Cavequest
Cavequest
History and Descriptions
Lightwave Consultants September 1985
P.O. Box 290539
Tampa, FL 33617
Copyright 1985, All Rights Reserved.
The Cavequest distribution diskette, of which this manual is
one file, may be freely copied and distributed. This manual
may only be distributed as a file on a distribution diskette.
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Hail and well met! I have a story to tell thee that thee
will not believe.
Welcome to the land of lore known as Cavequest. It be said
that a once great and thriving civilization existed on these
very lands. While their culture be very advanced compared to
ours, they were dwellers of caves in the mountains not far
from here.
They used advanced tools and had weapons I cannot claim to
understand, but, alas, their underground city and peoples
were claimed by a terrible fate. You see, they were not the
only ones living underground. The legend says that they, in
their wise expansion, broke into another set of caves that
were indeed vast and well used. That land, it be said, was
the land of the evil ones themselves.
Once the evil ones learned that there was indeed a life
outside of their well-honed paths they invaded the land of
the humans taking life and property with little regard. Even
this advanced civilization, with its advanced culture, could
not stop the onslaught.
Then the gods intervened. They sent down torrential floods,
quakes, and spewed the earth forth to destroy and bury
everything and everybody that was in the caves.
Centuries passed, and this small village that you see before
you grew out of an outpost from the people of the north. A
few years ago a small boy, playing in the mountains,
discovered the entrance to the caves. Our governor, noticing
the advancement of the artifacts found there, ordered the
excavation of the caves. Curse him!
Everything went smoothly until the fifth level, the arena
level, was excavated. Rumor has it the humans again breeched
the land separating good from evil. Many have died, and many
went into the caves to stop the evil, but never returned.
There now be attacks on the village! The people here hope
that the gods again intervene to help us before its too late!
Since you be interested in the caves, perhaps I can tell you
all I know.
There be ten known types of monsters in the cave. Here be
the descriptions in order of "toughness:"
The skeleton be a very slow creature and some say easily laid
waste.
The Giant Bat be much quicker than a skeleton, and often
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can be upon you before you can react!
The Giant Bug be slower than a bat but faster than a
skeleton. Their fangs can pierce many types of armor.
The Giant Leech be a fairly slow sort, but feeds on the blood
of humans that enter the cave.
The Giant Rat be nearly as fast as a bat! Their appetite be
described as insatiable and they often travel in small herds.
The Great Slime be a very slow monster, but can seep through
the most secure armor!
The Lizardman be as fast as a bat, and his huge mandibles can
crush any man-made metal.
The Antman be one of the swiftest monsters in the cave, his
legs, traveling in perfect motion maneuver him on top of you
unless you react quickly! They often wander through the
caves and seem to come out of nowhere.
The Giant Squid be slightly slower than an Antman, but his
crushing grip will make the heartiest traveler look like
jello soup.
The Zombie be the swiftest creature in the caves. He be
human, like you and me, but brought back from the dead. As
he be already dead, you must chop, fry, beat and pulverize
him before he will stop his relentless attack.
Here be descriptions of the magic items you can purchase from
the witch:
The magic cloak be a device of protection. It adds strength
to your defensive coating, and while the witch will sell you
as many as you want, their strenth be not additive so one be
all you need. The magic cloak works on any human. The magic
cloak be permanent and need not be called upon to be useful.
The talisman be an enchanted bauble that, when called upon,
lowers the chance that a wandering monster will show in the
room you be currently in. You must be a level 8 wizard or
better to use the talisman. The talisman be permanent. With
many rooms, a single application of the talisman will be
enough to stop wandering monsters from entering the room
forever. Some rooms will require a second application and a
very few rooms will require a third. Be warned, however,
that you may think a room be safe when in reality it be not.
Stay ready!
The light burst sets forth a tremendous burst of light.
Monsters, blinded by the light, will not move. You must be a
level one wizard or better to use a light burst. If you try
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to pick up a treasure or attack the monster he will shake off
the effects and attack you!
The fire ball be an explosive that seeks monsters before
detonating. It will destroy all the lower level monsters and
seriously wound higher types. You must be a level 8 wizard
or better to use a fire ball.
The sphere of essence attempts to draw all the life essence
out of the monster. It will destroy skeletons and bats and
wound others. You must be a level 7 wizard to use the sphere
of essence, and it be a permanent item.
The pendant of Kort be the most potent of all the magic. It
kills zombies. You must be a level 18 wizard to use the
pendant of Kort, and it be a permenant item.
The ring of Zeus be a very useful and powerful magic item.
It transforms monsters to monsters two levels its junior.
You must be a level 15 wizard to use the ring of Zeus, and it
be a permanent item.
The cap of Merlin be another very useful magic item. It
finds all the secret doors of the room you be currently in.
You must be a level 9 wizard to use the cap of Merlin, and it
be a permanent item.
The spell of Eliakim attempts to turn a monster into dust by
draining all its bodily fluids. It will destroy all the
lower level monsters and seriously wound others. You must be
a level 16 wizard to use the spell of Eliakim, and it be a
one-use magic item.
The spell of Gigos be an interesting one. It rearranges the
internal organs of monsters. This kills many of the lower
level monsters, but some monsters can still function, albeit
wounded, with rearranged organs. You must be a level 11
wizard to use the spell of Gigos, and it be a one-use magic
item.
Magic salt will kill a Giant Leech, similar to the way salt
would kill a normal leech. You must be a level 10 wizard to
use the magic salt, and it be a one-use magic item.
The healing potion will boost your health if it be under 100
percent. You can carry as many of these as you have silver
for, but you must be a level 5 wizard or better in order to
drink one.
There be five types of armor that you can purchase at the
armory. Each be heavier and costlier than its predecessor,
but offers more protection for you. Only a fool would
venture into the lower levels without good armor.
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The types of armor be leather, ring mail, chain mail, partial
plate, and full plate. Noone knows for certain what type of
armor protects against which monster - there have been
precious few volunteers for testing! However, its rumored
that a fully equipped human - full plate, large shield, with
magic on the armor cannot be hurt at all by skeletons, bats
or bugs and only marginally hurt by leeches and rats.
There also be two types of projectiles that you may purchase
at the armory. Spears and arrows. Spears will do much more
damage than arrows, but a single arrow will kill a skeleton
if it hits 'em, and a single spear will kill a giant bat.
It be known that there be five types of blade at the armory.
The five types of blade be knife, daggar, short sword, broad
sword, and great sword. Each be more damaging than the one
before it, but it will cost you a pretty penny more and be
heavier to carry. A knife with very high strength be just as
effective as a broad sword with no strength.
The shields sold by the armory be well known in these parts
for their quality. Handles never come off and the metal be
of the finest variety. The small shield offers about as much
protection as leather armor, while the large shield renders
the same protection as ring mail.
There be 21 different types of treasure in the cave. Some
rooms have little or no treasure while a few rooms be
bursting over with the stuff! You may find 1, 10, 50, 100,
or 1000 coppers, silvers, or golds. There also be small
diamonds, large diamonds, emeralds, rubies, sapphires, and
copper ingots. One gold be worth 10 silvers and 1 silvers be
worth 10 coppers.
The small diamond be worth 100 silvers, while the large
diamond and emerald be worth 200. The ruby will fetch you
250 silvers while the sapphire will net you 225. The copper
ingot be worth 20 silvers.
A single copper, silver or gold be weightless. 10 of any
will weigh 3, 50 will weigh 15, 100 will weigh 30, and 1000
will weight 50. The small diamond, emerald and sapphire will
only weigh 2, the large diamond 5, the ruby 6, and copper
ingot will weigh a whopping 60!
Of the five levels in the cave, one and two have been pretty
well picked dry of treasure. As these levels be less
dangerous than the ones deeper down, the townspeople
themselves have entered the caves and taken the treasures.
Level three and below be rumored to be burstin' with
treasure, enou' to make you rich for the rest of your life!
Of the excavation records, it be known that level one was a
multi-purpose level. There be no wandering monsters and no
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hidden doors in level one.
Level two was used for storage. There be a few hidden doors
in level two, but no wandering monsters.
Level three was the meeting level. There be some wandering
monsters in level three, but no hidden doors.
Level four was the dwelling and sleeping level. There be
wandering monsters and hidden doors there.
Level five be called the "arena" level. The records say that
a huge arena was located in the level. There be wandering
monsters and hidden doors.
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