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liche_remort_quest

l The Mountain Trail

The mountain trail is impeded by a pile of fallen stones that blocks the path ahead. The stones are large and unwieldy, making it nearly impossible to climb over or move them aside. The trail continues beyond the obstruction, but the only way forward is to find a way around the fallen rocks. The landscape is unforgiving and dangerous, with sheer drops and jagged cliffs. Just out of reach above the trail is a large cave opening leading into the mountain.

[Exits: east]

stand pile You stand on a pile of fallen stones.

ex pile The pile of fallen stones looms like a giant's fortress, a jumbled mass of boulders and rocks that stretch across the trail. The pile is so immense that it blocks the sun, casting a shadow over the entire area. The stones are jagged and irregular, with sharp edges and uneven surfaces, making climbing dangerous but not doable. It is made of stone. You see nothing under a pile of fallen stones.

climb Huh? I don't understand 'climb'.

ex cave The cavern entrance is a yawning maw, a dark and terrifying entryway into the earth's unfathomable depths. The cave air is chilly and moist, with a distinct earthy and mineral fragrance. The entrance is big enough for many people to encroach, but the walls rapidly shrink. Stalactites and stalagmites protrude from the ceiling and floor, some obstructing the passage. The darkness within is now total but for the faint glimmer of phosphorescent mushrooms clinging to the walls and ceiling.

encroach Using your upper body strength you manage to climb into the cavern entrance. Inside the Cave

The cavern twists and turns like a serpent, its walls slick with moisture and lined with jagged rocks threatening to snag clothing or cut skin. The air is thick and oppressive, and the space is so cramped that it is challenging to turn around without brushing against the walls. The only light source is the faint glow of luminescent mushrooms that cling to the walls, casting an eerie greenish hue over everything. The ground beneath one's feet is uneven and treacherous, with small pools of water and loose rocks that make footing uncertain.

[Exits: south]

s Inside the Cave

The air is thick with the stench of death and decay, and the walls are lined with the remains of creatures long dead. Skeletons and mummified corpses are suspended from the ceiling by rusty chains, their empty eye sockets seeming to follow your every move. In the cavern's center stands a blackened altar adorned with skulls and dark symbols etched into its surface.

[Exits: north] (C) (medium-sized male liche) (Translucent) (Fear Aura) (Red Aura) A necromancer stands here waiting for a purpose. A necromancer appears to show no interest in you. A necromancer continues his ritual by placing his hand on a blackened altar while uttering a few words.

l necro A necromancer (35) is a medium-sized male liche. The necromancer stands at the far end of the cavern, surrounded by a horde of undead creatures that shuffle and moan in his service. He regards you with a cold, calculating gaze, his intentions unknown but undoubtedly malevolent. This is not a place for the faint of heart, but if you are brave enough to face the necromancer and his minions, there may be untold riches and powerful artifacts waiting to be claimed. A necromancer is in excellent condition.

sayto necro Preserve You say to a necromancer 'Preserve'

A necromancer says 'I understand.'

sayto necro Preservation You say to a necromancer 'Preservation'

A necromancer asks 'Is there anything else?'

sayto necro liche You say to a necromancer 'liche'

A necromancer looks down at you as if you had interrupted his ritual.

A necromancer looks at you from head to toe.

A necromancer asks you 'Another pathetic soul looking to preserve their body, hmm?'

A necromancer continues his ritual.

sayto nec yes You say to a necromancer 'yes'

A necromancer sighs.

* You have started the quest for Mordea's Stronghold! *

A necromancer says to you 'Listen, I do not think you are worthy enough, nor do I have the proper spellbook to begin the ritual.'

A necromancer says to you 'If you want to prove your worth, seek out Vlyth and ask him for the proper spellbook.'

A necromancer lets out a demonic laugh.

A necromancer says to you 'If you are successful, bring me the book.'


s A Mausoleum

The enormous mausoleum rises towards the sky, its black stone walls reaching for the heavens. Two massive stone sculptures stand watch at the gate, their stern expressions unblinking. The walls are decorated with decorative shelves, and an enormous stone tomb sits in the chamber's center. filters through small gaps in the ceiling, sending strange shadows over the space. The air is silent and quiet, as though the walls are holding their breath.

[Exits: (north)] (m) (medium-sized male wight) (Translucent) (Pink Aura) (Fear Aura) (Red Aura) (White Aura) Vlyth, the wight lord holds his blade ready.

sayto vly spellbook You say to Vlyth, the wight lord 'spellbook'

Vlyth, the wight lord looks at you.

Vlyth, the wight lord asks you 'Another pathetic soul showing interest in preservation, eh?'

Vlyth, the wight lord says to you 'I have been here for centuries and I can tell you the original spellbook was not written by Mordea.'

Vlyth, the wight lord says to you 'In fact, it was Queen Morgaine who wrote it. Out of spite I witnessed her and Westrym tear the book up and disperse the 4 pieces around the manor.'

Vlyth, the wight lord says to you 'If I had to guess, I would think Westrym may some information about the spellbook.'


l west Westrym, Mordea's apprentice (35) is a medium-sized male human. His eyebrows are bushy and sharp, eyes cold and sinister. His dark skin tone accentuates his constant scowl hidden behind long curly auburn hair. His muscles are meager and not well formed but does not make him unattractive. Westrym, Mordea's apprentice is in excellent condition.

sayto west spellbook You say to Westrym, Mordea's apprentice 'spellbook'

Westrym, Mordea's apprentice sits down.

Westrym, Mordea's apprentice asks you 'So you wish to know about the spellbook do you?'

Westrym, Mordea's apprentice says to you 'Before Mordea and Morgaine had their fight, I was approached by the queen.'

Westrym, Mordea's apprentice says to you 'She asked me to help her dismantle this spellbook and hide the contents throughout the manor.'

Westrym, Mordea's apprentice sighs.

Westrym, Mordea's apprentice says to you 'So I did just that. I placed a page in a chest in my bedroom and one was hidden in Mordea's trophy room.'

Westrym, Mordea's apprentice says to you 'As for the other two, Queen Morgaine had one and I never witnessed where she placed it, though she did have a room in the manor at one time.'

Westrym, Mordea's apprentice says to you 'The other, I entrusted an experiment to hold onto it. He hides in the catacombs.'

Westrym, Mordea's apprentice stands up.


3rd floor, south exit: pick south You start to pick the door.

*Click*

s Ok. Westrym's Bedroom

This main bedroom in the manor is a sight to behold. The walls are painted a deep royal blue, with gold accents in the intricate woodwork along the ceiling and baseboards. The bed is a massive four-poster, with a plush feather mattress and silk sheets in a deep crimson hue. A fireplace crackles in the corner, casting a warm glow over the room. A writing desk rests near the windows, with a comfortable chair for penning letters or enjoying a good book. The room is completed with a luxurious chaise lounge and a large, ornate wardrobe.

[Exits: north]

   Westrym's bed is along the north wall.

The door closes behind you.

ex tracks The dusty floor has been disturbed and footprints appear to end at the wardrobe.

ex ward The doors of this tall wardrobe consist of dark, polished wood and the handles of gleaming brass. As one approaches the cupboard, one would notice a small, inconspicuous knob hidden in the intricate designs. When turned, the wardrobe door opens to reveal a hidden passage that leads to a secret exit. It is made of wood.

enter ward Westrym's wardrobe is closed.

open ward You open Westrym's wardrobe.

enter ward A Hidden Passage

The passage is narrow and dimly lit, with stone walls and torches flickering in sconces. It twists and turns before finally ending in a small room with a ladder leading up to a trapdoor in the ceiling. The hidden wardrobe exit provides a discreet escape for the room's occupant, perhaps to avoid unwanted guests or to make a swift getaway in case of danger.

[Exits: (north) south]

s Westrym's Workroom

The air is heavy with the scent of incense and the faint metallic tang of blood. The room is dimly lit, illuminated only by a few flickering candles and glowing runes etched into the stone walls. Shelves line the room, filled with jars of unidentifiable specimens and tomes bound in human skin. In the center of the room stands a large, obsidian altar adorned with glistening bones and the occasional fresh cadaver. Along the walls are tables littered with various alchemical tools, from bubbling cauldrons to rusted knives. In one corner of the room is a large, ornate mirror that seems to shimmer with magical energy. Despite the space's macabre nature, a sense of purpose and power emanates from every corner of the room, hinting at the necromancer's dark ambitions. A chest sits against the south wall, covered in a thick layer of dust.

[Exits: north]

ex chest An ordinary wooden chest. It is made of wood. It is closed.

open chest You lack the key.

c knock chest A chest opens!

ex chest An ordinary wooden chest. It is made of wood. You see the following in a chest:

   a crumpled page from Mordea's spell book

A chest is less than a quarter full.


w Ok. A Guest Closet

The walk-in closet is an impressive display of organization and luxury. The walls have elegant wood paneling and soft lighting illuminating the spacious room. Rows of custom-built shelves and hanging racks provide ample storage for clothing and accessories, while a full-length mirror is conveniently placed near the entrance. A plush area rug and a comfortable armchair in the corner offer a cozy, relaxing spot while picking the perfect outfit.

[Exits: east] The door closes behind you.

ex rug You see no rug here.

ex mirror The ornate full-length mirror stands tall against the wall, reflecting the soft glow of the chandelier above. Its gold-plated frame is intricately engraved with vines and leaves, adding an elegant touch to the room. As one approaches the mirror, they are met with a clear and crisp reflection of themselves, the glass appearing to be without flaw. The mirror is functionally able to move and serves as a decorative piece, adding a sense of luxury and refinement to the space.

move mirror You move a full-length mirror. As you move the mirror to the side, a secret door attached to it opens.

s A Secret Stairwell

The steps are made of rough-hewn stone, and the walls are lined with ancient torch sconces, casting flickering shadows on the rough surface. The air is damp and musty, but a faint scent of something sweet lingers. Darkness grows thicker until the stairwell finally opens into a small, dimly lit chamber, the source of the mysterious scent. The secret stairwell appears to have been long abandoned, but the allure of the unknown and the promise of adventure beckons.

[Exits: north south up] The door closes behind you.

go up and follow the paths until you get to a locked east exit:

pick east You start to pick the door.

*Click*

e Ok. A Deserted Chamber

The deserted chamber lies deep within the heart of the abandoned manor, a place long forgotten by the world. The walls are crumbling, and the floor is littered with debris and dust. The only light comes from the slivers of moonlight that peek through the cracked ceiling. The air is thick with the smell of decay and dampness, a testament to the room's age. Cobwebs cling to the corners, swaying in the faint breeze that flows through the space. The chamber is a place of desolation and loneliness, a relic of a bygone era. It stands as a reminder of the passage of time and the impermanence of all things.

[Exits: south west] The door closes behind you.

ex shel The wall is lined with wooden shelves containing vials and various notes. It is made of wood. You see the following on some shelves:

   a page from Mordea's spell book

Some shelves is less than a quarter full.


l A Buried Mausoleum

The mausoleum is a haunting underground tomb descending deep into the earth. The entrance is covered in vines and moss, barely visible beneath the thick overgrowth. Once inside, the air grows cooler and damper, with flickering torches casting long shadows on the walls. The space is filled with sarcophagi and burial niches, their surfaces etched with inscriptions of the deceased. The ground is uneven and covered in rubble, with ancient bones scattered in the corners.

[Exits: west] (E) (tiny male strider) (White Aura) A deformed strider attacks you for freeing it!

Your destructive colour spray annihilates a deformed strider! A deformed strider is DEAD!! You receive 0 experience points. * Your quest for Mordea's Stronghold has progressed! * You hear a deformed strider's death cry. You get another page from Mordea's spell book from the corpse of a deformed strider. You sacrifice the corpse of a deformed strider to the Gods. The Gods award you 225 silver for your sacrifices.


w You can't move through a window.

ex west You are able to see through a crack in the wall. Mordea's Trophy Room

The grand manor's trophy room has a broken window on the far side. Despite this, the space is magnificent, with various mounted animal heads and weapons on display. The walls are intricate wood panelings, and the ceiling has an ornate chandelier that casts a warm glow over the space. The floor is covered with a plush carpet, adding to the room's opulent atmosphere. The animal heads on display are from various exotic beasts, and their eyes seem to follow you as you move around the room. Despite the broken window, the trophy room is a space of unparalleled beauty and power, a testament to the might and prowess of the noble family who calls this manor home.

[Exits: none]

   A glass cabinet is sits in the trophy room, covered with dust.

ex crack Light protrudes from a small crack that runs up and down from the western wall.


e The Northern Walkway

The stone walkway stretches straight and true as it travels east, lined on either side by a neatly manicured garden that hints at the wealth and power of those who reside within the manor. The path itself is made of rough, uneven stones that crunch underfoot, and occasional cracks or uneven surfaces require careful navigation. Nevertheless, the walkway leads past windows that overlook the garden and offers glimpses of the luxury within the manor.

[Exits: east west]

ex window This window is tall and narrow. At its apex, it arches inward until both ends form a point. At the top of the window are three unique engravings of clovers, two stacked near each other and the third on top of the other two. The remainder of the window is stained garnet glass. It is made of glass.

break window You break one of the windows, sending sharp bits of glass flying everywhere!

l The Northern Walkway

The stone walkway stretches straight and true as it travels east, lined on either side by a neatly manicured garden that hints at the wealth and power of those who reside within the manor. The path itself is made of rough, uneven stones that crunch underfoot, and occasional cracks or uneven surfaces require careful navigation. Nevertheless, the walkway leads past windows that overlook the garden and offers glimpses of the luxury within the manor.

[Exits: east west]

   A piece of brass wire lays here with broken glass attached to it.
   (Humming) Some broken glass has been dropped here.
   Shards of transparent material litter the ground.

take glass You get some broken glass.

take wire You get a piece of brass wire.

ex mat Shards of transparent, reflective material litter the ground beneath a shattered window, glinting in the light. The jagged edges of the broken glass catch on anything that brushes against them, making a faint tinkling sound. The shards are scattered haphazardly around the window frame as if something had crashed through it in anger or desperation. The remaining glass fragments in the window frame are splintered and cracked, casting a web of cracks through the remaining pieces. The debris looks as if someone could stand on it. It is made of glass.

stand deb You stand on a pile of transparent material.

ex window The tall and narrow trim of what used to be a window is all this remains in this hole. The rigid edges of some glass are still connected to the trimming and might cause discomfort if someone crawls through it.

crawl You manage to crawl through the broken window receiving lacerations to your body. Mordea's Trophy Room

The grand manor's trophy room has a broken window on the far side. Despite this, the space is magnificent, with various mounted animal heads and weapons on display. The walls are intricate wood panelings, and the ceiling has an ornate chandelier that casts a warm glow over the space. The floor is covered with a plush carpet, adding to the room's opulent atmosphere. The animal heads on display are from various exotic beasts, and their eyes seem to follow you as you move around the room. Despite the broken window, the trophy room is a space of unparalleled beauty and power, a testament to the might and prowess of the noble family who calls this manor home.

[Exits: none]

   A glass cabinet is sits in the trophy room, covered with dust.

A sense of unease washes over you as if you are trespassing in a place where only the strong and victorious are welcome. A window fades out of existence.

ex carp The carpet near the western wall appears to be slightly raised high enough that someone may trip over it while having the appearance of a raised wooden plank beneath. You see the following under some plush carpet:

   the final page

Some plush carpet is less than a quarter full.


You have successfully created a black spellbook!

ex spel The cover of the book is a glossy jet-black, depicted with necromatic symbols and rituals. The book will only open to one page, all words in a strange tongue. It is made of paper.

s Inside the Cave

The air is thick with the stench of death and decay, and the walls are lined with the remains of creatures long dead. Skeletons and mummified corpses are suspended from the ceiling by rusty chains, their empty eye sockets seeming to follow your every move. In the cavern's center stands a blackened altar adorned with skulls and dark symbols etched into its surface.

[Exits: north] (C) (medium-sized male liche) (Translucent) (Fear Aura) (Red Aura) A necromancer stands here waiting for a purpose. A necromancer pauses his ritual for a moment. A necromancer says to you 'You have made it back.' A necromancer says to you 'Very well, let me see the book.'

give spel necro You give a black spellbook to a necromancer.

A necromancer looks at a black spellbook closely.

A necromancer says to you 'I see you were successful.'

A necromancer asks you 'Are you willing to continue?'

* Your quest for Mordea's Stronghold has progressed! *

say yes You say 'yes'

A necromancer says to you 'Then prepare yourself.'

A necromancer continues scanning a black spellbook.

A necromancer says 'Oh yes. I remember some of this.'

A necromancer continues to read.

A necromancer says to you 'In order to begin a preservation, one must build something known as a phylactery.'

A necromancer says to you 'Once the phylactery is complete, the ritual requires the soul of the one seeking to use preserve.'

A necromancer says to you 'Lets begin by constructing the phylactery.'

A necromancer says to you 'You will need an empty jar with a lid and a source of the earth, perhaps a rose. I am sure you will find these things in and around the manor.'

A necromancer says to you 'Once you have obtained both of these sources, bring them back to me and I will show you how to continue.'


n Ok. A Linen Closet

Though diminutive in size, the closet is nonetheless well-organized and stocked with various linens and textiles. Shelves line the walls, neatly stacked with soft, fluffy towels, crisp sheets, and cozy blankets. A few spare pillows and cushions are also stored here, along with an assortment of delicate lace doilies and embroidered handkerchiefs. The closet is meticulously clean and dust-free, with a faint scent of lavender emanating from a sachet tucked in one corner. It's clear that the linens stored here are valued and well-cared-for, ready to be used at a moment's notice for any guest or family member in need.

[Exits: south]

take all 1. You get an empty jar from some shelves.


You ask a gardener 'rose?' A gardener says to you 'Of course, you may have a rose.' A gardener gives you a withered rose.


s Inside the Cave

The air is thick with the stench of death and decay, and the walls are lined with the remains of creatures long dead. Skeletons and mummified corpses are suspended from the ceiling by rusty chains, their empty eye sockets seeming to follow your every move. In the cavern's center stands a blackened altar adorned with skulls and dark symbols etched into its surface.

[Exits: north] (C) (medium-sized male liche) (Translucent) (Fear Aura) (Red Aura) A necromancer stands here waiting for a purpose. A necromancer says to you 'You have returned once again.' A necromancer says to you 'If you found the empty jar, hand it to me. Quit wasting my time.'

give jar necrom You give an empty jar to a necromancer.

A necromancer examines the empty jar.

A necromancer says 'Yes, this will do.'

A necromancer asks you 'And how about the rose?'

* Your quest for Mordea's Stronghold has progressed! *

give rose necrom You give a withered rose to a necromancer.

A necromancer examines the withered rose closely.

A necromancer says to you 'Such a beautiful specimen.'

A necromancer says to you 'Now, if I read the spellbook correctly, these two items can be melded together to form an empty phylactery.'

A necromancer holds an empty jar up high in his left hand and a withered rose up high in his right hand.

A necromancer begins to whisper some words which appear unfluent to you.

Echoes of an ancient language fill the cavern as the empty jar begins to glow bright red!

The withered rose appears to have become animated and starts to move as if it were a hand opening and closing.

The necromancer brings both hands together, and the empty jar and wither rose to flicker with dark magic!

A necromancer holds a decorated jar in both of his hands!

A necromancer says to you 'It seems the ritual was a success.'

A necromancer says to you 'This jar is the beginning of your preservation.'

A necromancer says to you 'However, this is as far as the spellbook tells me to go. You must seek out Mordea and ask her about the phylactery.'

* Your quest for Mordea's Stronghold has progressed! *


l mord Mordea (42) is a medium-sized female liche. A young woman with pale skin stares coldly through obsidian orbs, smirking cruelly out of habit. Long flowing hair colored as the raven's wing caresses her face and rests limply upon her shoulder. Her body is slender and well formed to her red lace dress, complementing her curvaceous body. Mordea is in excellent condition.

Mordea is using: <worn around neck> infinity <worn about body> (Humming) a string of bones <worn about waist> a satin garter belt

point mord You point excitedly at Mordea.

sayto mord phylactery You say to Mordea 'phylactery'

Mordea grunts at you.

Mordea asks you 'You are interested in the phylactery?'

Mordea says to you 'You are at a point in time where the phylactery has been bound to you.'

Mordea says to you 'There is only one way to continue the work for it. You must harvest certain elements.'

Mordea says to you 'However, before I tell you, I must test your knowledge.'

Mordea says to you 'When you are ready to proceed, let me know.'

say yes You say 'yes'

Mordea says to you 'You are not ready to proceed.'

You say to Mordea 'ready to proceed'

Mordea says to you 'In order to be judged worth of preservation, one must know the spells control undead and animate dead very well.'

Mordea asks you 'Do you believe you qualify in this category?'

sayto mord yes You say to Mordea 'yes'

Mordea says to you 'Hold still then.'

Mordea places her right hand over your head.

Mordea says to you 'You are indeed qualified to control the undead.'

Mordea says to you 'With this knowledge, you will be able to control yourself after preservation.'

Mordea says to you 'Now, let me see if you are qualified to animate the dead.'

Mordea moves her hand over your head one more time.

Mordea smirks happily.

Mordea says to you 'You are, without a doubt, a knowledgeable individual.'

Mordea says to you 'You have passed my test for knowledge.'

Mordea says to you 'I told you before the knowledge test that you need to harvest certain elements to complete the ritual of the phylactery.'

Mordea says to you 'To begin, you must harvest the soul of the necromancer that sent you to me.'

Mordea says to you 'You must complete this task without the help of anyone.'

Mordea says to you 'If you succeed in this task, the phylactery will guide you to your next element.'

* Your quest for Mordea's Stronghold has progressed! *

c colo necrom They're already blind! Your destructive colour spray injures a necromancer! A necromancer is DEAD!! You receive 79 experience points. A necromancer lets out a blood filled death cry! You hear a necromancer's death cry. You get the heart of a necromancer from the corpse of a necromancer. You sacrifice the corpse of a necromancer to the Gods. The Gods award you 270 silver for your sacrifices.

The runic symbols on the side of a decorated jar glow with dark magic.

The lid to the jar opens and begins a vacuum.

Place the heart of the necromancer into the decorated jar.

The healing winds enfuse you with added vitality. You are completely healed!

In a fading voice, the whispers of a necromancer reach you,

The spirit of a necromancer says 'Congratulations on your success. Now you must seek some ashes from Mordea's fireplace.'

The spirit of a necromancer is violently pulled into a decorated jar right before the lid seals shut!


enter firep You slowly crawl into the fireplace. Inside the Fireplace

The fiery pit glows with a mesmerizing orange hue; its heat source is the dancing flames that lick the walls and ceiling. Above the fiery inferno, chains dangle, swaying in the hot air. The rusted metal shackles suggest a gruesome purpose, making one wonder what unspeakable acts might have occurred here. The dingy walls surrounding the fireplace depict a history of burnt logs and ash, reminding one of the many stories the fire's light may have shared.

[Exits: east]

ex chimney The chimney is long and dark, full of ashes, perhaps someone could reach them.

reach You reach your arm up into the dark chimney. You manage to obtain some ashes from the chimney!

ex ash These charcoal colored ashes crumbles as they are put into your hand leaving all but bits and pieces. It is made of coal.

The runic symbols on the side of a decorated jar glow with dark magic.

The lid to the jar opens and begins a vacuum.

Place some ashes from a fireplace into the decorated jar.

In a fading voice, the whispers of Mordea reach you,

Congratulations on your success. Now you must harvest the magic of the jar to create your phylactery. Once that is complete, find the domain of the necromancer and harvest the true power of the phylactery!

put ash jar You put some ashes from a fireplace in a decorated jar.

harvest

  Pages To Fill    

——————— [–Full–] some ashes from a fireplace [–Full–] the heart of a necromancer


e A Necromancer's Copse

This copse appears to be the domain of the necromancer, where he practices his dark art and calls forth the spirits of the dead to do his bidding. The thicket is imbued with his dark power, and those who enter do so at their peril, for the necromancer's magic is all-encompassing, and his wrath knows no bounds.

[Exits: west] It is eerily quiet here. (H) (small wolf) (Fear Aura) (Red Aura) A wolf leaps out of the forest in search of something to eat. (m) (tiny fetish) (Pink Aura) (Fear Aura) (Red Aura) A forest fetish camouflages as the trunk of a tree.

As you enter the thicket, you can hear the echo of a necromancer mumbling some incantation.

e Alas, you cannot go that way.

harvest The runes of the phylactery begin to glow darkly.

The copse of the Necromancer becomes quiet, allowing you to hear a whisper.

Are you ready to finish the ritual?

yes Huh? I don't understand 'yes'.

say yes You say 'yes'

An infused phylactery says 'I understand.'

The phylactery continues to glow with dark magic.

The lid of the phylactery spins open, and the withered rose becomes lively, moving as if it were a writhing hand.

st You are already standing.

A loud echo fills the thicket, “The phylactery requires a soul!” as a shadowed arm reaches out from the phylactery, grabbing your soul by the neck.

You feel your soul leave your body as you have become trapped within the phylactery!

An infused phylactery has slain you in cold blood!

—supposed to end up in here: l Inside the Phylactery

The phylactery is an eerie place to be. A swirl of ash and smoke coalesced into a hazy form, flickering with a mysterious green light. While focusing, the structure becomes more precise, revealing the spectral figure of a necromancer, his wispy hands clutching at nothingness. The air is thick with the musty scent of ancient books, decaying flesh, and a sense of foreboding. One can sense the malevolent power emanating from the phylactery, beckoning you to unleash the necromancer's dark magic upon the world.

[Exits: none]

STAND UP BEFORE THIS NEXT PART!!!!!

unleash You try to unleash yourself from the phylactery! The spirit of the necromancer prevents you from leaving.

unleash You almost manage to unleash yourself from the phylactery but your soul holds you back!

unleash As you emerge from the phylactery, you leave your soul behind. You have been transformed into a liche!

Congratulations on being reborn. Your new body will require some getting used to.

Use the setadvantage command to make changes to your advantages before you log off! Saving

YOU ARE DEAD. Well, undead. Your will to live is the only thing that keeps you alive now. You no longer need to eat, drink, sleep, or even breathe. (although sleeping can help). You no longer gain HP every tick. but you possess the ability to 'convert' mana into hit points, and regain mana much faster than other races.

liche_remort_quest.txt · Last modified: 2025/09/10 21:45 by 174.242.71.76

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