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room #1
Certain Death Awaits You
There is no sound. There is no movement. The air is cool
and dry. A faint breeze comes from the north which is the only way to progree other then a retreat through the portal that you entered by.
exits:north
objects:portal
room #2
Path to Your Doom
The air grows a tad warmer, yet the breeze is still light. To the east the slight sense of movement catches you offguard. Do you continue to run for dear life?
exits:south,east
room #3
Horrible Things lay Ahead
Was that a giggle you heard? Perhaps turning back isn't such a bad choice after all. The breeze has turned into a moderate wind now. This place feels alarmingly comfortable, yet a sense of unease enters your mind.
exits:east,north
room #4
Last Chance to Avoid Pain
Dust is blown about blinding sight to the north. You hear giggles and laughter through the cloud of dust, how can something so happy give you such a dreaded feeling. Your gut tells you this is your last chance to turn back...so does the odd sign in the middle of the room.
exits:south,north(too foggy to see)
room #5
Meadows of Suffering
The beautiful landscape still puzzles you. This was not what you expected from the journey here. Tiny bugs fly timidly from flower to flower as a couple of chipmunks scurry underfoot. What vile entity created this lush land in such a uninviting place? The black wall surrounds the south and west of your position, yet the land continues north.
exits:east,north
room #6
Meadows of Suffering
You find yourself satnding in a meadow of delicate flowers , bathed in light from a strange sun. Small creatures frolock with playful glee as your pass through bewildered by where you have ended up. The large open area stretches to the north and to both sides, but there seems to be a solid black wall in the direction you came. How are you suppose to leave?
exits:north,west,east,south(too foggy to see)
room #7
Meadows of Suffering
Birds sing carelessly as you wonder through the beds of daisys and tulips. The grass is green, the air is crisp, and the black wall lies to the south, never ending. Perhaps it is to keep inturders out, hopefully not to keep some creature imprisoned in this land. You notice a large tree to the north, so large that it might take awhile to walk around it to explore the other side.
exits:west,east
room #8
Meadows of Suffering
The flowers grow higher here and the songs of the birds are less constant. You pause in wonder as what seems like a small mechanical man hurries by, but not without greeting you and giving a strange wink. He appears run straight into the black wall to the south, when you notice a tunel that blends into the surrounding blackness of the wall. now where could that lead, perhaps and exit?
exits:west,east,north,south
room #9
Meadows of Suffering
Another corner of the meadow, yet just as gorgous as the rest, except for the constant pressence of the surrounding black wall, which now curves northward cutting off passage to the east. A few cute squirrels scamper to the north. You pause to notice that the strange sun, bright and constanly present, seems to give off no heat, and you realize that there are no clouds either.
room #10
Meadows of Suffering
With the black wall to your west and north, you concentrate on the florishing plants and animals that you are still trying to conceive how and why they inhabit this area. And you thought there was nothing special about that Hardware Shop. The meadow continues to the east where, in the distance, you can see the huge tree that seems center in the whole meadow.
exits:south,east
room #11
Meadows of Suffering
You appear to be on the eastern side of the large tree. The huge trunk is the only thing that hinders your movement, as the meadow continues in all other directions. A small glimer of light from the far northeast catches your attention, perhaps there is something you can use to aid in your attempt to escape this lush garden.
exits:west,north,south
room #12
Inside the Tree...of Doom!
Dark and cold, the inside of the trunk is massive, far larger then it appears from outside. As you raise your torch to examine the walls, horror fills your very soul. Thousand of claw marks are scatterd along the wooden walls, along with streaks of red liquid. You drop your torch only to watch it extinguish in a pool of blood and entrails. You turn and notice that the wide entrance has now shrunk to wall of thick ivy. And as if things weren't bad enough, the snarls of the trunk's inhabitant form from the shadows.
exits:none
objects:a wall of thick ivy
room #13
Meadows of Suffering
You seem now be on the western side of the huge tree, this side has some odd looking ivy growing on it which curves toward the northern side. A small rabbit snawls on a few violets as a grasshopper springs from rose to rose. How can so many flowers grow wild while so many small animals florish. You realize that there doesn't seem to be any water source around. The meadow is vast to the north and south.
exits:east,north,south
room #14
Meadows of Suffering
Once again you find yourself next to the black wall, this time to the east and north. A mole seems to be digging around, seemingly frustrated, then you notice. There is no dirt! As the mole claws down it only seems to draw up more flowers, as if threre is nothing but layers and layers of flowers beneath the surface. What kind of dungen is this place?
exits:west,south
room #15
Meadows of suffering
This seems to be the northwestern most corner of the meadow, and again to the west and north is the impenatrable black wall. To the northeast you can see the glimer more brightly, but still not close enough to make out what it could be. To the southeast is the huge tree and what appears to be an opening in its northern side, maybe you should investigate.
exits:south,east
room #16
Meadows of Suffering
Standing before the huge tree an odd observation comes to mind. with the exception of the black wall surrounding the area, the enterance to this tree is the only hint of darknees you've seen since entering the meadow. The tree stands tall, but above the highest branches the wooden trunk seems to become a "towering" piller of "ivory" that seems to peirce the roof of the cavern. wonder where it ends up? What you though was a strange sun actually turns out to be simply a swaying spot light attached to the side of the pillar. As for the north there seems to be path leading into the black wall, but how about we see whats in this tree....
exits:west,east,north,south
room #17
Meadows of Suffering
Standing in the northeastern part of the meadow, you question your ealier impressions of this place. Everything seems so peaceful and serene. More delicate blossoms cover the ground and a few petals dance in the breeze. to the norhtwest, the glimer is bright, but too distance to identify without closer observation.
exits:west,south
room #18
Begining of the Forest...or Horror!
There are two large trees growing close to the black wal to the north. Upon further analasys you find that a small path lay between them leading far to the north. The path seems to be lined with trees whos branches form a canopy ceiling, blocking out most light and casting a dark loom on the path. To the south you can see the huge tree a ways off. As you direct your attention back to the forrested path to the north, you notice a small wooden sign somehow attached to the left tree. Is it a greeting, or a warning?
exits:south,north
objects:small wooden sign
room #19
Forrest of Horror
The trees grow so close together along the east and west of the path, that movement in those directions would require something like a psychotic lumberjack, or a controled forrest fire. The flowers that once covered the surface like a multicolored tapestry, have given way to treeroots growing so numerous and close together, that its like walking on a hardwood floor. To the north the dark path ontinues, to the south the faint image of bright light and flowers now seems more welcoming then before.
exits:north,south
room #20
Forrest of Doom
Trees block your progress to the south and west. The canopy now sees full of small sudden movements, and the odd sound of nibbling. You can feel the eyes of dozens on small creatures watching your every movement. Should you be fearful or puzzeled by the lgion of small animals following you. The clearing conitues to the north and east.
exits:east,north
room #21
Forrest of Doom
You enter a small clearing where the trees are less condense and allow more movement to the sides. The canopy is now so thick that almost all light is blocked out. The forest widens to the north and both sides. The sounds of birds is now replaced by the rustling of leaves and small gnawing sounds. A strange sense of power looms in the far north.
exits:west,east,north
room #22
Forrest of Doom
The scurrying of critters and the blowing leaves make concentrating on danger a bit tough. The trees again form a wall to the south and east. The numerous roots cause you to be very careful in your footing. You notice a large nut fall towards the ground, but before it hits, a dozen chipmunks flock to it and scatter away, it never had a chance to touch the surface.
exits:west,north
room #23
Forrest of Doom
The surrounding critters seem to be more brave here as they no longer hide from you. A gopher runs across some roots, bumping into your leg before rejoining a clutterd group of rodents watching your everymove. Its almost like they are sizing you up, hopefully to see if you are a threat, and not if your easy prey.
exits:south,north,east
room #24
Forrest of Doom
You seem to be standing in the middle of the clearing. fragments of nuts form piles amoung the tree root floor. The dozens of creatures watcing you has now become hundreds of watchers taking interest in every move you make. A strong, powerful essence is felt comming from the north. There seems to be tall piles of walnuts here, surrounded by petals from flowers of the meadow. Could these be offerings to some god?
exits:west,east,south,north
room #25
Forrest of Doom
More rodents crowd into the area, almost weighing down branches to the breaking point. Its odd to see squirrels, chipmunks, hedgehogs, moles, gophers and other various rodents all clustered together with one uniform purpose. Unfortunatly whatever that purpose is, it seems to deal with you. Maybe the area to the north will seem less intense.
exits:west,north,south
room #26
Forrest of Doom
As you enter this area, you step on a twig. The faint snap send herds of small critters fleeing to the east, towards the source of power you feel in this area. Only the squirrels stay their ground, never turning from you. You notice several tall piles of peacans, decorated with flower buds. What deity is worshipped in an area like this?
exits:south,east
room #27
Altar of the True Lord
The tree roots sprout upward to form a wooden altar in the back of the clearing. Covered with flower petals and wreaths of woven vine, the altar is surrounded with offerings of nuts and berries. As you approuch the altar, a bright white light beams down from the branches above. The light comes to form as a large, powerful, glowing, white... squirrel? Can this be the power you've felt since entering the forrest? bewildered you notice the other creatures here seem to almost bow to the odd ruler before you. Should you laugh or change your under garments?
exits:west,east,south
room #28
Forrest of Doom
This place has tested your resolve to great heights, but what is the power imminating from the west. Should you investigate, or make a hasty retreat. Here lie tall piles of acorns laced with braided vines. Hopefully the lord of this realm does not require a living sacrifice.
exits:west,south
room #29
Entering the Black Tunnel
The only light available is from the tunnel's enterance to the north. Even with a strong torch, there is little to see. The walls cruve to form a cylindrical tube, black as night and smooth to the touch. Felling your way, it appears to lead south from the light to the north.
exits:north,south
room #30
A Long Black Tunnel
No light, no breeze, not even a faint smell fills this tunnel. Since it is obviously not a natural tunnel, you ponder who could have built this as you make your way through. The tunnel seems to head towards some light to the north, and more darkness to the south.
exits:north,south
room #31
A Bend in the Black Tunnel
Still dark. Still black. Still smooth. Oh how descriptive this can be. The tunnel turns from north to east, or east to north, depending on from which direction you are comming from. This is why its important to carry a book with you on your travels. I suggest "Planeswalking for dummies" by the Dominiara Press. Excellent step by step instructions on transcending throught the ethereal realm between worlds. If only you could use that now instead of using this tunnel.
exits:north,east
room #32
A long Black Tunnel
The tunnel seem to go on far too long. Your only thought of hope is that it leads you out of this strange land. Finally something of interest. Another one of those small mechanical men wanders through. Though he looks harmless, he kicks you in the shin and runs away. Who man this things? Alas more tunnel stretches east and west.
exits:east,west
room #33
A Black Tunnel
The darkness carries on to the west, while a flinkering glow comes from the east. Odd clanking and grinding sounds come from the east where nothing but dark and silence await to the west.
exits:west east
room #34
Colourless Court
The ground is cluttered with stone and steel. Crumbling buildings and shattered stands line the roads and allys. Large sections of the cavern roof has crushed a desserted shop. What appears to be a dark tunnel is to the west, while the main roads stretch to the north and east.
exits:west,east,north
room #35
Colourless Court
More rubble and debrise surrounds you, yet the main roads seem clear. You notice dozens of little gnomes hurrying about carrying small loads of metal and other materials. Though still too damaged to enter or occuoy, a number of buildings seem to have mewly built patches.
exits:west,east,south
room #36
Enterance to Abandoned Artificer Guild
What appears to have once been a hub of knowledge and innovations, now only a derilect building with crumbling walls remains. Suddenly a small metal cone rolls out of the guild. Loud thumps like the steps of a giant flow from the dark room to the east.
exits:west,east
room #37
Abandoned Atrificer Guild
Stepping in, you immediatly hear crunching and snapping sounds. You look down to see you are stepping on the remains of several gnomes. A trail of gears and toy-like limbs lead to the dark back of the guild. Before you can react, a gigantic metal man emerges from the shadows and extends a huge iron fist straight at you!
exits:west
room #38
Colourless Court
More gnomes scatter about clearing rubble ans repairing cracks and holes in the structures and roads. You notice for the first time some add blue little creatures jumping around. Where the gnomes seem to be fixing this lost area, these small troublesome pest seem to be knocking over and breaking more.
exits:north,south
room #39
Colourless Courtyard (South-Western)
Opposed to the area to the south, this section looks more like a neglected section of the City of Brass then the warzone southern areas ressemble. Clanking and pounding noises are loud to the south, whereas a quieter courtyard opens to the north and west.
exits:east,north,south
room #40
Clourless Courtyard (North-Western)
More gnomes go about the chores of restoration while also trying to capture the bothersome bebbles. The buildings are in great condition compared to other areas. The roads ressemble those of the above city, but with less wear and no leper stains. A shop seems to be open to the north but the door won't open for you.
exits:east,south,north(locked door)
room #41
Colourless Courtyard (North)
A small group of bebbles run between your legs, followed by a determined gnome holding a small net. As the chase heads south, you hear some rumbling from above and dust falls from the cavern roof above. The structures around you are in perfect condition.
exits:west,east,south
room #42
Colourless Courtyard (North-Eastern)
Instead of running about making repaires, the gnomes in this section operate shops and sell services to one another like in a real town. An old, kindly looking gnome greats you and instructs you about local tradition. In order to enter any of the shops in their land, you must provide a Token of Barter. How and where you obtain one of these is anyone's guess.
exits:west,south,north(locked door)
room #43
Colourless Courtyard (South)
Cracking noises are heard from above. A large stalagmite falls, crushing an unlucky gnome in the middle of the road. Before you can feel sorry the poor thing, a swarm of gnomes scurry out, removing the rock and metal leaving no signs of the incident.
exits:west,east,north
room #44
Colourless Courtyard (South-Eastern)
To your surprise, you see a younge human girl standing here. Upon further observation she llks exactly like the flower girl from the City of Brass, and the girl, in this of all places, is also selling flowers. After a short conversation you learn they are twin sisters and the meadow is the source of their wares. As you wave farewell, you find that the doors to your south and east are locked but look inviting.
exits:west,north,south(locked door)east(locked door)
Rooms #45,#50,#51,#52 will wait until final shops content is decided.
room #46
Colourless Court
Fallen beams and unreadable signs are piled to the sides of the street. A small path has been arved through the destruction, allowing a few gnomes to pass through with supplies. They seem to use this area for materials instead of attempting repairs, you notice why. The number of bebbles in this area is much greater then the areas to the north. Any restoration would be in futile with all these hazardous creatures bumbling about.
exits: north,east,south
room #47
Colourless Court
A damaged fountain in the midst of rumble seems to be a play area for the silly bebbles. The strange blue creatures bounce around in the dirty water, and point and laugh at one of there own stuck in some sort of small cage. Likely a trap set by the gnomes to try and control this infestation of odd pest. A bulletin board is unreadable here, covered with dust and small patches of what looks like blue paint.
exits:west,north
room #48
Entrance to Abandoned Sabotuer Guild
Devastation and the sabotuers normally go hand in hand, but you doubt it was explosives that caused all of this destruction. Piles of unused ingrediants lay on partial shelves, torn scrolls and shattered vials layer the ground. You notce alot of splatters of perhaps blue paint on the walls. And floors. And ceiling? You hear alot of giggling and splats comming from the room to the south.
exits:north,south
room #49
Abandoned Sabotuer Guild
The walls, floor, and ceiling are completely blue. A large cauldron eminating power sits in the middle of the room. From this cauldron towers and ever growing swarm of bebbles, with some shooting out in all directions and becoming small stains on the wall. As soon ass you step forward the tall pile of blue insanity falls on you!
exits:north
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