Rooms in Firetop Mountain
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- A Barbarian! - You have entered the quarters of an insane barbarian, who by now is attacking you if he has not already been slain by another adventurer before you. There is little of interest in this dingy room. A passage runs from here to another door to the north.
- A Bare Room - You have entered a room that is completely unrearkable save for a table and some interesting items upon it.
- A Bend - At this point the corridor bends sharply to the north, heading past doors to the east and west toward some distant point, lost in the all-encompassing murky darkness. You are thankful for your light.
- A Bend - You have reached a bend in the passageway, where you can continue to the north or the east, depending on which way you were travelling. You can hear faint laughter coming from the north.
- A Bend - Turning the bend in the corridor, you sunndenly notice that the floor in the bend has collapsed, making a gaping huge hole. Peering down into the hole, you notice that there is another passageway below this one, running north. Since the hole is far too big to leap over, and the passage beyond is blocked by rubble, your only options are to go down or head back east. A horrid stench from the pit below suddenly wafts upward, making your eyes water.
- A Bend - The passage you are following bends sharply here, and you have the option of going west or north, depending on which direction you were coming from. The north passage looks particularly dull and empty, while the west leads to a junction near a small recess in the north wall.
- A Bend - You have entered into a bend in the passage, where you can head west toward a junction, or south along a long dark passageway. There is also a heavy oaken portal to the north, wich has a rubber skirt along the base, and heavy rubber insulation along the sides...
- A Bend in the Corridor - You have reached a bend in the corridor where you can head north to another junction or back west to a southern branch of the corridor. The sound of running water seems to be coming directly from the north now. You get the feeling this may be a good place to rest and collect yourself.
- A Bend in the Passageway - You have come to a bend, where you may proceed south toward a junction, or east toward a hole in the north wall. The sounds one would normally associate with heavy excavation echo from the south somewhere.
- A Black Corridor - As you enter this foreboding place, your light source dwindles to a faint glimmer, threatening to go out entirely at any moment. In its bleak glare you manage to make out hideous murals on the walls depicting people being maimed and tortured, and you could swear that they are actually MOVING. You feel a sudden urge to flee this horrid place.
- A Cave - You have entered a huge cave, cut from the rock face by Gods-know what force. There is a campfire burning in the center of the room, and several hides and rocks are scattered about the area, along with several bones and chewed strips of half-cooked meat.
- A Cavern - The door opens onto a rough-hewn cavern, dark and dreary as the rest of the dungeon, save that it has more than the usual amount of cobwebs, and also sports a fair collection of Orcish, Dwarven and Human bones. You enter cautiously, well aware that this may be the lair of a Huge SPIDER.
- A Corridor - You are advancing down a long north-south corridor lined by several wooden doors to the west. The corridor is unlit- evidently it is either rarely used or the occupants of this place have no need for light... You hear loud snoring from behind the door nearest you.
- A Corridor - You are advancing down a long north-south corridor lined by several wooden doors to the west. The corridor is unlit- evidently it is either rarely used or the occupants of this place have no need for light... No sound comes from behind the door nearest you.
- A Corridor - You are advancing down a long north-south corridor lined by several wooden doors to the west. The corridor is unlit- evidently it is either rarely used or the occupants of this place have no need for light... You hear loud raucous drunken singing coming from behind the door nearest you. There is a junction to the north of here.
- A Corridor - You are advancing along a long north-south corridor lined by several wooden doors to the east. The corridor is unlit- evidently it is either rarely used or the occupants of this place have no need for light... You hear dreadful screaming coming from behind the door to the east. There are junctions to the north and south of here.
- A Corridor - You are advancing along a long north-south corridor lined by several wooden doors to the east. The corridor is unlit- evidently it is either rarely used or the occupants of this place have no need for light... There are junctions to the north and south of here.
- A Corridor - You are advancing along a long north-south corridor lined by several wooden doors to the east. The corridor is unlit- evidently it is either rarely used or the occupants of this place have no need for light... You hear piteous moans and cries of pain, followed by insane cackling, coming from the door nearest you.
- A Corridor - You are marching along a long north-south corridor, which ends near a fountain to the south, and a small door to the north. A second door is in the eastern wall near you.
- A Creepy Room - You have entered a creepy-looking room, littered with corpses and various items of rubbish. Shadows flicker and dance in the glare of your wavering light source, and you fancy you can feel a palpable aura of evil in this place. You may hurry quickly north to a passage there, or back up to the safety of the corridor you just left.
- A Crypt - You have entered a Gothic-looking crypt, which currently houses three ornately-fashioned marble coffins, one of which is open. You glance about nervously, seeking its owner, who must be nearby...
- A Door - You have reached a securely-locked door. Through a small hole in the door, you can see a group of skeletons industriously working on a large boat, moving about with practiced efficiency as they hammer, saw and sand the boat into shape.
- A Dragon Cave - Oh Dear...As you progress, you begin to feel uneasy, due to both the heat and smell, and the huge claw marks on the walls of this downward-sloping passage. Reaching the bottom, your worst fears are confirmed- you have entered the lair of a dragon! A passage leading to a locked steel door in the south wall offers itself as a possible escape route, as does a sloping passage that leads back up.
- A Fountain - You have entered a small room, no more than a slight broadening of the passage, with a fountain in the middle of it. The passage continues to the north and terminates at a pitch-black portal to the south.
- A Gallery - You have entered what appears to be an art gallery. Paintings of various old men and women of noble birth line the whitewashed walls and you supress a yawn as you walk past. However, one portrait here appears to be different... Doors to the north and south allow you to leave this place.
- A Gas Room! - *Cough* This room is filled with gas. And it's attacking you! There is a niche on the far wall, which looks like it could contain a key.
- A Giant Room - Fee Fi Fo Fum! You have entered a huge room filled with huge furniture. Obviously you have stumbled into the lair of a giant! He probably uses the giant rats in the room you just exited as a food supply. Foul creature!
- A Guard Post - After a short distance, the westward passage that you are following bends to the north. At the bend there is a small niche in the wall, just large enough for a medium-sized humanoid to stand in. A stone stool is in this niche, as is a half-drunk flagon of some unknown alcohol, and you (correctly) assume that this alcove is used as a sentry post. Its inebriated occupant may be around, so keep alert.
- A Hole in the Wall - You are passing by a hole in the north wall in this east west passageway. You can feel a strangely warm breeze blowing from this direction. You can enter if you wish, or proceed east or west. A junction lies to the east, while to the west the passage bends sharply to the south.
- A Junction - You have reached a T-junction in the passageway, where passages run to the west, east and south. You can hear screaming and what sounds like a whip cracking to the west, while the sound of many Orcs slurping and chomping on their vile food emanates from the east. A variety of sounds come from the south. In the distance, you can hear what sounds like running water.
- A Junction - You have reached a junction, where you may proceed east, west or south. A white arrow on the wall opposite the southern branch points west, and judging by the footprints several of your opponents decided to follow its silent advice- three pairs head in that direction. One pair, however, heads east.
- A Junction - You have reached yet another junction, where you can head east, west, or south to a strange-looking bench. There is a door to the far east, but you can hear nothing coming from that direction.
- A Junction - At this point, a long, dark passageway stretches off to the north, ending at a wooden door. You fancy that you can hear heavy breathing coming from behind it.
- A Junction - You have reached a point where you can continue along the north-south passage or head west along a very narrow path. You hear laughter coming from this direction. As you examine the western passage, you notice that it is indeed VERY narrow, and you begin to harbour doubts about getting back out...
- A Junction - At this junction, you have the option of going north, where the sound of running water is once more clearly audible, or east, towards a bend in the passage to the south. Alternatively, you could step through a door to the west, from which the sounds of scratching and high-pitched squeaking emanate.
- A Junction - You have reached a junction in the passageway, where you may go east, west or south. The sound of running water is unmistakable now, and seems to be coming from the western passage, which bends to the north. Bestial grunts echo from the passage to the east.
- A Junction - A Cold breeze whips your hair it seems to come from the west. Strange there is no door there.
- A Junction - This one seems interesting, a big difference from all the other junctions. It seems cleaner than the rest of them. Weird. Something that looks like an air shaft leads upwards, but it looks far too slippery to climb. The pipes lead to the south, west and north.
- A Junction - You are standing at a junction, where you can proceed north towards a door, west towards a bend in the corridor, or down into a lower passage, from which waves of heat and the stench of brimstone emanate...
- A Locked Steel Door - This hefty portal blocks any further progress in this direction, unless you have a skeleton key...:)
- A Long Passageway - You are heading along a long east-west passageway which meets a junction to the east and bends sharply to the north to the west.
- A Long Passageway - This passageway is the longest straight-running passageway you have so far encountered, running without interruption for at least 250 metres. It continues in both directions.
- A Long Passageway - This passageway is running south to a junction and north toward the sound of running water. You can smell fresh water on the breeze, which blows cold from the river to the north.
- A Pear-Shaped Room - You have entered a pear-shaped room, with the south entrance opening into the wide base and a door to the north exiting at the top of the fruit shape. Several items of interest are scattered on the floor here.. The sound of flowing water is stronger than ever here. It appears to be coming from directly beyond the door in the north wall.
- A Rocky Beach - You have come to a rocky beach, set in a hollowed-out portion of the south wall which the river runs past. From the look of the huge holes in the ground, you aren't the only one who comes here...
- A Rough Cavern - Proceeding away from the Troll den, you come into a long, rough cavern, littered with decaying corpses and shards of broken bones and weapons. Remembering the previous occupant of this foul place you encountered, you grip your trusty weapons firmly and glare about, ready for anything. A distant howl suddenly echoes about the cavern, and you tense, sweat beading on your brow. You spy a set of steps leading up to a door in the far wall, to the north, and step up to it.
- A Shop - You have entered a brightly-lit shop, an oddity in this place made even stranger by the bizarre array of goods available. However, what interests you most in this normally black dungeon is the availability of magic candles that can help light your way.
- A Short Corridor - A short, unremarkable corridor that terminates to the north at a solid oak door and to the south in a small room.
- A Short Corridor - A short, unremarkable corrdior that terminates to the north at a pear-shaped room and to the south at a solid oak door.
- A Short Dark Corridor - You are heading along a short dark corridor with doors at either end.
- A T-Junction - You have come to a T-Junction where an east-west passageway is met by a north-south one. The north-south passage terminates at the meeting-point. To the south it runs past another side passage before turning sharply to the east. The east-west passage bends to the north in both directions. You see a small recess in the north wall here and think this would be a good place to rest your weary bones.
- A Westward Corridor - You are advancing along an east-west corridor that ends at the east in a juction and at the west in a solid oak portal. From behind the portal you can hear screams, apparently being elicited by the bullwhip you hear cracking just before each cry.
- A Zombie Room - You have entered the quarters of some of the Warlock's many undead servants. Several Zombies reside here, along with some interesting-looking items belonging to past adventurers which have been scattered on the floor here.
- An Ornate Room - You enter a room heavily decorated by ornate stonework and detailed murals and reliefs, crafted and colored in a style you have never seen before, giving the room an unearthly beauty. A pedestal has been placed in the center of the room, and atop it is an iron statue of what looks like a one- eyed demon.
- Another Junction - You have reached another junction. From here you can go north, toward a huge iron portcullis, west, toward a branch in the corridor to the south, or east, toward what sounds like a kitchen/dining area, judging by the clangour of rattling pots and pans, and the shouts and grunts of the diners.
- Entrance to a Cave - You are passing by the entrance to a small cave, on the northern side of this long east-west passage. A vile smell wafts from this dark place, and you fancy that you can hear bestial gruntings.
- Inside the Mountain - You are heading north along a gloomy stone passageway. Your footsteps echo in the eerie silence, which is broken only by the distant sound of running water. You soon reach a junction where you can head east or west.
- Inside the Shipbuilder's Quarters - This room houses the shipbuilder and his faithful dog. There are bits of wood and tools lying about everywhere, and a section of hull serves as a resting bench for the shipbuilder, who can usually be found sprawled over it. There is a door to the west, as well as the southern one you originally came through.
- Ogre Cave - Whew! What a smell! This cave, littered as it is with garbage, offal and half-eaten body parts, smells atrocious. And so does its inhabitant! Too bad for you he's very sensitive about it all, and when he sees you gag and retch, he leaps forward to attack. A traveller once told you that he found a gateway to another dimension in an Ogre cave in these parts...
- On the Banks of the River - You have finally reached the river you have been hearing for so long. It looks deep, dark and unswimmable, though if you had a boat you may be able to cross it, though at this point there appears to be nothing of interest on the other side. Perhaps you may find a crossing further down?
- Outside Three Doors - You are standing in a north-south running corridor between two doors. The one to the east has a small sign upon it, while the one to the west is blank. You can here a gentle humming noise, as if of someone singing to themself, behind the east door. There is another, pitch-black portal to the north. It looks ominous...
- Outside a Door - You are standing at the end of a short east west corrdior, outside a door set in the north wall. You can open this door, or head back to the east, where you can see a bridge crossing a wide river.
- Outside the Kitchen - The noises of the kitchen are loudest here. Behind this door there must be some very nauseating dinner parties, if the noises and the *SMELL* are anything to go by.
- Pantry - This well-stocked larder is full of jars of preserved foods and jacks of ale, but most of it looks inedible. There are a couple of jars, however, that seem to contain palatable foodstuffs.
- Path to Firetop Mountain - The steep impenetrable face of the mountain is deeply gourged, as if by the claws of a gargantuan beast. Strange red vegetation grows at the peak, hence the mountain's name. A small dark opening leads into the depths of Firetop Mountain, The Domain of the Evil Warlock.
- Rat Room - You cautiously step through the door and enter a room which is knee-deep in bones! Several dark shapes move about amongst the bones, and with growing alarm you realize that you have entered the lair of some giant rats! The door to the south appears jammed from this side, and you realize you will probably have to fight your way out of here.
- Rat Room - You cautiously step through the door and enter a room which is knee-deep in bones! Several dark shapes move about amongst the bones, and with growing alarm you realize that you have entered the lair of some giant rats! The door to the south appears jammed from this side, and you realize you will probably have to fight your way out of here.
- Room of Hands and Stars - You have entered a room with a floor decorated with a mural of hands and stars. Something about this room strikes you as being not quite right, and you get the strange feeling that the hands are somehow ALIVE...
- The Orc Kitchen - It is here that the Orcs prepare their meals and partake of them, seated at long filthy benches deeply scarred and stained. Pots and pans bubble and fry atop a wood-burning cast-iron stove, and from it an Orc occasionally serves himself some rat stew and grits. The Orcs in here seem far too engrossed in their gastronomic acitivities to notice your presence, though doubtless they would react strongly were you to disturb their meals.
- The Other Side - You have reached the other side of the river. From here you can progress east towards a secure-looking door, or west towards what looks like a door to living quarters. Alternatively, there is a door set flush in the north wall directly ahead of you.
- The River - You are sailing along the mighty underground river that cuts through the dungeons of Firetop Mountain. To the west you can see a rocky beach, while to the east the river flows into the murky darkness that pervades here.
- The River - You are sailing along the mighty underground river that cuts through the dungeons of Firetop Mountain. To the west you can see a rocky beach, while to the east the river flows towards what looks like a bridge. There is a small alcove to the south at which you could dock.
- The Troll Den - While climbing down, you misjudge your step, and go tumbling down into the hole, which is a LOT deeper than you originally thought. Stunned, you slowly turn over, and find yourself staring into the vacant eye sockets of a half-eaten decomposing corpse! Leaping back, you fall onto a pile of whitened bones, and in a panicked state you suddenly recognise the odor you detected earlier- TROLL.
- The Warlock's Chambers - You have finally discovered the Chambers of the Warlock of Firetop Mountain. This room is a huge study, lined with shelves full of books of lore, a glass cabinet full of curios, and a massive desk, behind which sits an impressive- looking padded chair. You better hope that you have entered on one of the rare occasions that the Warlock is absent...
- The river Bank - You have finally reached the source of the sound of running water- a broad underground river that cuts through the dungeons of Firetop Mountain. You peer into it but can see nothing in its icy black depths, but doubtless this river sports its own particular little nasties like all the other parts of the dungeon have so far. A sign says- "Don't Pay the Ferryman...till he gets you to the other side.."