Labyrinth
Entrance
Your previous life hits you like a hammer, leaving a dent in your memories, effectively severing all but the most treasured ones. Here you are, standing at the crossroad inside a strange cyclopean structure called "Labyrinth". You had a vision of it from birds eye view, but your mind could not cope with what it saw. The only thing you're sure about is that whatever road you will take, this place would undoubtably try to kill you and feast on agonizing body until your bones and very soul are no more.
Shrugging off such morbid impression, you pounder on which road to take. You have some supplies to last you for a while, so, even if you will want to backtrack, it would be easy. Although something whispers to you that it might not be the best decision...
Inael. Looking around, you suddenly feel a strange sense of deja vu, although it quickly dissipates.
Walls to the north and to the west consist of ancient, yellow bricks that are cracked with time and partly crumbled into dust, silent signs of grandeur long gone and forgotten. To the south, corridor is brightly lit by its green slime-covered walls, slow movement of ooze leaving a somewhat disturbing feeling. And to the east... Lies pitch-black darkness.
Osbourne. Reading your tome, you quickly realize that yellow bricked crumbling wall to the west belongs to an ancient culture of bizarre avian creatures. Seems like it was their burial grounds... Although the same steel-like walls that go in every other direction and strangely reflect the light of many oil lamps that hover above the center of corridors, make you reconsider your first impression.
Doctor Faustenstein. Ah, what a great bone structure! Marvelous! In all directions from you, lie corridors made of gigantic bones and stones imitating them. They look like a corpse of a great snake crushed by time and consumed by stone. Corridors are lit by black light emanating from the bones. Quite strange...
Urgbras. Rocky cave with visible veins of precious metals lies to the south, while strange, sharp-looking orange crystals glowing with a soft light form roads to the north and to the west. Last direction, east, is wreathed in darkness which your gaze pierces with some effort. Corridor there consists of unnervingly seamless, grey walls.
Bob Tod. To the south of you, lays the realm of darkness. To the east - strange pinkish walls that seem a bit like flesh. They slowly pulsate with dim red light, quite alike to a beating heart. North and the west are occupied by strange frosty-looking ground, covered in short blue grass. Walls have the same frosty tint to them. It seems like air itself gives these corridors silver illumination.
Dignus. To the south, you see a slimy passage, it's greenish light dancing on the slowly moving ooze-covered walls. To the west, a fleshy walls pulsing with life and unnerving vigor light themselves with a reddish glow. West and north are dark, you can't really see what's hidden inside.
Raercath. Your old bones ache a bit as you take in your surroundings.
To the north and the east, you see strange, sharp-looking orange crystals glowing with a soft light. West is eerier, with bones mingled into its stone walls, not unlike a great serpent crushed by earth and time. You sense a strange familiarity with it. South is oozy and green-lit, slimy walls slowly moving and changing.
David Shaw. In all directions, you see steel-like walls that strangely reflect the light of many oil lamps that hover above the center of corridors. Atmosphere is slightly oppressive, yet you pay it no mind.
Which direction shall you take, death-seeker?
Feel free to state your own
exploration target and
autobattle ender (you don't absolutely need to state the latter now, it may be changed at later point). I'm still tweaking small things, so results of some rolls may change a bit at first.
I won't show treasure rolls for obvious reasons, yet battle logs and monster stats would be clearly visible. Exploration and diplomacy may be shown at a later point.