The Reliques of Tolti-Aph — 48 of 57

Graham Nelson

Release 3

Section E(s) - Traps and earthquakes

[Donnelly's original "Sorcerer's Cave" had four hazards, the others being Medusa and Mutiny, but neither works very well for a game played with a single character rather than a "party" acting as a team. Trap and Earthquake are essentially unchanged from the original.]

Hazard-playing is an action out of world applying to one thing.

Every turn:

let the locale be the location;

repeat with hazard card running through hazards in the locale:

try hazard-playing the hazard card.

To make the player fall to (destination - room):

if the destination is unvisited, draw cards for the destination;

move the player to the destination.

Carry out hazard-playing a Trap:

return the noun to the pack;

let the position below be the vector sum of the grid position of the location and the vector of down;

if the position below is <0,0,0>, continue the action;

if the location is descending, continue the action;

let the place below be the room at the position below;

unless the place below is Solid Rock:

say "You fall through a concealed Trap in the cave floor, to emerge back at...";

change the down exit of the location to the place below;

make the player fall to the place below;

stop;

if a labyrinth room (called the place below) is unplaced:

say "You fall through a concealed Trap in the cave floor!";

position the place below at the position below;

change the down exit of the location to the place below;

unless the place below is ascending,

change the up exit of the place below to Solid Rock;

make the player fall to the place below.

A room can be Earthquake-damaged or Earthquake-undamaged. A room is usually not Earthquake-damaged. Instead of going to an Earthquake-damaged room, say "That whole cave has collapsed in an earthquake, and is impassible."

Carry out hazard-playing an Earthquake:

return the noun to the pack;

unless the previous location is a labyrinth room, continue the action;

if the previous maze level is 1, continue the action;[1]

if the player is in the previous location, continue the action;

say "An Earthquake causes a rockfall back in [the previous location]!";

now the previous location is Earthquake-damaged.

Note

[1]. An Earthquake causes a rockfall to block the room just left behind: that would make no sense up in the hedge maze on level 1.