you, head low, one hand on his bow. Every once in a while, he flickers his eyes up at you. He is sizing you up. He acts submissive, but he isn't dumb. What are you doing? "Well, sir, I'm just workin' here. Keepin' things straight." What does that mean? "I look after the office here. This is where people come to get outfitted and go out to the swamps. It's tricky maneuvering out there, but we manage." What kind of outfitting are you provided? "Our bosses are awful generous, sir. They give every worker a pair of boots and a pair of gloves. More than enough to handle the diseases of the swamp, I tell you." Working in the swamps can make you sick? "Why yes, sir. Some people think the swamps are a big pit full of diseases, which are killing the townspeople off here faster than anything, so we can go and get herbs for our bosses to sell and get rich. Some people have stated that opinion." Do you share that opinion? He looks up at you. "Some people have stated it. But some people don't agree. And I thank you for that, sirs." He shuffles away. As he does, you notice for the first time that he walks with a distinct limp. What's so tricky? "Fortunately, you can ford the rivers out there just where they meet the ocean. Look for where the little islands are. You can walk right across!" Are you an archer? "I was. I hurt my ankle, and Jenette made me come work here. I don't want to. I am still good a shot as any. But she made her decision, no matter to what I thought." How do you like working in here? "I am supposed to like it. It's dry. There's a roof. But I want to be out shooting again. I need to be out walking, doing things." I see. There is something else I would like to know. "Yes?" Perhaps you could travel with me. I could use an archer. He looks up and stares at you. He thinks about your offer. "I do not think so. I do not know much about your ..." He thinks. "Your loyalties. I am not sure being with you would help the right people." "But thanks for the offer." Perhaps you could travel with me. I could use an archer. He nods. "I've heard of you. I've heard what you been doing. I would like to shoot for you." He approaches to stand at your side. "If you decide you don't need me around, return to Muck. I'll ask if you still want me with you." "I would join you, but you look like you got a full group already." (You can only have two characters traveling with you. To get rid of one, return to the spot where he/she/it joined you.) Jenette On this isle of peasants and rulers, there's no mistaking what side this woman is on. Her clothes are clean and neat, and her fingers are soft and stained by ink. She is clearly used to giving commands. She smiles professionally, although she's not sure why she's being visited by an adventurer. "I am Jenette, head of Jenette and Volpe Alchemical Products. How may I assist you?" Jenette smiles, though her happiness is not entirely sincere. She is not one who likes dealing directly with workers and vagabonds. "Yes? Anything else?" What is Jenette and Volpe Alchemical Products? "Why, I run the most profitable business on Morrow's Isle. Though, I might add, I owe it all to Lord Volpe." "Why, I run the most profitable business on Morrow's Isle. Though, I might add, I owe it all to Lord Volpe, rest his soul." How does your business work? "The peasants under my control hunt the swamps for alchemical herbs, bring them here, and clean and bundle them. I find buyers and ship them all over Valorim. It's a wonderful arrangement." What do the peasants think of your business arrangement? She shakes her head. "Of course, no business is perfect. Being adventurers, I'm sure you have no idea how irritable and obstinate the peasants can be. Still, we have techniques for controlling them." What do you do to control the peasants? "Why, that's hardly your worry now, isn't it?" she says, smiling sweetly. "It is a local matter." I can see how you find the arrangement to be wonderful. "And, as I said, all due to Lord Volpe." What is your relationship with Lord Volpe? "He brought me here when he took control of this Isle. He planned to make it incredibly efficient and profitable, and he succeeded. He's my partner, in fact." "Of course, my poor partner Lord Volpe is quite dead now. I guess I'll just have to run things here on my own for now." This thought makes her quite happy. Are you and Lord Volpe equal partners? "Yes, like he's the partner in most new businesses on this Isle. It's what we owe him for our success, after all. Perfectly just." The smile on her face seems less sincere than usual. "He was my partner, like he was the partner in most new businesses on this Isle. Now that he is dead, there is some legal confusion. Where things go from here, nobody is sure." We spoke with Hilty. She's confused at first. For a moment, she doesn't recognize the name. "Oh yes! Derelict worker. She's been absent for one day. She may have to be ... dealt with." You mention Hilty is in the shrine, sick. "Oh. Well. The peasants are always getting sick from one thing or another. I suppose I can give her an extra day or two to get better." Are you looking to employ any adventurers? "Not at this point. Why don't you go out and kill some Hill Runners? It would make everyone's life more tranquil." Are you looking to employ any adventurers? "Actually, yes, I am. We have been having a problem in the swamps. Hydras. The peasants can outrun them. Well, the useful ones can. But the creatures are too dangerous for us to actually elimininate them." "Go out and try to hunt down the larger, nastier hydras. If you eliminate enough of them, I can reward you." I have killed a number of hydras. Can I get rewarded yet? "I'm sure you have killed a few, but my peasants are still yapping constantly about the harassment they receive from the beasts. You will have to kill more before I can reward you." I have killed a number of hydras. Can I get rewarded yet? She thinks. "Well, the peasants have been complaining a lot less about hydra harassment. I suppose I can give you a trinket as a reward for your labors." She removes a ring from her pouch and hands it to you. It is made of silver, tarnished and scratched. "This ring is ugly, but it bears a faint enchantment. This is the sort of thing you use to buy off adventurers, yes? It will have to do, I think." Drex When you enter this concealed chamber, a small, shifty man says, "Hi. I'm Drex." There are some trade goods on the threadbare carpet next to him. He must be a merchant. Drex says, "Welcome back." What sort of shop is this? "An informal one. I have poison, tools, and light sources. And I can identify items as well." Let's trade. You finish shopping. Drex's Poison & Tools Drex sells a small amount of adventuring gear. Since some of it could be used for thieving, you can see why he keeps such a low profile. Why are you hiding back here? "Because I don't want to get forced to work in the swamps. And because those in charge here don't respect the activities of a hard-working businessman." Are you a Hill Runner? He looks offended. "No! Not a chance! I'm not a killer, and I don't want to be killed. I just want to buy and sell." Can you identify my items? He looks over your inventory with a careful, appraiser's eye. He looks like he has spent many years evaluating goods of unknown (and probably illicit) origins. Finally, he says "OK. I know what all that is. Ten coins per item." Peasant This peasant is tired and worn, exhausted by years of labor hunting the swamps and drying and packing herbs. You try to learn something useful about events on the island, but people here have learned to be very suspicious of strangers. You don't find out anything. You try to learn something useful about events on the island, but people here have learned to be very suspicious of strangers, and Lord Volpe's assassination has only made things worse. You don't find out anything. Guard Muck's guards are strong, well-trained, and nasty. They have to be, this close to Hill Runner lands. Keeping their armor and blades free of rust must be very difficult. The guards here were not selected for their conversational skills, but for their ability to kill Hill Runners. In the most efficient, ugly manner possible. You don't get more than a grunt and a nod out of him. The guards here were not selected for their conversational skills, but for their ability to kill Hill Runners. In the most efficient, ugly manner possible. Now that Lord Volpe is dead, they won't say a word. They just wait, tense, ready to fight. // t6Zaskiva.txt Zulli Marsh Kenny Eric Maya Kaley Helena Hidden Bandit Hidden Bandit Hidden Bandit Go away. Get out. Leave us be. Go away! Are you crazy? You can't be seen here. Zzzzz. Keep alert! Death to the Hill Runners. Scribble. Scribble. Erase. Erase. Hmmmm! Hmmmmm. Mmmmm. What do you want? We are closed. Slurp. So tired. How can I reach him? Here you go. The good rooms are full. Wipe. Wipe. You return to the city of Zaskiva, which is still reeling from the effects of the explosion. One such effect is bands of uncontrolled guards roaming the streets, carrying out a vigilante "investigation" of the crime. Alas, the guards recognize you from a description gotten from a bystander at the explosion. You flee, but there are many of them. They take you in for harsh questioning. By the time Jaen finds you, the questioning has gotten out of hand. Fatally so. You enter the city of Zaskiva for the first time. It's a beautiful city, clean, prosperous, and relatively new. It was, in fact, only built in the last ten or so years, with construction starting when Lord Volpe arrived here. The city is beautiful, but the people are haggard. The streets are crowded with edgy merchants and sailors, held here by Lord Volpe's restrictions on traffic to and from the island. The town reeks of uncertainty and fear. You'll have to be wary. Lord Volpe's mansion dominates the north end of Zaskiva. When you try to enter, you don't make it three steps inside before you find yourself surrounded by guards on all sides. Fortunately, their weapons aren't out yet. An Empire Dervish walks up to you and says, "What is your business here? Lord Volpe is the master of Morrow's Isle. Why should he want to waste his time with the likes of you?" You don't really have a satisfactory answer for that. Satisfied that you have no place here, the guards grab you and hustle you back out into the courtyard. OK. You nervously step into the Zaskiva School of Magery. You've heard nasty rumors regarding trouble at other Schools of Magery in Valorim, and are on your guard. The place is dusty and quiet. You doubt school is in session - you only see one mage, sitting and reading at the far end of the room. This is a small laboratory, well equipped for simple magical and alchemical experiments. You notice that a passage in the southeast corner of the room has been sealed off with magical barriers. This is a dusty lecture hall. All mages suffer years of grueling, mind numbing study in rooms just like this one. This is a small shrine. There's no priest here. It's a quiet, mildly holy place, like many others across the Empire, where soldiers and sailors can stop, leave a few coins, and say a few prayers for luck in the travels ahead. It's a pity there's no attendant here. The floor could use a good mopping. Sailors are not neat people. You stumble in on a half dozen heavily armed men and women, talking and planning. When they see you, they freeze, alarmed. At first, you think they're about to attack you. Then they recognize you. "What do you think you're doing?" one of them hisses. "Go about your mission, and don't come back here. You'll bring the Empire down upon us all!" A woman in plate armor gets up and pushes you back out through the door. You find a small, concealed room, containing mops, brooms, and other powerful cleaning implements. This room is packed with merchants, bunking together while waiting for permission to leave Zaskiva. They don't want to talk to you, and don't appreciate your intrusion. They push you out. Right behind the concealed door, you find a massive closed door, reinforced with steel bands. The words "TO SEWERS - KEEP OUT" are painted on it in big, red letters. You enter a solemn memorial to former lords of Morrow's Isle. There are eight statues in here, carved from huge blocks of stone. You notice that the statue of Lord Volpe is larger and nicer then the others. Morrow's Isle has had eight administrators in only the last twenty years. Clearly, the turmoil here has been building for some time.. OK. You notice that there is a large crack in the floor behind this marble statue. It is in the base of the wall of Lord Volpe's palace. It will probably be repaired soon. Having found the marble statue, you look around for the hole in the wall you're supposed to put the box into. The instructions you've received were wrong. The crack isn't behind the statue, but at the base of the wall nearby. Several stone blocks has been removed from the wall of Lord Volpe's palace, leaving a hole just big enough to fit the oak box inside. It looks like your mission is almost complete. Leave the crack alone. Insert the box into it. Halt! We have you now! You slide the box into the hole, turn around, and find yourself face to face with a pack of Empire soldiers, several of them Empire dervishes. Their weapons are drawn. You can hear more running up outside. Their commander smirks and says, "Well, well. The attempt on Volpe's life has come at last. You fools could not have been more obvious in your attempt. We've been following you ever since you arrived here." "Trying to blow up Volpe's mansion was an intriguing plan, but you must have been insane to think you can outwit ..." That's all he manages to say, before the whole world falls apart. OK. We've done it. Death to Lord Volpe! It's a decoy! The explosion didn't come from the box you delivered. The box you had was just a wood box. The explosions shake it out of the hole. It falls open, revealing a few bricks. The real attack came from the front of Lord Volpe's palace. The commander shouts, "It's a decoy! Damn them!" The soldiers try to run back out, but they don't make it. There are two more explosions, both from the front of the palace. The Hill Runner's magical devices are more powerful than you would have expected. You see the palace walls start to shake and buckle. You try to get away from the collapsing palace, but you don't get far. The whole place caves in, almost on top of you. OK. Dazed, you stagger through the wreckage and rubble. Kenny, the statue caretaker, was crushed under a falling pillar. Casualties are all around you, and not all of them are soldiers. Moans of pain come from all directions. The palace has been destroyed. You stagger through the dust, barely able to keep standing. You are dimly aware of guards searching the area, looking for people to arrest for this heinous crime. They're getting close to you. Before you can think of trying to get away (or even think of anything coherent), rough hands grab you. Someone whispers, "Come with us, quick!" You're in no position to refuse. OK. They hustle you across the corridor, through a secret door, and down a passage. As you're pushed down a flight of stairs, one of them says, "Make your way through here, and we'll get you on the other end. Good work, rebels." The effects of the blast start to fade, and your ears stop ringing. Little by little, you return to your senses. When you are fully aware, however, you realize you're not in Zaskiva anymore. You're in a crumbling room underground. And a portcullis has just been slammed shut behind you, blocking your retreat. OK. These are the Zaskiva docks. Not many boats are coming and going. Travel to and from Zaskiva has been strictly limited by the cautious leaders of Morrow's Isle. It is how they have had some success keeping the Hill Runners out. You give Madeleine's letter to Zulli. He lifts the visor of his helmet to look at it. You've obviously made his day. "This is wonderful! Thank you!" As a reward, he gives you a pouch of coins. "You've done a good deed for me this day. Thank you." This dirt area was the site of a decently sized, daily bazaar, where merchants from arriving ships could trade with the locals. It is currently inactive. No trade ships have been allowed to dock here for weeks, since Lord Volpe closed Zaskiva to outsiders. // t6Zaskivadlg.txt Zulli A large garrison is stationed here at Zaskiva, and this is one of its commanders. Although his soldiers are constantly and alertly patrolling the town, he seems to feel he can spend a minute talking to you. "I'm Captain Zulli. How may I help you, stranger?" Captain Zulli continues to chat with you, occasionally pausing to bark orders at his underlings. What is your duty here? "I'm doing what I do just about all the time," he says wearily. "Patrolling the city. Watching for Hill Runner infiltrators. Do you have anything suspicious to report?" I haven't seen anything suspicious. "Are you sure? Have you seen anything peculiar?" You say you haven't. "Be sure to keep your eyes open. You citizens are our greatest tool in keeping Zaskiva safe from rebel scum. You should always be at the highest level of alert." I see there is a lot of patrolling. "It's tough work. We have to be alert every moment of every day. One moment's distraction can mean complete disaster." You hear a sigh from inside his helmet. "Of course, every soldier carries around a bushel of distractions." What's your distraction? There is a long silence. Then he says, "Mine is named Madeleine. She's a soldier, like me, but I haven't seen her in some time. She's stationed in Willow. I can't even get a letter to her from here. Things are sealed up." What's Madeleine like? "She's radiant beyond belief. Thoughts of her are very distracting indeed. Things would be much easier for me if I could just get one letter from her." "Ah, well. We will just have to wait until this cursed war is over, I guess." Madeleine gave us a letter to deliver to you. (Give it.) Have you heard from Madeleine again? "No but I enjoyed her last letter immensely. But what can I say? Love makes one greedy! One letter isn't enough. I will always want more, and more, until I can finally see her again." Had Zaskiva been attacked recently? "No, and we will keep it that way. The island is sealed tight. We watch carefully every single person that comes in and out. Lord Volpe will be kept safe at all costs." Tell me about Lord Volpe? "He is strong and smart. He has a plan to make these islands a rich place, the envy of the Empire, and he's more than ready to crush any rebellious peasant who tries to stop him." Are you sure that there are no rebels in town? He looks suspicious, as if he's not sure why someone would even bother to ask. "No. Of course not. We've made sure of it." Marsh This man is surprisingly young for a mage. He still wears the robes of an apprentice. Yet, he's busily writing spell scrolls, which is usually a task only attempted by more experienced magicians. He looks up at you and smiles. He is excited to see an adventurer. "I'm Marsh. Marsh the mage. I'm a student of the Zaskiva School. It's closed now." Marsh looks up at you from his table, his pen still in hand. No doubt, the moment you leave, he will have to get back to work. What sort of work are you doing? "Oh, I don't know. Just keeping busy making scrolls. It's what I'll do to stay occupied until the School reopens." What are the scrolls for? "They want me here making scrolls to use in the fight against the rebels. All my friends are here, doing useful things to help." He looks at you conspiratorially. "Of course, if you wanted to purchase some firepower for the fight, I could help." Can I buy some of your scrolls? You finish shopping. Marsh's Scrolls Marsh sells a wide range of scrolls, diligently scribed by himself. Who are your friends? "My two friends here are Eric and Kenny." What does Eric do? "Eric's sort of a jerk, but he's my friend, in an 'I don't like him' sort of way. He's a blacksmith, across town." What does Kenny do? "Kenny is the guard for the hall of statues. It's a sort of a memorial or something. They say it needs to be guarded all the time, but I don't see why." "Kenny's sort of hard to understand if you don't know him, but he's nice. If you asked him about the statues, I'm sure he'd let you see them." This is a school? "Yeah, a small school of magic. It got closed so all the mages could be taken away and chase Hill Runners. I got off, but only because I make scrolls real good. Sort of a talent. Nice penmanship, I guess." Does penmanship matter? "Yeah. If you write a spell scroll wrong, even just a tiny bit, boom! It's harder than it looks." Why does a colony this small have its own school of magic? "That was Lord Volpe's doing. He wants to really build up these islands, make them big and rich and famous. So he's been spending the tax money to bring all the good things here, libraries, schools, and so forth." "That's why the Hill Runners are so mad. Most of the money came from the peasants." I'm sure what Lord Volpe is doing is for the best of all in the long run. "Yeah, that's what I think too. But I'm not sure. I've never really met any of the peasants. I'm sure they have some good complaints." I'm sure they have a good reason to be fighting. "Maybe. I don't know. I just came here to study." Kenny The hall of statues is guarded by a small soldier in ridiculously excessive armor. He can barely move with all the plate covering him. The slit on his helmet is so small it's a wonder he can breathe. "Mmmm, mmnmmm," he responds. You can't tell what he's saying with the heavy helmet he's wearing. Fortunately, the word "Kenny." is etched into the breastplate. Kenny stares out at you through the visor in his armor. At least, you think he's still in there. The armor is so big, he always might have slipped out the back. What are you guarding? "Mmmm. Mmmmm, mmnmmmm." He thinks. "Mmmmm." Mmmm mmnm. "Mmmmnmmm? Mmmmmnnn." Every time you think you can almost make out what he says, it slips away from you. I'm sorry, but I don't understand you. "Mmmmmm! Mmmmmmmm!" Can I see the statues? "Mmmn? Mmmmmm!" He pulls a key from his pouch, and unlocks the door to the hall of statues. What is behind that door? "Mmmm. Mmmmm, mmnmmmm. Hmmmm, mmmmm, Hmmmmm. Mmmmm hmmm." Eric This is one really, really, big, really, really sweaty guy. He's bustling busily around his smithy, trying to keep up with all the work he has to do. He doesn't notice you until you get close. "What? Oh, uh, hi. I'm Eric. Don't do sneakin' up on a guy like that!" Eric frowns at you, annoyed by the interruption. "What you want? You gonna' buy something?" You are the town blacksmith? "Yeah. I'm making stuff, so we can kill the rebels faster." What do you think of the rebels? "I hate the rebels! I hope they all get shot with arrows and die." He mimes an arrow shooting motion. "That's why I make armor. My friends do stuff too, but not as good." Who are your friends? "My friends are Marsh and Kenny. They're wimps." What does Marsh do? He scratches a huge, moist arm. "Marsh? He just sits inside all day and works on his girly scrolls." What's Kenny's job? "Kenny just guards statues. Statues! That's stupid. If you ask him about his statues, he'll let you see them. They're stupid too." What's so special about his statues? "Don't ask me, stupid. Ask Kenny! He's the one who cares. Lord Volpe wants to make sure they stay intact. They cost a lot, and one is of him." What sort of stuff? "Armor! It kicks! If you want to find out how good it is, you can purchase some." Can I buy something? You finish shopping. Eric's Armor Eric is rude and unpleasant, but his goods are high quality. Some of it is even made of steel. Has Zaskiva had any problems recently? "Yeah. The stupid guards say we're safe and sealed up, but they're stupid. There are plenty of thieves and scum and sailors here. The other week, someone broke in here at night and stole some of my money and my lucky tongs." "There are bandits in town, and the guards are too dumb to find them. Makes me mad! I want my lucky tongs back!" I think I found your lucky tongs. (Give them to him.) "Hah! Thanks!" He grabs them. You try to mention that maybe he could give you some sort of reward, but he laughs. "No! You gave me the tongs! I got the tongs! That's it! Thanks, suckers!" I think I found your lucky tongs. (Show them to him.) "Hah! Thanks!" He tries to grab the tongs, but you pull them away. "Oh, I see. You just want a reward. Just like adventurers. Never do anything for the good of it. Figures. Here. This is what I got. Take it or leave it." "He fetches a small but well-made shield and slings it at you. Now gimme mah tongs!" You hand him the tongs. The shield seems to be the best payment you could get for the rusty things. Maya This mage looks reluctantly up from her book when you approach. She sighs, resigned to dealing with your intrusion on her life of the mind. "I'm Maya. Welcome to the Zaskiva school. We are closed." Maya sighs. "Anything else? The school is closed. So sorry." What are you doing here? "I'm formerly of the School of Magery in Zaskiva. The school is closed. Now, I just study." Why do you remain in Zaskiva? "I'd gladly be somewhere else, but they won't let me leave. The movements of all mages are tightly controlled, thanks to Lord Volpe." What do you think of Volpe? She smiles ironically. "A great man. A model of behavior for us all." Tell me about this School of Magery. "It's closed for business. I was just left here to look after it. All mages capable of serving in any capacity were press ganged to fight the rebels. The ones who didn't join the rebels, that is. Apprentices on the front lines. Ridiculous." What are you studying? "What I study is none of your business. Of course, to make ends meet I do a little teaching to keep myself in books to read." Is it hard to get books? "What few books Volpe doesn't censor are very expensive." Can you teach me some spells? You finish your training. Maya's Spells The School of Magery is closed, but Maya helps to cover expenses by teaching spells to travelers. Is the school still active at all? "Not really. It is dusty and sealed up. Taking care of it is not free, though. There are maintenance costs. I make them by doing some teaching. Spells. Identification. And I give lessons in arcane lore. You have to pay, of course." Can you identify my equipment? "It is beneath me, but yes, I can. Thirty coins an item." I would like to learn about arcane lore. You finish your training. Maya's Training Maya can give basic lessons in Arcane Lore to you. If you haven't trained in the skill yet, you can buy one level of it. I don't need any training. "Well then, what do you want? My time is valuable." Kaley This weary woman looks like she's traveled a long way. She's eating a bowl of thin soup, and she looks like she's trying to make it last. She looks up from her soup. "I'm Kaley." She is very thin and tired. Kaley stares down at her bowl of soup, eating it slowly. Every bite is smaller than the bite before. It's clearly not enough. May I speak to you? "Yes. At least someone is speaking to me. I'm a swamp worker. Well, that's normally what I am. I've traveled here to see Lord Volpe." Where are you from? "Have you ever been to Muck? It's a terrible place. They work us so hard, and there's so much disease, and little food. That's why I've come to see Lord Volpe." Why have you come to see Lord Volpe? "I'm sure when Lord Volpe finds out how hard things are in the swamps, he'll do something to help us. That's why I traveled here. I'm just having trouble getting permission to see him." Was it a hard trip? "It took all the money I had to get here. The soldiers charged me tolls to use the roads." She looks ashamed. "Do you think you could give me a few gold? To get home?" "It took all the money I had to get here. The soldiers charged me tolls to use the roads. Thanks to you, though, I will be able to get back." Here take some gold. (Give 10 coins.) You give her a few gold. Her face lights up. "Thank you so much! What a good omen! Lord Volpe will see me soon for sure!" She looks at your empty purse. "No, never mind. You're worse off than me." Why can't you see Lord Volpe? "They say he's busy. Every day, it's busy, busy, busy. But I will see him!" She looks you over. "Wait! You're adventurers! You have power. If you see him, could you do me a favor?" Maybe you can't see Volpe because they think you are a rebel. She looks alarmed at what she's been saying. "I'd better stop talking. People will think I'm a rebel, and I'll be in all sorts of trouble. I'm not. All we want is food." She turns back to her soup. If I see Volpe what would you like me to say to him? "When you talk to him, just mention my name to him. That might get me in to see him." She suddenly gets very angry, long suppressed fury slowly bubbling to the surface. "He must be told how things are in the swamps! I want justice! We demand justice!" I can't help you. "Oh. All right. Good day to you." She returns to focusing intently on her soup. You look very hungry. "I am. I am hungry. But I will be fine, I think. I will do my job, and I will get home to Muck. I have to." Helena You don't think you'll get much time from this innkeeper. People are constantly coming in and out, asking for food, demanding rooms, and just generally making her life hell. "I'm Helena," she says, while brushing by you to give someone some ale. "We don't have much because of the blockade, but we do what we can." "What else do you want," Helena says, while cleaning the counter. You might be able to ask her something before she rushes off again. What services can you provide? "We have some food. Not much. Drinks are five coins. And some space in the common room just opened up. 2 coins. Pick your poison." She runs off to wipe up a spill, and returns to you. Can I buy some food? You finish shopping. Zaskiva Arms Rations Helena offers you some food. It's stale and unpleasant. Not many goods are coming in and out of Zaskiva these days. I'd like to stay the night. She points at the door to the filthy, overcrowded common room. "Over there." You go, force people to give you room, and spend the longest, most sleepless, most bug-bit night you've ever spent. You don't have the gold. You can't stay in an inn when on horseback. I don't want anything. "All right. Good bye." She runs off again. I'll have a round of drinks. You buy some ridiculously watered down ale. "Sorry it's a bit weak," Helena says. "Can't get new supplies. Everything's blockaded." You don't have the gold. You're being blockaded? "That's why things are so busy," she says while helping someone else out. "People are having a real hard time getting in and out of the city. Especially out. Need to file paperwork to leave. So everyone stays, while the paperwork moves. Slowly." "It's a pain, but there's no point in arguing with the Empire." The merchant refuses to talk to you. You've broken into a private apartment. The guard watches you closely when you walk by. Since Zaskiva is sealed, strangers are very rare. That enables them to focus all of their suspicious energy on you. The guard won't speak with you, though. He just watches, waiting for you to do something wrong. The hidden rebel doesn't want to talk to you. He just whispers that you should leave, immediately. You wake up this sleeping sailor. You get a spray of vicious profanity in return. You back off, and the sailor returns to restless slumber. // t7Abandoned F.txt You hear shouts of alarm coming from the direction of the entrance. The sound of running feet echoes down the corridors to you. It doesn't sound like Empire soldiers, though. Now you know why there were so few guards at the entrance. They were hiding outside, ready to ambush you. You step into the ruins of an old, abandoned Empire outpost. It was quite a structure. These thick-walled, reinforced stone tunnels look like they burrow deep into the hillside. Forts like this are very common in areas the Empire plans to populate. Settlers would be able to stop in here for supplies, directions, a meal, and a safe place to sleep. And, if something attacks, settlers could hide here. Although the rebels made the Empire abandon this fort, it is clearly occupied. The trash and stench are quite fresh, and you hear deep, guttural mumblings coming from deep inside the tunnels. Although many of the items looted by the ogres are scattered in front of you, you don't see any guards. Odd. OK This room was used for tactical discussions and to plan troop movements, and the paperwork needed to be kept somewhere. You approach this bookshelf eagerly, hoping to find, mixed in among the trash, the papers you were sent here to find. Unfortunately, all you find are scraps of paper, few of them readable. All the papers and journals have been carried out of here by the ogres. You wonder where they were taken. This room was used for tactical discussions and to plan troop movements, and the paperwork needed to be kept somewhere. All you find are scraps of paper, few of them readable. All the papers and journals have been hauled out of here. This room has, for the most part, been left alone by the ogres. This must be where the commander here did most of his planning and logistics. There are charts on the walls, still barely readable, and old pens and scraps of paper litter the floor. At the far corner of the room, you see a large bookshelf. This was the fort's dining hall. It has been kept intact to be used for the same purpose by the ogres. The stew congealing in the pot in this room smells rotten and horrible. Good for ogres. Not for you. Under the blood, muck, and evil markings, you can see that this was once a good altar. The ogres, however, have converted it to their own sinister purposes. It radiates darkness and malevolence. Leave it alone. Pray at it. Destroy it. Fortunately, the altar has spent its dark energy for now. Until it is recharged with a few sacrifices, it can't hurt you anymore. Despite your most sincere intentions, the altar is inclined to reject even the most devout prayers from a human. You feel incredibly ill. Waves of nausea tear through you. When you recover, you feel much weaker. You draw your weapons and advance, ready to smash the evil altar into pieces. You don't even get near it. Waves of nausea tear through you, knocking you to the ground. When the vomiting and spasms pass, you feel very weak. Ritual: The altar has already been purified. The evil enchantments on this altar are strong, but they are no match for your ritual. As you sing the holy chants, the altar vibrates and makes a horrible screaming noise. A dark mist appears over it, and then fades away. It is still filthy, but the curse is gone. The altar has been purified. You stand at the edge of a dark, dank pit. Tossing a pebble in, you estimate it must be 40 feet deep, maybe more. The breeze blowing up from the pit is icy cold, and the walls are covered with slippery frost. Climbing down won't work. Shining a light down, you can barely make out broken ogre bodies at the bottom. This pit must be used for executions or sacrifices. OK. The ogres have created a crude mosaic here, by hammering gaudily painted stones in the crumbling rock of the wall. You have to stare for a while, but you eventually figure out what the mosaics are of. One is of ogres being hurled into the pit by other ogres. The ogres being thrown have wide, red smiles. The other mosaic is of an enormous blue lizard, breathing a cloud of frost. Ogres are cowering before it, offering it gold and what looks (though you can't be sure) like scrolls. OK You eagerly search through and around the commander's desk, hoping to find papers or other items of value. No luck. Nothing of value was left in here. Most of the useful magical papers and tomes have been removed from here, rather hastily from the looks of things. Some of the papers left behind seem vaguely useful. None, however, are what the Hill Runners seemed to want. You return to the stairway down to the drake's lair. Unfortunately, the ogres have filled the stairway with massive chunks of rubble. Looks like the area is blocked off. // t8Icy Tunnels.txt Cryohydra Cryohydra Draykspawn Draykspawn Draykspawn In the ceiling of this large chamber, you see a shaft extending straight up about 30 or 40 feet. There is a brightly lit room at the top. You see a pair of ogres peering down over the edge, laughing and pointing. The floor of this chamber is littered with broken ogre bodies. Bloody tracks leading to the west, however, indicate that not all of the ogres died in the fall. Some other unpleasant fate must have awaited them. As you make your way down the dark tunnel, you begin to shiver. It's freezing cold down here. That's to be expected to some extent in any system of caves, but this is unnatural. The walls and floor are covered with ice. The passage to the west is blocked with an iron gate, which is rusted shut. You could jump off of the ledge to the north if you wanted to keep going, but you wouldn't be able to escape in this direction. The unnatural cold of these tunnels is starting to get to you. As you walk away from the underground lake, you experience a strange phenomenon. You hear a disembodied voice, coming from the air around you. It's a slow, calm, sibilant, reptilian voice, icy and malevolent. It says, "Ah! So yet another group of pitiful ogres has been sent to amuse me. Do not fear, little ogrelings. Do not concern yourselves. Your death is assured. There is no need to waste your energy on fear." "You don't want your sacrifice to be in vain, do you? I thought not. Please move on. My pets are waiting to greet you." Obviously, you are not a group of ogres. You must have just triggered a simple spell which said a fixed message. OK You hear the reptilian voice again. This time, it's less disdainful and more amused. "I sense you are still with us. That is much better than most of you little ogres do." "Do not concern yourselves with my anger at you killing my children. If they were not able to handle the likes of you, they deserved to die. We are cruel down here, but fair. To some extent." "I am amused by your progress. Continue. If you make it to the end, you will certainly have shown yourselves worthy of being eaten by Vyktal. It's more of an honor to my race than you might think." OK You hear the voice again. It is no longer amused, but surprised. "Still with us, I see? Now you ogres aren't cheating with your payments and throwing down a mage or two, are you?" "Were that the case, rest assured I'll be up there before long to eat quite a few of you. Such surprises were not part of the deal." There is a pause. "Please, move on. Vyktal is eager to meet you. The new friend in the next cave, I'm sure you will have no trouble dispatching." OK The voice is starting to grow annoyed. "Now I am truly surprised by your progress. Surprised and angered. I see now I should have not put my valuable pets at risk, even to a bumbling group of ogres." "Do not fret. Your ordeal is almost ended. Soon you will be face to face with me! Prepare well!" OK You find a large pool of brackish, icy water. A thin layer of frozen algae tints the water slightly green. By the main pool is a smaller pool, which, oddly, is not frozen. The pool is in a natural basin composed of a white, chalky substance. The stuff has infused the water, which has a milky appearance. Leave it alone. Drink some water. You drink the water and almost immediately start to feel invigorated! The chalky stuff must be having this strange effect. You bend down and drink more, almost immediately sucking up all of the small pool. The pool is gone, but your wounds are fully healed. You're ready to continue. At last, you reach the far end of this icy gauntlet and come face to face with your tormentor. You soon wish you hadn't. It's an ice drake! It's an enormous lizard, slightly smaller cousin to dragonkind, 40 feet from head to tail. When the fearsome blue creature sees you enter his cavern, it rears up, ready to breathe doom upon you. However, when it gets a good look at you, it lowers its forelegs to the ground, and looks at you, confused. This moment may be the distraction you can use to attack safely! Attack Wait The drake's delay in attacking was only temporary. It emits an amused, arrogant snort. Then, with a deafening roar, it moves forward to attack. You stare at each other for several stressful moments. Then the drake breaks into laughter! It roars with amusement, looks at you, then roars again! "Oh, this is amusing," it chortles. "All this time I thought you were just another ogre sacrifice that got lucky, and here you are, a fully equipped group of adventurers. How droll!" "Well, I imagine you've just come to kill me and take my hoard, or something tedious and futile like that. If that is the case, you might as well just attack me and get this over with." It thinks. "Of course, you might be here for some other purpose. Sometimes humans, far in the past, before the dark days of the Empire, came to me for my wisdom. Have you come to see me for any other reason?" The drake seems to think that you are looking for something, but you don't know what. Right now, you're mainly interested in getting somewhere warm. Of course, this could also be a trap. The drake might know what happened to the papers you're looking for. Of course, this could also be a trap. Attack Vyktal. Say that you are looking for something. Say that you just want to leave. Vyktal Seems relieved. It knew that fighting you would be risky. It points a claw at the gate behind him. "There. Go through. I give you permission to depart." Walk through the gate. Attack Vyktal. You pass through the gate, which slams shut behind you. Vyktal returns to his nest. A passage out is visible to the north. "I thought so. You came for the records, didn't you? The ogres keep throwing them down, thinking I might want them. I knew the Empire would be coming for them someday." It leaves the cavern for a moment, and then returns. You describe to the drake the papers you're looking for. It thinks. "Old Empire records. Come to think of it, yes, I do have something like that." It leaves the cavern for a moment, and then returns. "Yes! The ogres once thought that they could appease me with something besides sacrifices, and threw down to me everything they could get their hands on, including a bunch of old records." "Normally, I would charge you a stiff price for these papers, like a human sacrifice or some such, but I have the nagging feeling the Empire really doesn't want these to be held by unpredictable little adventurers." "The Empire has killed almost all of my kind. Anything that annoys them, I will help with. Therefore, I will give you these papers for only 500 coins" It snorts a powerful cloud of frost from its enormous nostrils. "Do you agree?" Refuse to pay and demand the papers. Pay 500 coins. Pay what money you have. Attack. Vyktal pauses for a long moment. Its offended pride fights in its mind with its desire to avoid combat. In the end, its lack of interest in the papers carries the day. Vyktal leaves the cavern to retrieve the Empire papers. It brings a thick bundle of frosty papers to you. It chuckles again, and says, "Good luck with your efforts. The only thing I enjoy more than the taste of your kind's flesh is the thought of your leader's misfortune." With that benediction, it shows to you a rear exit at the far end of its lair, and slams a portcullis closed behind you with an enormous, clawed foot. It turns and walks away, leaving you with your prize and by the exit. OK. It nods, satisfied (and perhaps slightly relieved to be avoiding battle). You pay it your money, and it leaves the cavern to retrieve the Empire papers. It brings a thick bundle of frosty papers to you. It chuckles again, and says, "Good luck with your efforts. The only thing I enjoy more than the taste of your kind's flesh is the thought of your leader's misfortune." With that benediction, it shows to you a rear exit at the far end of its lair, and slams a portcullis closed behind you with an enormous, clawed foot. It turns and walks away, leaving you with your prize and by the exit. OK. Searching greedily through the drake's treasure trove, you find a thick sheaf of papers has been tossed carelessly into this box. You look them over and realize that they're a packet of Empire troop orders and patrol rosters! These papers seem both valuable and interesting. You put them safely in your pack. You enter a large chamber. In the ceiling, you see a shaft extending straight up about 30 or 40 feet to a brightly lit chamber. At the top, you see ogres peering down at you, laughing and pointing. As you leave the drake's lair, you try to make a note of the location of the rear exit, so that you can return later and find more loot. Unfortunately, when you walk outside and look back, you see the tunnel you've emerged from is gone! You feel the natural stone walls, looking for a hidden entrance. The drake must have placed powerful magic here ... the entrance is completely gone. You see sunlight ahead. It looks like you are near the exit. You hesitate. Maybe it's not a good idea to leave here until you've got the papers you need. You turn back. You reach a huge, frozen gallery. The stone is slippery under your feet, and huge icicles hang overhead. In the center of the chamber, perched on a mound of stone, is a huge, lethal creature. It's an ice drake. It seems very surprised to see you. You aren't what it expected, and this makes it nervous. Even the most arrogant wyrm knows that adventurers can be unpredictable and dangerous. It sits back, looking like it does not want to fight you. Yet. "Invader," it says. "Come forward. I will parley with you. Normally, I would feed on you, but I am not hungry at the moment." Approach it. Attack it. Greetings. I am Vyktal. Step forward. // t8vyktal.txt Vyktal Vyktal watches you warily. It doesn't feel like talking to you right now. // t9Zaskiva Sew.txt Ghost The stone basin holding the pool of virulent slime breaks. The acidic goo pours out. The moment it hits the cold floor, it starts to shrivel, its moisture evaporating harmlessly into the air. Soon, it is nothing but green powder. Interestingly, before the slime decomposed, a large amount of it splashed on the back wall. The corridor there had been hastily bricked up, and the acid effectively eats away at it. One good shove sends the wall toppling over, revealing a stairway. The chest contains nothing else of value This chest was once filled with suits of leather armor. The harsh atmosphere of the sewers has rotted them all away. Of course, being adventurers, you search through it all anyway, looking for loot. Your persistence is rewarded. You find a corroded old copper key. With typical Empire attention to detail, some sewer worker has scratched into its side the words "Sewer Key One." You take it with you. You notice that the bridge over the swampy muck to the south has collapsed. You won't be able to get to the passage across the liquid to the southwest. Not on foot, anyway. The rebels helped you escape from the aftermath of the destruction of Lord Volpe's fortress. Unfortunately, they've dropped you in a situation that doesn't seem like much of an improvement. You've been dumped into Zaskiva's sewer system. While Zaskiva is a relatively new city, neglect has left its sewer system in a condition which would be thought dreadful anywhere in the Empire. The walkways are crumbling, the ceiling looks likely to cave in, and the ventilation is awful. It's the last thing that concerns you the most at the moment. Right now, being an adventurer stinks. Literally. The stench assaults your nose, and makes the inside of your mouth feel like it's been coated with something nasty. As if all this wasn't bad enough, you hear the growls and murmurs of monsters echoing through the passages. Truly, these sewers have been poorly maintained. OK. To the west, you see a subterranean dock, with two seaworthy (or perhaps sewerworthy) rowboats docked at it. Each has a sturdy wooden pole in it, all the better for maneuvering down here. The dock itself is in terrible condition, crumbling and covered with huge spiderwebs. It seems likely that, with all the pressure from the rebels, sewer maintenance was a very low priority. This is a stairway up to Zaskiva. Unfortunately, it's been walled off. The sewer's probably been sealed in order to keep the monsters out of the city. The corridor to the next section of the sewers is blocked by an enormous steel door. It's rusty, but still plenty strong. It has a large keyhole, and you don't have a key that fits. Looking ahead, you see that this section of sewer has been overgrown by patches of large, brightly colored fungi. They look harmless. OK This trench is deep and full of water. At least, it's mostly water. There are also unpleasant things bobbing in it. The sides of the trench are very slick, so climbing down isn't an option. As if you'd want to. You have reached the south end of the empty trench. There is a huge shaft below you. The liquid oozes into it. It looks like this trench has a much higher capacity than is currently being used. You see several closed pipes in the walls above you, angled down towards the trench. You can't help but think that, if they were all opened at once, it would cause a large and interesting overflow. As if this place wasn't dangerous and unpleasant enough, it has an infestation of cockroaches as well. Even worse, they're huge! They start out the size of dobermans, and get bigger. You've heard rumors that some places in Valorim have infestations of giant cockroaches. You're horrified to find those rumors are true. Some adventurer should do something to eliminate them. OK. The crystal isn't glowing anymore. You press the button a few times, but nothing happens. This stone pedestal has a glowing blue crystal set into its top. The crystal is about eight inches high. There is a small button in the stone at the base of the crystal. You press the button. Click. The crystal flashes, a bright, blue pulse of light. The magic stored in it washes over you. You feel much better. The crystal turns dark. The crystal isn't glowing anymore. You press the button a few times, but nothing happens. This stone pedestal has a glowing blue crystal set into its top. The crystal is about eight inches high. There is a small button in the stone at the base of the crystal. In the cavern to the north, you see several strange, fungal humanoids. Long, green strands of vine, covered with vicious thorns, emerge from their hands. They hiss at you when they see you. They aren't friendly at all. However, they don't emerge from the cave. They seem content to let you pass, as long as you don't get too close. This crude chamber doesn't look like Empire construction. Too rough. It looks like some sort of hideout. Your guess is that a bunch of bandits, rebels, or similar reprobates were hiding here. Unfortunately, it looks like they came to a bad end. Perhaps they became trapped when the sewers were sealed off. However they got stuck here, it didn't go well for them when the undead found them. Whoever this poor soul was, he died trying to claw his way through this heavy door. He was down here without any sort of protective gear. He does, however, have a copper key in his pocket, labeled "Sewer Key 2". You take it. You find another massive steel door. Once again, you find that you don't yet have the key. This is an observation platform, situated over the waste disposal chasm to the west. The lock of this small door glows slightly. It's probably magically locked. It has a keyhole, but, unfortunately, none of your keys fit. It would take great skill to unlock it. There is a simple control panel here, designed to channel the waste hurled down by the unthinking town above you. From the looks of things, waste is collected and held in small sections of the sewers. Then these controls empty the sections, one at a time, into the chasm to the west. The neglect of these sewers has had an effect on the controls. The labels are filthy and unreadable, and most of the buttons and levers are stuck. Anything you did here would be pure guesswork. Leave the controls alone. Try to operate them. You play with the controls some more, and the machinery whirls into brief, intense, and noisy motion. However, nothing interesting happens, and soon it's quiet again. You push the few buttons that are functional. There are seconds of eerie silence. Then long dormant sewer machinery leaps into action! Waste repositories, left to collect waste longer than was prudent, open up. With a loud, squeal, caps of distant pipes swing open. Thousands of gallons of sticky, foul smelling goo pour out of holding trenches into the empty chasm below. From there, it roars down the passage to the south and into the pit. Soon, the flow turns from a loud roar to a gentle, steady trickle. It seems safe to leave the control room. You can't help but wonder what effect all that goop had on the landscape. Considering the enormous quantities involved, it probably overflowed in places. OK With typical bureaucratic senselessness, some genius had the idea of putting the administration and planning rooms for the sewers actually in the sewers. Of course, like everything else down here, it's been abandoned. Heaven help anyone who tries to take charge of getting this place under control, if all the plans are stuck down here. Once, the plans and maps for the sewers were on this wall. Unfortunately, the swamp folk have tried to take them down and read them, and the papers crumbled under their acidic touch. The records in this room are largely intact. On the down side, that means you now have access to hundreds of journals describing in minute detail sewage routes, quantities, and textures. It's useless to you. This desk, like the others, is empty, cleaned out by the swamp folk. You do have the fortune to find something under the desk, though: a tarnished copper key. Writing on the side reads "Sewer Key 3." Suddenly, a thin, insubstantial creature appears, floating above the corpse ahead of you. It's a ghost! It starts waving its hands. At first, you think it's going to attack or cast a spell, but then you realize it's trying to get you to approach it. When you get close to the corpse, the ghost reforms itself. It doesn't seem to have any memory of what happened to it last time it appeared. The smell of vinegar (or something like it) is heavy in the air. You hear bubbling ahead. The sewer is finally starting to get to you. The fumes start to make you feel incredibly nauseated. // t9Zaskiva Sewdlg.txt Ghost The ghost stares at you silently. It seems to be waiting for you to speak. Why are you here? "Revenge!" Its voice is soft. You have to strain to hear it. "I want my revenge!" What happened to you? "I was murdered. I was cold, so cold. Murdered! Kill my murderer, and I will help!" Are you still cold? It nods sadly. "Always so cold." Who murdered you? "Me and my friends. Found by the specter. Murdered!" What happened to your friends? "Hiding in sewers. Walls built. Closed off. Tried to find way out. Others came in. Dark things. Specter. Murdered!" You still have to lean close to make out what it's saying. Where is the specter you want me to kill? It points northwest. I think I killed the specter. The ghost nods twice and fades away. Nothing else happens. Odd. If the ghost did anything for you, you aren't sure what. // trap.txt You think that you have detected a trap. Your character with the highest Tool Use skill can attempt to disarm it. However, the trap seems impossibly difficult. You think that you have detected a trap. Your character with the highest Tool Use skill can attempt to disarm it. However, the trap seems very difficult. You think that you have detected a trap. Your character with the highest Tool Use skill can attempt to disarm it. The trap doesn't seem difficult. Leave it alone. Try to disarm the trap. The trap goes off! You have disarmed the trap. You think that you have detected a trap in the area ahead. Your character with the highest Tool Use skill can attempt to disarm it. However, the trap seems impossibly difficult. You think that you have detected a trap in the area ahead. Your character with the highest Tool Use skill can attempt to disarm it. However, the trap seems very difficult. You think that you have detected a trap in the area ahead. Your character with the highest Tool Use skill can attempt to disarm it. The trap doesn't seem difficult. Leave it alone. Try to disarm the trap. The trap goes off! You have disarmed the trap. // twopts.txt Talking: It doesn't respond.