You search the walls, and find a section which appears to slide open, opposite the place where the skeleton was chained to the wall. It opens to reveal a passageway beyond, running East to a T-junction. You may go up it, or back into the cell.
You now stand at a T-junction, between two arched corridors of wet stone, dripping with water, one running East-West and the other North-South. You may go North towards a corner, East to a doorway, and West to where the secret door leads into the cell.
You now stand at the secret door leading back into the cell with the skeleton in it. Do you want to go West into the cell, or East up the barrel-shaped passageway.
You now stand at the bottom of a steep flight of narrow stairs that runs upwards to the West, lit dimly by a flickering light from above. A low arched passageway dripping with water leads South from where you stand.
You now stand in a low damp chamber filled with smashed and broken chests. Snapped planks of wood are scattered here and there throughout the room, as if a wooden structure had been torn apart by a tremendous force. Examining the ground you find traces of a brownish substance, which might be old dried blood. The only exit from the room is a passage leading West.
You now stand in the South-East corner of a large subterranean chamber. Its echoing galleries are supported by huge squat pillars holding up dark arches. Near the centre of the chamber a tall iron structure is topped by a flickering flame. Near to you a narrow flight of stairs leads downwards to the East. You can examine the iron structure, or go to the South-West, North-East, or North-West corners of the chamber, or search the area for secret passages.
You are now examining the iron tower in the centre of the chamber of arches. Its flaming top is somewhere above you, giving off curtains of grey smoke. Examining the ironworks in the flickering blood-red light you see the carved shapes of skulls, bones and axes.
You can go to the South-East, South-West, North-East, or North-West corners of this chamber.
You now stand in the South-West corner of a large wet subterranean chamber, bracketed by a pair of huge squat pillars. On the wall you can make out a large design painted on the walls. Showing a chamber with a black sword, shield, and flask placed by one wall. Over the chamber hangs a grotesque skeletal figure, dressed in torn rags and wielding a scythe. You can go to the South-East, North-East, or North-West corners of the chamber, or search these walls for secret passages.
You now stand in the North-East corner of a large and damp space, filled with thick pillars. To the North of you a wide passage leads away from you, running under a huge heavy arch covered in ornate carvings. You may go to the South-East, South-West, or North-West corners of this chamber, or search this area for secret passages.
You now stand in the North-West corner of a large chamber, its roof made up of arched spaces supported by massive squat pillars. To the West of you a flight of stairs runs very steeply upwards and curves round above you. You may go to the South-East, South-West, or North-East corners of this chamber, or search this area for secret passages.
You search hard for any kind of hidden entrance, but you find none.
You investigate any blemishes on the walls, but if there is a secret passageway there then you cannot find it.
You go over every inch of the walls and floor, but there are no secret passages here.
You now stand in a huge corridor running South into a huge chamber, its roof arched stone and its floor made of shimmering marble blocks. Across the roof are shimmering bands of light that reflect from a wide entrance to the East. Opposite that entrance is an open archway. The passageway continues southwards into darkness.
You now stand in a dark stairway, arranged in a series of straight flights that spiral around as if climbing a tower, you may go up or down.
You search hard for a secret entrance, and find a section of stone which swings aside in the Northern wall. It opens to reveal a stone room lit by a strange blue flickering light that hangs in the air over a stone alter at the far end. You may enter the room, or let the panel close again.
You now stand in a small stone chamber, with a single exit to the South. At the North end of the room sits a squat stone block, rather like an alter, above which a strange blue light burns in mid-air. On the alter are arranged three objects, any of which you may pick up to hold to the light.
You now stand upon a balcony which overlooks a pool of shimmering water. The water appears to emit its own sickly phosphorescence, that reflects across the ceiling of the chamber, and the corridor to the West of you. Directly opposite you, to the East, a black entranceway opens on to a passageway, but you can see no way to reach it without actually throwing yourself into the water. Nearby there lies a knurled wooden pole with which you may probe the water, or you may simply wish to throw yourself in.
You now stand in a small rectangular room. In front of you is a long table,
made from what appears to be two huge slabs of slate. Upon the table lies a worn leather-covered book, a rod of very
clear quartz, and a pile of parchments. Above the
table a large picture hangs on the wall in a dark frame:
glittering dresser made of very fine polished veneer. The wall above it is stained as if something burning had once stood there, but the only light in the room now comes from a pale blue glow that shimmers through the single doorway to the East.
You now stand in a wide North-South passage, arched above you with heavy vaults made from coloured bricks, alternating in dull brown and yellow stripes. Light comes from two very dim points of lights, rather like candle flames, that hover in a pair of alcoves, facing each other halfway down the passage. Beyond this, to the North you can make out a pair of door shut beneath a huge archway. To the South the passage goes up a short flight of steps and then continues onwards.
You now stand in a circular tower room, lit by a shaft of light slanting through a single very narrow window. Looking through the window it is clear that you are in the tower at the Southern end of the Wizard's house, a room that you did not even know existed. At the other side of the room a spiral staircase leads both up and down.
On the Southern side of the room, near the window, stands a massive black table. In the centre of its reflective surface sits an obsidian bowl from which rises a twisting column of black smoke. Within the smoke the shape of a black key constantly breaks apart and reforms.
Beside the bowl sits a long black dagger with a silver serpent engraved upon the blade. On the other side sits an open book.
You pick up the dagger, its blade glinting in the strange light. Suddenly the silver serpent upon the blade rises up like a network of fine wires and strikes at your writs, fangs bared. Miraculously you manage to drop the dagger in time, and it misses. The dagger clatters to the floor, the design back to normal again, leaving you shaken.
You raise the chalice, and as you do so the black liquid within begins to bubble. You glance around and see strange shadows dancing upon the walls, and reaching for you with shadowy claws. The chalice falls form your hands, the liquid spilling across the floor. You dive for the entrance, and somehow manage to get out of the room alive, though the claws leave long bloody gashes across your chest and back. You collapse on the ground for a while and then slowly regain your feet.
You raise the black rose and examine it. Although made from ebony it nevertheless appears to give off a scent. You inhale deeply of the thick perfume, and suddenly find a curtain of darkness falling across your vision.
You pick up the staff and prod the water. Strange lighted currents rise up from it, swirling around on the surface of the water. Suddenly one of the streamers bursts out of the water, revealing itself to be some sort of water serpent made out of light. You dodge it, and it falls harmlessly back into the water.
You leap over the barrier, and miraculously find that the water surface holds your weight, as if it was a transparent bridge. You can easily cross to the entrance on the far side.
You pick up the book and leaf through it. It appears to be a discussion on the
political structures of the northern country of Thule, concentrating on the
lineage's of various Magestrix. You are about to put it down when you notice
that someone has scribbled a note in the front cover:
After having seen the note you put down the book.
The rod appears to be cut from the finest quartz, and you pocket it.
These parchments are written in many hands, and some are finely illuminated, but they all share the characteristic of being totally indecipherable as far as you are concerned. After a while you throw them down again.
You go over to the dresser and look within its drawers. The top few are stuffed full of powders, oils, and dusts in packets and bottles. The middle drawers are empty, but in the bottom drawer you find a heap of parchments.
Upon these parchments are numerous sketches of what is clearly the door with four locks, accompanied by various notes, runes, and thaumaturgical designs. Various jottings catch your eye:
I am sure that I am close. The runes clearly indicate that I am correct in my suspicions about how the door is to be opened. I can only wonder why the false clue was ever planted in the first place. When I took the dish to the tower I had no idea how troublesome it would be. It has taken a major summoning to make it safe, if only I can obtain the clue to the test of four objects. Septiroth Jerumel. I must have Ishok fetch the ruby rod, this creature is becoming a nuisance.
On the bottom sheet is written 'Rod of Quartz - Lock of Quartz. It is amazing what one can find lurking in one's own basements' having finished with the papers you replace it in the dresser.
You now stand at the dark end of the wide corridor. Before you is a huge arch, under which stand a pair of stone doors closed by a complex lock which is attached to each door by a huge brass boss in the shape of a grinning goblin face. The light of the two candles set in alcoves behind you glitter off the faces, making them seem almost alive. To the West you can see a line of iron bars set into the Western wall, like a cage. You may examine the bars, examine the lock, or go South up the passageway.
You now crouch at the top of the stairs, which is clearly also the top of the tower you are in. Dim columns of light penetrate the conical roof above you, lighting an incredible array of junk crowded into the space, from chairs and dressers, to tapestries and vases, to swords and a suit of armour. Splashes of white and fluttering shapes inform you that more than one bird has made its home in the chamber. You poke about in the junk, but it is simply too packed to investigate properly. However you do uncover a doorway in the North of the chamber.
You attempt to life the dagger, but you cannot remove it from the table. As soon as you release it however it flies up of its own accord and strikes at you. You dodge twice, but then it breaks your guard and strikes you in the heart.
This book is mostly blank, but the first few pages have been covered in jotted paragraphs of notes.
So, now you have a second clue to the lock to choose on the door of four locks, or perhaps it is your first in which case you have been remarkably dense, but very fortunate to find the clue I have left here for you. Or perhaps what I have said here means nothing too you, in which case you should not even be here, return to the surface, find out what you should know, before you return, or you will surely die. Or perhaps this clue only confirms what you wished to know, perhaps you came to seek this clue. If so then remember that the door is not the final obstacle, the Gods will test he who opens the door, if you do not know the answer to their question then you will be rejected, and death may follow. Or perhaps you do not trust me even now, perhaps someone has warned you to beware of me. Let me tell you a story, once there was a great King, who was said to have been born in this Village. He held wisdom in his right hand and death in his left. Why not put your doubts to him, at one time even the Emperor of Lycastria came to him, even the Barons of Somecar trusted him, and they trust no one. Ruby was his name, and by his crown you will know him. Tamper not with the sign of the serpent, the serpent is the symbol of death. Drink not from the chalice, the chalice is the symbol of life and we all here are amongst the dead. I am no longer real, or perhaps I never was, and you are no more than a dream in a dream room.
Even as you read the last words the whole text begins to fade. Then red flames burst up from the page, consuming it whole. The pages crackle and char, falling to your feet as ash. Flames source the binding and eat it whole. Black smoke engulfs the book, and then clear to leave it undamaged on the table.
You now stand in a North-South passageway. To the West stands the opening leading to the pool of water and the balcony beyond. To the South a doorway leads into a room, while to the North a steep flight of stairs rises up in a narrow passage.
The lock seems to centre around a row of three hexagonal holes, one edged in
gold, one in quartz and one in garnet. If you have the rod from the room with
the slate table then you notice that it fits the shape of the locks. You may
insert it into:
Approaching the Western wall you find three cells, their iron bars rusted and pitted. In the first two all you can make out are bleached bones and a scuttling shape that could be a rat. You are about to dismiss the third as being much the same when a form leaps out of the shadows and gasps the bars in front of you. It appears to be an old man, obviously suffering from starvation and dehydration. He grasps the bars pitifully and struggles to speak.
Old Man: "Oh please, rescue me from this foul prison."
The bar is obviously easy to open from without, but impossible from within.
You are now in a long corridor running North-South beneath what is obviously the roof of the Wizard's house. There is clearly space on either side of the walls enough for many rooms, but there is no visible exit. At the North end of the corridor a metal ladder descends in a shaft, while at the Southern end a doorway leads into the attic at the top of the tower.
You are now at the top of a stone shaft somewhere at the Northern end of the Wizard's house. Inside the shaft a metal ladder leads downwards. To the South a long empty passage runs towards the tower.
You are now halfway down a metal ladder that continues both up and down. Around you are three identical doors. The ones to the South and East are clearly locked, but the one to the West looks as if it will open if you step into it.
You step through the door and find your feet grabbed away from you. Then you are plunging down a steep slick chute, until you suddenly plunge through a concealed door up the back wall of the Wizard's house and land in a bush.
You are now at the bottom of a stone shaft with a metal ladder leading upwards. The bottom of the shaft is strewn with bones, rusty weapons, boots and bags, as if someone has made a habit of chucking the corpses of adventurers down from above, which they may well have done.
You are now in the doorway to an arched room. On the floor before you a huge pentagram glows by its own baleful light. Around its edges pale points of light creep slowly, outlining runes and words written about its outside. You may step inside or leave the room.
You now stand in a North-South corridor, at the top of a steep flight of stairs leading down to the South. To the North the passage turns to the West. Immediately beside you in the Western wall is a small lighted slit. Looking through it you see one of the inner rooms of the Wizard's Library, looking up from around floor level. There is no one in the room however. A little way down the passage to the North you see a door in the Eastern wall.
Oh dear. No sooner have you inserted the rod into the slot than the huge copper faces utter a sad sigh, and a bolt of lightning reduces you to ash.
You insert the quartz rod into the quartz lock, and the doors swing open. They reveal a huge chamber, lit by four balls of ruddy fire that hand just above four tall iron stands. At the far side of the room rises a wide dais, and upon the fifth step is a massive throne of carved granite looming high above you. Seated upon the throne is a figure in baroque black armour, adorned with brass. Looking more closely you realise that the figure within is a desiccated mummy, untold aeons old. The mummy has both arms stretched out, each holding the hilt of a long black sword whose point rests on the dais before him. Slightly to the left of the throne sits a small table upon which lies a pair of scrolls. Upon the head of the figure sits a crown carved entirely out of Ruby, which you do not dare to touch. You may touch the left hand sword, or the right hand one, or creep respectfully out of the dead King's hall.
You quickly open the door and release the old man. He leans frailly on your arm as you help him out.
Old Man: "Forgive me I am so weak, but I will soon recover."
You: "You will?"
Old Man" "Yes, as soon as I have had your blood!"
You try to pull away but his grip is like iron. With one hand he lifts you off the ground and throws you against the wall. Then a black shadow envelops you as his teeth close upon your throat.
Old Man: "I came here to seek my son, who had gone adventuring in the passages here. I wandered for many days, stumbling in the darkness, until at last I was caught by two armoured Dark Elves who threw me into this prison to starve"
Old Man: "Can you be so callous! I suppose you can. Well I can reward you well."
You step into the outer portion of the pentagram. Immediately blue flames leap up from the lines. You try to retreat, but a force holds you where you are. Then a low humming begins and a line of black smoke rises from the centre of the pentagram. The humming rises into a painful shriek and the smoke opens up into a black gash in the air. Then suddenly you find yourself dragged within...
You are now in an East-West section of passageway, at the top of a steep flight of stairs which lead down to the East to where the passage turns to the South. Ahead of you to the West the passage goes off into the darkness.
In the Southern wall of the passage a narrow slit looks down into one of the rooms of the Wizard's Library. There you see two figures in conversation, a small man dressed in brown leather and a dark woollen cloak, and a taller man in the robes of a priest, a hood covering most of his face. Luckily they are just under this spy slit so that you can overhear what they are saying.
Little Man: "I fully understand my mission, there is no need to press me."
Priest: "The Prince feels that you may not be diligent enough in your efforts, there are still people trying the Labyrinth and the door."
Little Man: "I can't just kill them, I think people would notice. But if they go into the tombs and never come back then who will worry, there are traps of all kinds everywhere, and no adventurer is willing to share their knowledge."
Priest: "And so, what are you doing."
Little Man: "Giving people false information. The dear Wizard left a convenient and deadly false clue in this house, I just direct people towards it. The foolish will die on the way, the better will die when they open the door, if the Dark Elves do not get them first."
Priest: "Ah yes, the Dark Elves, and where is Pelon?"
Little Man: "Listening to us for all I know. Now, we must be off. I have only just sent one fool off to die, I should make sure I don't miss another."
Priest: "And I will off too the Prince."
The two move off out of your field of view. If you wish to pursue then you must get into the room, hopefully by finding a secret door.
You now stand in a small stone room. Water drips down the walls from above, and you can see where the pale roots of some plant have grown through the cracks in the ceiling above. In the Eastern wall there is an entrance into a passageway, but it is clear that the entirety has collapsed just a little way further along from this chamber. The only exit is thus the doorway to the West.
One of the two scrolls bears a picture of a massively complex pattern, some kind of religious symbol, with the stylised forms of 3 gods in the centre, surrounded by an octagon. On the second sheet are four objects, a black sword, a blue chalice, a red flask and a green rod, arranged corresponding to the points of the compass. A HREF="#para_46">There is nothing else to see.
The moment you touch the left hand sword you are consumed by fire, leaving nothing but ash.
When you lay hands on the right hand sword a cold wind blows past you. Then a voice almost like air rushing past a gap in a wall breathes "Trust not the Wizard's clue. He himself knows now that it is false, do not choose that way to open the door." Then all is silent again.
Old Man: "Damn you!"
The Man snarls at out, slashing out at you with one bony hand. You duck backwards as his eyes glow red and his arms strain as if he was about to break the bars. He bears deadly fangs and howls, a cold chilling sound, but then sinks backwards into the shadows of the cell while you quickly back away.
You do indeed find a secret door, and, flinging it open, emerge into the Wizard's Library from behind a swinging bookcase. You rush after the two men, but they have vanished without a trace. The entire house seems devoid of life. You return to the room and try to reopen the door, but you cannot, even when you attempt to smash it open. Finally, exhausted, you have no choice but to wander back into the more familiar parts of the house.