
General Layout
The first floor of the Temple of Apshai is presented as being relatively unimpressive. We are treated to descriptions of smoothed out natural passages and expansions to already-existing caves rather than entirely artificial constructions. Sections are flooded or have water flowing through them (particularly the southwest and northeast corners). The middle of the map appears to be the most interesting and has the most signs of long-past habitation, but outside of this region, there is little furniture remaining. Finally, the southeast corner is made up of tunnels dug out of the earth by the antmen who now roam the whole floor.
Notable Treasures
While this is only the first floor, there are still a few treasures worth collecting.
Room 7 contains an easily-grabbable elixir source: magic lilies. Since the dungeon resets each time you return to the inn, it is relatively trivial to only do further exploration once you hold a safe quantity of elixirs. They heal a lot more than the salves you can buy from the innkeeper!
Room 48 contains a magic sword. It is random whether this is a +1 sword or is cursed, and there is no way to know which you have received until you leave.
The ant passages in the southeast corner of the map (Rooms 37-48) contain a multitude of small diamonds which should make it trivial to purchase everything the inn has to offer.
There is also a magic cloak that makes the player a little tougher, but it disappears upon leaving the dungeon. It can be found in Room 15.
Full Reference
Treasure Descriptions:
T01 - Several of the lilies can be reached. A vague memory of the healing properties of some Apshasian flowers prompts you to pluck them for later perusal.
T02 - The delicate fragrance of the moss prompts you to place a sample in your pack for later investigation (see Incense Moss). [30sp]
T03 - Any plant that glows in the dark must be worth something to someone so you bag some (see Phosphorescent Algae). [5sp]
T04 - A beautiful cloak, wondrously light, yet tough as nails.
T05 - The aroma of the plant overcomes your better judgement and you taste a bit of it. It is delicious and builds strong bodies twelve ways (see Food Algae). [5sp]
T06 - Having enough to worry about at present your forgo sampling the mushrooms for the time being and take some of each type for future examination. [6sp]
T07 - Having spent some time up and down the coast you know of several varieties of useful seaweed so you take some along (see Kelp). [5sp]
T08 - In a pocket of the deceased you find four gold pieces. [40sp]
T09 - the arrows all have silver points.
T10 - Resting in the dirt are five small diamonds. [500sp]
T11 - Eight small diamonds rest in the earth. [800sp]
T12 - Four small diamonds rest in the earth. [400sp]
T13 - Laying in the dirt are seven small diamonds. [700sp]
T14 - The arrows have silver points.
T15 - The sword has mithril worked into the blade, the hallmark of magical arms and armor. There are also two gold pieces on the body. [20sp]
T16 - Inside the cabinet you find arrows with mithril worked into the points.
T17 - This much copper has got to be valuable so you slip the ingot into your sack (see Copper Ingot). [20sp]
T18 - Inside the box you find two hundred silver pieces and a diamond ring. [500sp]
T20 - Nothing of value.
Note the lack of a T19. This is a choice we will see echoed in later floors. More than half the available treasures found within the level are valueless rubbish.
Trap Descriptions:
LILY TRAP - The lilies give off a cloud of fine powder which causes severe swelling in your throat.
NEEDLE TRAP - A needle springs from the lock in the immediate vicinity of your hand.
PIT TRAP - A ten foot pit opens beneath your feet.
SPEAR TRAP - A spear thrusts out of the cabinet as it is opened and then retracts.
MOLD TRAP - The yellow mold on the floor gives off a cloud of spores as it is stepped on. These spores cause a severe coughing fit.
Room Descriptions:
Room One - The smooth stonework of the passageway floor shows that advanced methods were used in its creation. A skeleton sprawls on the floor just inside the door, a bony hand, still clutching a rusty dagger, outstretched toward the door to safety. A faint roaring sound can be heard from the far end of the passage.
Room Two - A stream runs through this natural stone chamber. A narrow landing adjacent to the corridor at the north end of the chamber allows easy access to the stream. The water flows in from a cut in the west wall and flows out under the north wall near the landing. In an alcove near one end of the landing there are many urns and pots. The water is very clear and appears to be about three feet deep.
Room Three - A finely carved and painted mural fills the east wall of the passage, opposite the opening, depicting men tilling the soil. A ransacked backpack rests under the mural. A roaring sound can be heard from the north.
Room Four - is a smoothly carved passage with a native granite ceiling. Slippery green moss fills every crack and crevice in the room, and the air is filled with its heavy scent. An empty purse lies in the southwest corner. A droning sound can be heard.
Room Five - is a pond-filled room with a small landing to the south. The surface of the sluggish water is covered with moss and a number of black lilies rest peacefully upon the green matting. The water can be found to be about three feet deep and flows almost imperceptibly in under the west wall and out under the east wall. Some of the lilies can be reached from the landing.
Room Six - Water flows into this chamber from the northern part of the west wall and out again through the southern part of the same wall. The surface of the water is covered with moss and multi-colored lilies, some within reach of the landing. Experiments will reveal the water to be about three feet deep.
Room Seven - The moss-covered water in this chamber appears to be three feet deep, also. A rusting suit of platemail can be seen on the murky bottom. White lilies rest on the surface of the pool. Water flows into the chamber from under the east wall and out under the west wall.
Room Eight - is a passage with smooth stone walls and floor and a native rock ceiling. A loud roaring sound may be heard from the north. A humanoid skull rests on the floor in the middle of the passageway.
Room Nine - is of roughly hewn stone. The floor has been levelled by manmade means, but the walls and ceiling are native rock. Cobwebs fill every crack and hang from the ceiling, dancing slowly in the slight breeze. A cloying, sweet odor fills the air.
Room Ten - The air of the room is filled with a cloying, sweet aroma, causing the senses to reel. The walls of the room are covered with moss which is largely brown and dried with only a few pale green patches remaining. Breaking off any part of the green moss will reveal it as the source of the aroma.
Room Eleven - A mist drifts into the corridor from an opening in the west wall and a deafening roar is heard. Moss covers the floor before the opening to the west and a rusty sword lies on the mossy stone.
Room Twelve - The floor, walls, and ceiling of the chamber bear the marks of tools. A glow fills the opening to the east and a foul, musty odor is in the air.
Room Thirteen - The room is well lighted by the phosphorescent glow emanating from the greenish-yellow algae covering the high ceilings of native rock and well-worked stone walls to the north and south. A broken bow lies in two pieces on the floor near the east wall.
Room Fourteen - A loud roaring sound may be heard from the west end of the passage. A pyramid of medium-sized stones fills one corner of the north wall at the east end of the corridor.
Room Fifteen - is an irregular cave of native rock. The walls and floor are covered with a heavy matting of multi-hued moss. The walls are brilliant reds, greens, and blues, while the floor is a pastel yellow. A wooden box lies topless in the middle of the cavern floor. Inside lies a well-made cloak. The material of the cloak seems to shimmer in the torchlight.
Room Sixteen - Here you find the source of the roaring sound. A stream flows into the chamber from the south, across the large water wheel, and plummets into a pit in the floor of the cave. The bottom of the pit cannot be seen, but experiments will indicate that it is a very long drop.
Room Seventeen - Only the floor has been smoothed in this chamber, the walls and ceiling having been left in the natural state. The air smells of decaying vegetable matter. A small mound of stones against the west wall in the north end of the passage partially blocks the way to the north.
Room Eighteen - The passage reeks of spoiled and rotten matter. A strip of cloth sticks out from beneath a mound of dirt in the southern portion of the passageway.
Room Nineteen - Small bones litter the floor of this chamber and crunch under the boots of the incautious traveller.
Room Twenty - The walls of the room are covered with algae. Most of the algae is black and rotten, but the few remaining brown patches have a nutty aroma, and, if tasted, are reminiscent of spiced bread.
Room Twenty-one - The west wall of the cavern shows the marks of carving tools, but the rest is natural rock. The floor of the room is overgrown with mushrooms of two varieties. One has broad, flat caps and is white with brown splotches, while the second variety has black, tightly rounded caps.
Room Twenty-two - This cavern is also overgrown with the same types of mushrooms as are found in room twenty-one. A skeleton lies among the mushrooms still clutching the remnants of a sack.
Room Twenty-three - The native rock walls of the room are covered with algae. Most of the algae is black and rotten, but the remaining brown patches have a nutty scent and taste like spiced bread. The exoskeleton of a huge ant lies in the middle of the chamber.
Room Twenty-four - is a mossy, carved stone landing. The air is very humid and smells of damp and mold. A slime-covered sack rests against the eastern wall of the landing.
Room Twenty-five - A stagnant pond fills the south end of the carved stone chamber, with a narrow landing at the south end. White mold covers the surface of the water, save the southeast corner, where a gold-colored seaweed is in evidence. Tests will reveal the water to be three feet deep, but the bottom of the pool cannot be seen through the murk.
Room Twenty-six - A shallow pond fills most of the room. The surface of the water is covered with a white mold, except in the northeast corner where a clump of golden-brown seaweed is visible.
Room Twenty-seven - The floor of this tunnelled passage is streaked with slime. A well-wrought iron candlestick lies at the southern end of the tunnel.
Room Twenty-eight - The tunnel floor is streaked with a stinking slime and littered with small and medium-sized stones.
Room Twenty-nine - The odor of the slime coating the entire chamber floor is overpowering. A trickle of water runs down the eastern wall and a small pool has formed in a depression in the southeast corner of the room. A rigid body in a finely woven cloak lies in the northeast corner.
Room Thirty - The smoothly carved northern and southern sections of the chamber contrast sharply with the native granite found in the middle of the room, suggesting that is has been widened out from a natural passage. A quiver and some arrows lie on the floor in the middle of the chamber next to a sword and a broken bow.
Room Thirty-one - is a narrow, low tunnel of native rock. Small slides of earth and rock line the sides of the passage with a larger fall of stones near the eastern end of the tunnel. A skeletal hand protrudes from the rockfall, an inscribed bronze ring visible on one of the fingers.
Room Thirty-two - is a rough, five-foot wide tunnel with packed dirt walls, floor, and ceiling. A shining trail of dried fluid runs the length of the tunnel and the air smells of vanilla. Strange clicking sounds echo faintly through the passage.
Room Thirty-three - A shiny trail runs the length of the packed-earth tunnel and the odor of vanilla fills the air. The clicking grows louder.
Room Thirty-four - A trail of shiny excretions run the length of the passage and the vanilla odor is stronger than before. The clicking sound is clearly audible from the north end of the tunnel.
Room Thirty-five - is a rough cave, carved out of the dense earth. The vanilla odor clogs the nostrils and the clicking noises are still audible from within. A handful of gems litters the dirt floor before the western wall.
Room Thirty-six - Vanilla fills the air and the clicking sound appears to emanate from nearby. A fresh slide of earth against the north wall reveals the glitter of gems amid the fallen earth.
Room Thirty-seven - The odor of vanilla is strong and the clicking sounds continue. The east wall is studded with a number of glittering gems.
Room Thirty-eight - The tunnel appears to have been dug out of the hard earth. A familiar trail runs the length of the passage and the odor of vanilla is heavy. The clicking sound begins to fade.
Room Thirty-nine - The floor of the passage is lined with the excretion and the aroma of vanilla fills the air. Clicking sounds echo faintly through the passage.
Room Forty - has been dug out of the surrounding hard-packed earth. The odor of vanilla becomes exceedingly strong, but the clicking sound is barely audible from within. Gems can be seen gleaming from the south wall.
Room Forty-one - The trail of dried fluid is heavier here and the odor of vanilla is almost unbearable. The clicking sound grows louder in this passage.
Room Forty-two - The vanilla odor is cloyingly thick. Bones and gems litter the floor along the north wall. The clicking sound is plainly audible within the cave.
Room Forty-three - The aroma of vanilla makes the senses reel and the floor of the room is covered with the shiny stuff previously observed. Bones lie scattered across the floor and the clicking sound grows fainter from within. Gems stud the south wall.
Room Forty-four - The tunnel floor is heavily coated with dried fluid and the aroma of vanilla is overpowering. The strange clicking sounds are now quite loud in this passage.
Room Forty-five - is a large cavern. The shiny stuff is lighter inside than in the connecting tunnel, but the vanilla odor is strong. The clicking sound appears to emanate from within. A pile of shiny cocoons fills the northern half of the room and gems are scattered about the dirt floor.
Room Forty-six - The vanilla odor is still strong. The ceiling of the cavern is hung with the moldering bodies of various creatures, mostly men. The shiny stuff is heavy on the floor and the clicking sound is heard clearly. Gems are visible in the dust of the cavern floor.
Room Forty-seven - The clicking is replaced by a droning sound. A skull and some bones lie next to a quiver of arrows.
Room Forty-eight - The droning continues to echo from within the cavern. An elaborately carved sword hilt sticks out from under a heap of rocks. Bootprints lead up to the pile, but no other signs of disturbance can be seen.
Room Forty-nine - is a narrow, high-ceilinged passage. Small slides of earth and stone line both walls of the tunnel.
Room Fifty - A forgotten backpack rests on the slimy stone against the middle of the north wall.
Room Fifty-one - A rotting wood cabinet stands in the southwest corner of the chamber, the brass lock of the cabinet broken.
Room Fifty-two - is a smoothly worked passage. Shallow alcoves line the north wall, but are empty save for dust and an old boot that crumbles at a touch. The carpet of dust on the smooth floor is undisturbed.
Room Fifty-three - The north and west walls of the chamber are lined with racks of rusty farming and stoneworking implements.
Room Fifty-four - A dusty wooden chest sits in the southeast corner, the iron lock rusted through and the wood decaying from the dampness.
Room Fifty-five - is a rough stone cave save for the smoothly carved north wall. Dust covers the floor of the room several inches thick and cobwebs hang from the ceiling and fill every crack of the floor and walls. A small box is visible in the dust in the southwest corner.
Room Fifty-six - is a passage with rough stone walls and floor and a native granite ceiling. The south wall of the passage is faced with smooth squarish stones near the far end, while the floor and other walls are of a rough stone. A foul, musty odor fills the air and a thin layer of moss coats the floor at the extreme end of the passage.
Full Spoilers Map

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