The Reliques of Tolti-Aph

An interactive fiction by Graham Nelson (2005) - the Inform 7 source text

Home page

Contents
Previous
Next

Complete text
Chapter 3 - Combat

Section 3(a) - Monsters are People Too

A person has a spell called defensive charm.

A person has a text called hand-to-hand combat method. The hand-to-hand combat method of a person is usually "with bare hands". A person has a die roll called unarmed combat hit dice. The unarmed combat hit dice of a person is usually 1d2.

A monster is a kind of person. A monster can be hostile or indifferent. A monster is usually hostile. Definition: A monster is scary if its strength is 50 or more. Definition: A monster is feeble if its strength is 10 or less. Some kinds of monster are defined by the Table of Monstrous Beasts.

Instead of asking a monster about something: say "[The noun] is unreachable on most levels."

After printing the name of a monster while looking: say " (STR [strength])".

Table of Monstrous Beasts
name   strength   hand-to-hand combat method   unarmed combat hit dice   defensive charm
goblin   5   "pummeling its green fists"   1d4   --
gnome   2   "slapping its feeble arms"   1d2   --
centaur   9   "kicking its hooves"   1d6   --
werespider   7   "clicking its mandibles"   1d8+1   --
wyvern   75   "beating its clawed wings"   2d8+5   --
half-orc   9   "burrowing with its claws"   1d6   --
harpy   15   "swooping with its talons"   2d6   aerial shield
giant bat   8   "diving to bite"   2d4   aerial shield
basilisk   4   "staring with cursed eyes"   4d6   --
purple worm   7   "biting with acidic teeth"   2d6+1   --
gargoyle   10   "punching stone fists"   1d8+1   --
cave troll   14   "swinging enormous fists"   3d4   --
cave spectre   12   "throwing curses"   2d4+3   exorcise undead
marsh spectre   18   "throwing curses"   4d4+3   exorcise undead
skeletal warrior   25   "slicing with ghostly blades"   2d6+3   exorcise undead
green hydra   32   "ducking its heads in turn"   3d8+3   aerial shield
frost giant   28   "throwing deadly icicles"   2d8+4   inner warmth
elemental demon   35   "whirling with venom"   4d4+2   --

An elemental demon called Zoorl the Elemental Demon is indifferent.[1]

Every turn:
    if Zoorl is in a room (called the haunt)
    begin;
        if the haunt is not the location
        begin;
            remove Zoorl from play;
        otherwise;
            if Zoorl is indifferent and a hostile monster is in the location
            begin;
                let the victim be a random hostile monster in the location;
                make Zoorl strike a blow against the victim;
            end if;
        end if;
    end if.

Effect of casting web at a wyvern:[2]
    record outcome "but the web is pathetically small compared to the great scale of the wyvern, and your efforts seem laughable";
    rule succeeds.

Notes

[1]. Oh, the ennui of the underworld. The practical effect of this line is to create Zoorl and leave him out of play at the start of the game: he is the demon brought into being by the "summon elemental" spell.

[2]. It turns out to be convenient to have at least one monster which is basically proof against anything the player can throw at it, and that's the wyvern. In testing, it turned out that "web" gave a lucky player a chance to defeat a wyvern, which was inconvenient for the plot. So...