Module:Vaults/data

-- This data had been generated using the following script: https://github.com/NorthFury/cultist-simulator-data/blob/master/src/vaults.js

return { vaultcapital1 = { label = "Strathcoyne's Residence", unique = true, description = "The house of Mr Strathcoyne, a collector of rare objects. Strathcoyne will not sell his treasures. But a sufficiently cunning accomplice might gain entry.", startDescription = "Mr Strathcoyne has forbidden entry to his library. Unfortunate. Let's see what we can do.", successDescription = "Strathcoyne's cosy sanctum. A fire smoulders in the grate. Glass cases display hard-won trinkets. We must seize what we can, quickly! Strathcoyne may already have telephoned the police.", endDescription = "Out into the night! We escape unseen, but the next day there are reports of a fire at Strathcoyne's. Did someone knock a live coal on to the hearth-rug? Or did Strathcoyne destroy the place himself, as part of some larger scheme?", obstacles = { "guardian_watchers" },   rewards = { wainscothistories = 1, textbookfucine = 1, travellingatnight3 = 1, locksmithsdream4 = 1, treatiseonunderplaces = 1 },   location = "vaultcapital" }, vaultcapital2 = { label = "Forgotten Mithraeum", unique = true, description = "Curiosity-seekers have picked over this ancient temple, but there may be a Hidden Door here somewhere.", startDescription = "I'm convinced the Mithraeum still holds secrets that its discoverers never found. It's unlikely to be dangerous, but the search will require funds.", successDescription = "A lonely space, musty with the memory of blood. We have found the hidden door that the highest grades of initiate used.", endDescription = "The altar tilts back like a jaw. Behind it is the pyramid-space where only the Sun-hunters and Dawn-givers might go... but others have been here too, much more recently. They have left their treasures.", obstacles = { "seal_hiddendoor" },   rewards = { ingredientlanternb = 1, toolwinterd = 1, toollanternbcracked = 1, ["hq.mithraeum.potential"] = 1 },   location = "vaultcapital" }, vaultcapital3 = { label = "Cater & Hero Limited", unique = true, description = "It's been abandoned since the explosion, when both the owners died. The machines stand silent; the building is a collapsing shell. Mr Cater was known to display peculiar trinkets in his office. Perhaps some yet remain. ", startDescription = "The remaining factory walls could topple at any moment. Blackened timbers creak in pain. We must equip ourselves properly and move with dreadful care.", successDescription = "Here is the capacious room where Mr Cater once watched his workers on the factory floor. The window-glass is long gone, and rats and crows have made this place their battle-ground, but perhaps there is still something of use here...", endDescription = "Two floorboards lift away to reveal a hollow beneath Cater's desk! The rats have made free with the biscuits he stored there against the peckishness which haunts the entrepreneur, but they could not penetrate this iron lock-box. A moment with a crowbar will open it.", obstacles = { "peril_treacherousground" },   rewards = { toolheartb = 1, ingredientgrailb = 1, franklinbancroftdiarieslatin = 1, apolloandmarsyas = 1, ["hq.warehouse.potential"] = 1 },   location = "vaultcapital" }, vaultcapital4 = { label = "St Agnes Hospital", unique = true, description = "They did good work here, once. Certainly there were a few too many amputations, but then there are individuals one would prefer not to walk the city streets.", startDescription = "Only echoes walk the hospital halls now, but malice lingers in the air. We must search meticulously, room by room.", successDescription = "What was this place? The door bore no sign. There were no windows. The walls were painted a rich violet - rich even now after the ravages of rain through the leaking ceiling. A rotting chair has leather straps on the arms. The floor is porcelain, and runnelled.", endDescription = "There is a padlocked cupboard in the wall: it does not long resist our strength. It contains instruments tipped with flint and glass - instruments one would not expect a surgeon to use. It contains other matters of more interest to us too...", obstacles = { "curse_dread" },   rewards = { toolgrailb = 1, ingredientheartb = 1, locksmithsdream3 = 1, roseofhypatiagreek = 1, ["hq.hospital.potential"] = 1 },   location = "vaultcapital" }, vaultcapital5 = { label = "Congregation of St Felix of Schüren", unique = true, description = "A Nonconformist enclave of a heterodox sect of a Calvinist offshoot, tucked away in an odd corner of the city. They belt out hymns with unsuitable gusto, in a throat-scraping language that is very much not quite Latin.", startDescription = "Membership of the Congregation is strictly controlled. It may even be inherited. The safest approach is to burgle the minister's residence while he's conducting a service - but the sworn mothers of the Congregation guard the place in shifts, and they are not easily distracted.", successDescription = "The minister's bed-chamber is grand in proportion, but sparsely furnished. Beneath the window, a feathered ornamental axe rests besides an enameled chalice-drum on a little altar of yew-wood.", endDescription = "Beneath the altar, in a box secured with a complicated triple knot, we find a trove of books - and more besides - a knife rank with old blood, a twist of cloth, a leathery remnant of something the minister must have surrendered at his ordination.", obstacles = { "guardian_monks" },   rewards = { roseofnurielgreek = 1, roseofwazneigreek = 1, chioneatabydos = 1, debellismurorum = 1, textbookgreek = 1, ["hq.church.potential"] = 1 },   location = "vaultcapital" }, vaultcapitaldefault = { label = "The Forsaken Reach", description = "Along the grey banks of the rotting river, the warehouses wait. Perhaps I have identified one where an unusual cargo was stored. [You've found all the Expeditions in the Capital, although you can find and visit the Reach several times.]", startDescription = "The law does not touch this decaying fringe of the city. The mud here has claimed many lives, and there will, no doubt, be some wretched criminals or other lairing in the warehouse.", successDescription = "A barred door, a cramped space, a hidden cargo.", endDescription = "The watchers here were guarding crates sealed with thief-signed ribbons. This was not a lawful operation: the owners of the cargo may not be pleased with our meddling.", obstacles = { "peril_treacherousground", "guardian_watchers" },   rewards = { funds = 1 },   randomRewards = { vaultrewardsa = 3 },   location = "vaultcapital" }, vaultshires1 = { label = "Gladwyn Lake", unique = true, description = "Beneath the stark slopes of the fells, the mist-wreathed surface of the lake waits. There was a twin altar here before the Romans came; and a legend of a serpent who was sent to defile that altar.", startDescription = "Beneath the surface of the lake, or in some cliff-side nook, perhaps some relics remain for us yet.", successDescription = "There are ruins beneath the water - just beneath, at wading depth. The lake has risen a little in all these years, but not enough to keep us out.", endDescription = "The chapel crypt is flooded, and the water soupy with old corpse-matter, but at last we bring up a wax-sealed coffer. Eighteenth-century? No older than that. Let's see what's within.", obstacles = { "guardian_serpent" },   rewards = { orchidtransfigurations3latin = 1, ingredientheartd = 1, indignitiesobliviatelatin = 1 },   location = "vaultshires" }, vaultshires2 = { label = "Lockwood Fen", unique = true, description = "The reeking murk of the fenlands is ripe with furtive life. Taciturn locals still watch the sacred places of the small and secret gods, the ones that answer prayers.", startDescription = "Out into the mudlands. Somewhere, we are certain, is a shrine bedecked with precious oddments. If the locals try to kill us, we are probably heading in the right direction.", successDescription = "Here on a flat rock, inches above the marsh-water, is a throne carved of yew-wood, ripe with fungus, ornamented with tarnished copper. This is the shrine we seek.", endDescription = "Apple-green paint marks ritual circles on the rock. The remains of sacrifices past squelch beneath our feet as we search the shrine. In a little hollow in the throne rests an oiled bundle of treasures.", obstacles = { "peril_treacherousground", "guardian_watchers" },   rewards = { toolmothb = 1, flayedtantrasanskrit = 1, ingredientgrailb = 1, toolknockb = 1 },   location = "vaultshires" }, vaultshires3 = { label = "Crowkiss Hill", unique = true, description = "The ancient tribes reserved this resting place for one who, by the end, in service to a certain merciless Hour, was more scar than man. They sealed the entrance with binding-songs and mortared blood. ", startDescription = "The one who came here before us had marked the door in the hillside. And here it may yet be, but it is sealed besides with stone and binding-spell.", successDescription = "It is almost possible to stand upright in this place, but the air is foul and our lamps burn low. Here is the warrior-king staked out on the funeral-stone, his bones smashed to keep him from walking. The orbits of his skull are bound with bronze.", endDescription = "Others have been here before us - power still lingers, and no doubt they used it in their ceremonies. They have taken some of the warrior-king's funeral treasures, but left something of their own.", obstacles = { "seal_wardeddoor" },   rewards = { toolwinterb = 1, tooledgeb = 1, influencewinterc = 1, ingredientwinterb = 1, ingredientmothb = 1, bookofcentipedegreek = 1 },   location = "vaultshires" }, vaultshires4 = { label = "Keglin's Scratch", unique = true, description = "Here the Romans dug for silver, until they reached the unsanctioned space where the Names hid things not fit for sunlight. Many others have come since then, even as the tunnels crumble. Some have never left.", startDescription = "We prepare for the descent. We bring rope, tools, light; we arm ourselves against anything down there that may yet move.", successDescription = "The air is stale, and dust sifts worryingly down from the rock above, but the dead lie still. This chamber, with its chalked figures and ancient stains, looks promising.", endDescription = "In a lead-lined sarcophagus lies the skeleton of a woman. She wasn't buried here: it looks like she crawled in to die... something has happened to the shape of her skull, pushing out the jaw like the muzzle of a beast. Scraps of rotting linen swathe her bones. Treasures lie among the remains of her clutching hands between her ribs.", obstacles = { "peril_treacherousground", "guardian_dead" },   rewards = { toollanterndcracked = 1, victoryofcrowns = 1, tooledged = 1 },   location = "vaultshires" }, vaultshires5 = { label = "Gwaer Inn", unique = true, description = "On a crumbling cliff above a grey sea, the Gwaer Inn squats, until the day the sea comes for it. It receives few guests - fewer since the owner closed his notorious library to visiting scholars.", startDescription = "We can reserve rooms at the Inn easily enough, but we can expect the locals - if they divine our intentions - to turn nasty. And if the library is still there, it will be well-hidden.", successDescription = "The room is bleached and quiet. The chairs are pale wood; the table is topped with white marble. A low draught blows through the ill-fitting sea-facing casement. In winter, it must be insupportably cold. A white-painted glass case holds a shelf of books, wrapped oddly in coils of copper wire.", endDescription = "Some of the books are exotic eighteenth-century pornography. Others are botanist's journals. Some, however, have value for our studies. A yellowing note tucked into the spine of one reads 'Watch for me. - JC.'", obstacles = { "seal_wardeddoor", "guardian_watchers" },   rewards = { shavenlocktantrasanskrit = 1, concursumdiariesphrygian = 1, thosewhodonotsleepfucine = 1, matthiasamethystlossaramaic = 1, textbooklatin = 1 },   location = "vaultshires" }, vaultshiresdefault = { label = "Kerisham", description = "Drive through the downs to the coast where the grey-green land meets Atlantic grey. Search along the road for signs to Kerisham town. You will rarely find it, even if you have visited before; and its inhabitants guard their secrets with curse and cudgel and fast-bolted door. [You've found all the Expeditions in the Shires, although you can find and visit Kerisham several times.]", startDescription = "Slink along the streets to a once-fine townhouse. Surreptitiously case the back garden. Odd stories circulate about the woman who lives here. She might be an adept, a collector, or even the rare thing called empousa. We must be watchful.", successDescription = "Nothing remains to bar our way. Search the cellar first, then the upper rooms. We don't want to be trapped.", endDescription = "On the topmost floor is an altar to the Sun Divided - which could be one of many Hours. Sweep the items there displayed into a carpet-bag, and let's make haste into the back streets.", obstacles = { "seal_wardeddoor", "guardian_watchers", "curse_visions" },   rewards = {}, randomRewards = { vaultrewardsb = 3 },   location = "vaultshires" }, vaultcontinent1 = { label = "Chateau Raveline", unique = true, description = "The favourite stories of the Comtes des Raveline claim they descend from the first Sun-King. Other stories have them prowling the forest in wolf-shape. They are long gone. Their rotting chateau remains. Not all its malignities have been uncovered.", startDescription = "The remote and rotting chateau of the Comtes des Raveline was looted long ago. We have found hints that it was not looted thoroughly enough. There may be a secret room. Equally, there may be a curse.", successDescription = "Behind a rotting tapestry of wolves hunting men, a panelled wall. In the panelled wall, a secret door. The spring is long gone, of course. We had to smash it in with hammers.", endDescription = "The last treasures of the Comtes des Raveline lie here, in a surprisingly airy room. High skylight windows have long since broken, and the floor is lost underneath leaves and debris, but once the place was furnished as a nursery. Here is a cradle, with the skeleton of a puppy.", obstacles = { "seal_hiddendoor", "curse_dread" },   rewards = { ingredientwinterb = 1, toolforgeb = 1, highmysterieschurchsolarfucine = 1, bookoftruebloodlatin = 1, morphycodexaramaic = 1 },   location = "vaultcontinent" }, vaultcontinent2 = { label = "Fermier Abbey", unique = true, description = "Robert Fermier spent much of his unsavoury fortune on the endowment of this monumental, forest-crowded abbey. The monks dislike visitors. Their ways are not exactly orthodox. They celebrate a certain harvest festival with unsavoury vigour.", startDescription = "Fermier Abbey, folded into the forest like a jewel-box smuggled in a green robe. If we can make it through the forest, we'll still have to face the monks.", successDescription = "The monks and their miseries lie behind us. Here in their chapel-courtyard, a great yew rises beside a granite altar, lidded like a sarcophagus. What's within?", endDescription = "The space inside the altar is filled with broken cups, every one painted red, every one scrawled with vile graffiti and otherwise befouled. The monks must have held great ceremonies of detestation, and kept the remains as trophies. Buried among the cup-corpses are other treasures.", obstacles = { "peril_forest", "guardian_monks" },   rewards = { againstsisterhoodknotgreek = 1, ingredientheartb = 1, thirstingtantrasanskrit = 1, dehoris2latin = 1, tantrawormssanskrit = 1, textbookaramaic = 1 },   location = "vaultcontinent" }, vaultcontinent3 = { label = "Orthos Wood", unique = true, description = "The pines grow thick as hairs on a dog's back. The airs of the inner wood are chokingly thick with resin and dust. The source that brought you here claimed that in the dawn times, the greatest tree, at the wood's black heart, served as perch for a great masked Crow.", startDescription = "In the black heart of Orthos Wood, we might find the tree where the masked Crow met its peers. But the forest itself is a peril, and the cannibal clans who live there are another.", successDescription = "This is the great oak where the masked Crow once roosted. Lightning has split it from head to heart, and the tree is charred and rotting. It squirms with finger-length worms. Something glints dully in the swarm of dead roots.", endDescription = "A root coils around an egg of lead the size of a child. Perhaps it was plated with another metal, once, but the weather has removed all trace of any coating. After a struggle, the halves of the egg come apart to reveal its contents.", obstacles = { "peril_forest", "guardian_watchers" },   rewards = { ingredientmothd = 1, toolgrailmoth = 1, toolmothd = 1, inthemountainsasupontheplainvak = 1 },   location = "vaultcontinent" }, vaultcontinent4 = { label = "The Vanderschaaf Collection", unique = true, description = "A cramped little museum in a provincial town, long closed to the public since an outbreak of peculiar rapture in the room where they keep the pressed flowers. Only the very curious would ever pay attention to the place, and its close-warded store-room of ill-omened treasures.", startDescription = "The door to the Painted Chamber of the Vanderschaaf Collection is locked and warded. The building is said to be 'haunted by flowers'.", successDescription = "The walls of the Painted Chamber carry scenes of war from all the major histories - Vienna falling to the Worms, the Sovereigns of the Leashed Flame burning the martyr-soldiers of the Knot Sisterhood, the meeting of Alexander and the Shadowless King. Along one wall, a shelf is stuffed with junk and curiosities.", endDescription = "A book of pressed flowers emanating a peculiar scent; three elderly Baedekers; a collection of butterflies painted black and white; and the real treasures. An oddity in a glass case and a cloisonnéd coffer of rare books.", obstacles = { "seal_wardeddoor", "curse_visions" },   rewards = { toolsecrethistoriesb = 1, jumble = 1, influencemothc = 1, watchfultantrasanskrit = 1, vinzantinscriptionsphrygian = 1, geminiadfucine = 1, textbookaramaic = 1 },   location = "vaultcontinent" }, vaultcontinent5 = { label = "Forman House", unique = true, description = "Filip Forman, the helminthologist and antiquarian, did all his best work here at the family home, until the day his subjects escaped. The infestation was destroyed, but Forman, they say, walks the halls to this day, guarding his library and his shame.", startDescription = "Unquestionably, this bleak mansion is haunted. The last visitor saw and fled the dead before they could touch him with their fraying hands. The visitor before that claimed she saw nothing, but she died of despair exactly one year later to the day.", successDescription = "In the room that overlooks the grimy glass of the broken conservatory, twisted shapes yellow-pale as maggots recline on slabs of wood. These are the plaster-casts that Forman made of the poor souls inhabited by the creatures he studied. In some of the figures, the entry-holes are visible in the relevant surface. In others, we might assume the creatures entered by ear, or mouth, or elsewhere. ", endDescription = "The room is empty. But at last, when we chance to break one of the casts, we find Forman's library-treasures, cached in the figure's yellowing abdomen.", obstacles = { "guardian_dead", "curse_dread" },   rewards = { devouredtantrasanskrit = 1, worlddoesnotweeparamaic = 1, deedsofthescarredcaptaingreek = 1, matthiasamethysttransformationaramaic = 1 },   location = "vaultcontinent" }, vaultcontinent6 = { label = "Key-Hunter's Garret", unique = true, description = "Vienna is one of those few cities which has the same name in every History, although adepts know it as the White City, or perhaps the City of the White. In a snowy street, in a crooked house, in a high and rattling attic, we have learnt that an eccentric hunter of imaginary keys has established a tiny trove of odd books.", startDescription = "Once in Vienna, we hear that the key-hunter has not been seen for many days. A local drunk insists that a great serpent entered the house to devour them. Certainly, the house is unlit and boarded up, and there is a reptile-house smell.", successDescription = "The room stinks of serpent-musk and burnt paper. Someone has comprehensively destroyed all the records they could find. They've even scrubbed the walls clean. Cold ashes choke the fireplace. No trace of the poor soul who rented this place remains.", endDescription = "A single corner of fire-curled paper has survived the flames. In a shaky hand, it reads: 'Lady K. Green Chalcedony. Three-lobed. Spring leaves in fi -' But, unexpectedly,in a suitcase beside the flames, a little trove of books survives. Whoever destroyed the key-hunter's journals saw no need to burn these books.", obstacles = { "guardian_serpent", "seal_hiddendoor" },   rewards = { onthematterandthedeedsofserpentsvak = 1, irreproachabletraditionssocietynobleendeavourlatin = 1, textbookfucinelatin = 1, serenityofblackwoodgreek = 1 },   location = "vaultcontinent" }, vaultcontinentdefault = { label = "The Unnumbered Stones", description = "Megaliths placed in obsessive, inerrant rows by priest-castes long dead. Time has long erased the original blood-stains, but on moonless nights, the locals supplement what remains. Hidden chambers might guard hidden treasures. [You've found all the Expeditions on the Continent, although you can find and visit the Stones several times.]", startDescription = "Treasure-seekers visiting the Stones must penetrate the forest that conceals them; grapple with the locals who revere them; and finally be prepared to do some digging, even if they can find a hidden door.", successDescription = "The moonlight bleaches the grass to winter. All around, the stones loom. Here in the tumulus side beneath the turf is a stone that will rise like a trap-door. We must put our backs into it. ", endDescription = "The chamber inside the tumulus has half-collapsed with the years. Fat white spiders crawl from the touch of our lamplight, insolently slow. The stone reliefs are cracked and dripping. But here is the offering-hole still, with its treasures.", obstacles = { "peril_forest", "seal_hiddendoor", "guardian_watchers" },   rewards = {}, randomRewards = { vaultrewardsc = 3 },   location = "vaultcontinent" }, vaultlandbeyondforest1 = { label = "Cave of Candles", unique = true, description = "Every seventh sunset, the cunning man comes from the village below to renew the candles. The floor of the entrance chamber is a slick of stinking wax. He claims the light keeps the creature below cowed; but more likely the sacrifices he brings keep it too sated to emerge.", startDescription = "The ascent to the cave through the high passes will be dangerous. Whatever waits in the darkness below is probably more dangerous still.", successDescription = "The tunnels beneath the cave are smooth with the great serpent's passage, and chokingly dark until we come with our lanterns. But the chamber where it nested is surprisingly bright. Luminescent fungi flood the place with ersatz moonlight. Perhaps the candles drew it, not repelled it.", endDescription = "A little cache of treasures, culled over the years from the serpent's meals. It has nosed them into a glinting pile.", obstacles = { "peril_mountains", "guardian_serpent" },   rewards = { influencelanternc = 1, accountkanishkspidersdooraramaic = 1, theskythesoularamaic = 1, ingredientlanternf = 1 },   location = "vaultlandbeyondforest" }, vaultlandbeyondforest2 = { label = "Voivode's Citadel", unique = true, description = "In the days of the great power of the Turks, a man of power ruled here. Over many years he fed many thirsts, until his own thirst overcame him. I have learned that both his treasures, and his victims, may remain in an untouched vault below the castle.", startDescription = "The Voivode's vault will be hidden well, and if the stories are true, his victims may not rest peacefully in the dark behind the citadel's walls.", successDescription = "Here is the Voivode's mausoleum. Swagged cobwebs hang like soft grey drapes. A great sandstone sarcophagus stands upright at the far end. It's empty.", endDescription = "Someone has left a little heap of treasures before the sarcophagus, like an offering. There are no footprints in the dust. Whoever left them came here long ago, or else has no need to touch the ground when they pass.", obstacles = { "seal_hiddendoor", "guardian_dead" },   rewards = { influencegrailc = 1, gospelzacchaeusgreek = 1, catalogueofunchartedpleasuresphrygian = 1, bookofthronesphrygian = 1, twentysixenticementsseventormentsfucine = 1, toolheartd = 1 },   location = "vaultlandbeyondforest" }, vaultlandbeyondforest3 = { label = "Grunewald's Permanent Circus", unique = true, description = "A tiny city of patched tents around a white-washed farm. Hunched performers shiver in the dripping rain. Frau Grunewald has devoted her considerable fortune to the maintenance of this institution: who knows why? The circus performers dislike trespassers behind the scenes.", startDescription = "The circus folk will be ready to take up arms against us, and the power in the Circus, we fear, may be Worm-touched.", successDescription = "In the striped tent, coiling teratologies behind smeared and murky glass. In the grey tent, dripping fog that nuzzles us like a hunting cat - fog rank as an animal. In the black-and-starred tent, wonderful meshes of orrery and sculpture spangled with costume gems. In the red tent, the waxen priest in the glass coffin, and the books clasped to his chest -", endDescription = "In the red tent, a madness of paper. The circus folk have pasted diagram-crowded paper to every surface: the anatomies of time, the dissections of old weather. The place stinks of Nowhere. We should burn it when we leave. A trestle table holds an unceremonious muddle of trophies and keepsakes.", obstacles = { "guardian_watchers", "curse_nowhere" },   rewards = { erudition = 1, jumble = 1, sunsetpassageslatin = 1, historyofshadowlesskingsaramaic = 1, ivorybookfucine = 1, ingredientgrailf = 1, textbooksanskrit = 1 },   location = "vaultlandbeyondforest" }, vaultlandbeyondforest4 = { label = "Tower Revek", unique = true, description = "The blasted stump of a building. The air festers. Whatever power destroyed this place still clings. Only one floor remains above ground, but we suspect more space below.", startDescription = "We will have to search assiduously to find whatever treasures might remain; and if the tower was truly destroyed in a battle between adepts, dangerous influences may still cling to it.", successDescription = "Beneath the tower is a cramped cellar with cracked slate walls. The proportions - it should be a perfect cube, but somehow there are too many corners. Blue light festers at the junction of ceiling and wall. The floor flexes, slowly, like the skin of a bubble. It echoes to a stamped foot. What spaces open beneath?", endDescription = "Bundle the books into a sack. Hurry up the handholds to the tower-stump. The sky above ripples with cobalt aurorae. The hills around are washed with shudders of blue light. There is a high and singing sound from the stones of the tower as we leave. Lightning cracks from the sky, and suddenly everything is silent. The tower-stump is gone.", obstacles = { "seal_hiddendoor", "curse_affliction" },   rewards = { furioustantrasanskrit = 1, twinserpenttantrasanskrit = 1, howendwillbeginvak = 1, ingredientforgeb = 1 },   location = "vaultlandbeyondforest" }, vaultlandbeyondforest5 = { label = "The Kusnetsov Endowment", unique = true, description = "Prince Kusnetsov gave one fourth part of his blood-soaked fortune to the establishment of a Department for Eschatology at this provincial university. The staff have grown peculiar, now, and the buildings fester in a freezing swamp, but some of Kusnetsov's bequest, perhaps, was spent on treasures.", startDescription = "The journey to the Endowment buildings is not long, but the ground is difficult. We have sent three times for permission to visit, and received a less friendly answer each time. No doubt the staff will attempt to forbid our entry.", successDescription = "The library ceiling collapsed years ago. Many of the books have been reduced to swollen pulp by dripping water. Something must remain. ", endDescription = "A portrait of a genially smiling man - dark skin, bright eyes, neither hair nor eyebrows - watches over the ruined library. It is titled 'Don't Mind Me', and signed with an indecipherable serpentine scrawl. The paint is peeling. It watches us with its benevolent smile as we find intact treasures among the swollen books on the shelves.", obstacles = { "seal_hiddendoor", "guardian_watchers", "peril_treacherousground" },   rewards = { burningwomanphrygian = 1, encirclingtantrasanskrit = 1, knownunknowntantrasanskrit = 1, ironbookfucine = 1, silverbookfucine = 1, matthiasamethystpursuitaramaic = 1 },   location = "vaultlandbeyondforest" }, vaultlandbeyondforestdefault = { label = "Foxlily Meadows", description = "The scent of foxlilies inspires ferocious appetites. It is probably fortunate that they grow only at this altitude. The peasants have organised to keep treasure-seekers away, but some treasure-seekers fall prey to lily-hungers. Their own treasures lie among their bones; and so the cycle continues. [You've found all the Expeditions in the Land Beyond the Forest, although you can find and visit the Meadows several times.]", startDescription = "The path through the mountains to the high meadow will be hard. The peasants of the mountains will seek to drive us away. If we return home safe, we may struggle to shake off the visions of the place.", successDescription = "We've dipped cloths in ammonia, and bound them round our faces, to deaden the foxlily scent. Even so, our heads swim, our bodies respond to a half-dozen contradictory desires. Here are the bones we sought. Loot them and get out.", endDescription = "The foxlilies are white as cave-skin, white as frost, white as unsullied sheets. It is hard to look away. We will close our eyes and struggle away with our treasures.", obstacles = { "peril_mountains", "guardian_watchers", "curse_visions" },   rewards = {}, randomRewards = { vaultrewardsd = 3 },   location = "vaultlandbeyondforest" }, vaultrendingmountains1 = { label = "Hunter's Pits", unique = true, description = "The Tearing Tribes enlarged this cave system, digging shafts, preparing traps. It may have been a place of execution, or a proving ground. In either case it's sacred, and the tribes don't want us here. If we survive them, there is still one more terror in the cramped tunnels.", startDescription = "The trap-labyrinths of the Tearing Tribes. We'll have to scale the mountains and battle our way through the tribes. After that, no doubt, there will be something else.", successDescription = "In the crumbling depths of the Hunter's Pits, we've found a room where battle-scenes are painted on the walls. Here are the shrines of all the greatest hunters of the Tearing Tribes.", endDescription = "These are the trophies the hunters won. Not all the beasts they slew are beasts that walk the earth today.", obstacles = { "peril_mountains", "guardian_watchers", "guardian_serpent" },   rewards = { ingredientedgef = 1, toolforged = 1, bookofdissolutionmandaic = 1, ingredientforgeb = 1, textbookmandaicaramaic = 1 },   location = "vaultrendingmountains" }, vaultrendingmountains2 = { label = "Snow's Keeper", unique = true, description = "A mountain-peak temple of ill-omened aspect. Jewel-bright fungus-slicks glow in the snow. None has come here in a generation, but still something moves within.", startDescription = "We'll brave the mountain-snows to reach the temple. If the dead rise against us, we'll suppress them. But there is a malignity here that we must suppress, or it will return home with us.", successDescription = "The interior of the temple throbs with luminescent fungi. We must peel them from the altar with our gloved hands before we can loot the place. It is as cold as rain-chilled flesh. Our gloves now are stained with light. Our breath mists in the temple's cold.", endDescription = "The treasures that unknown priests left here, and a pitiful huddle of bones. A sacrifice? Or did a later visitor end their visit here? The glowing fungus has etched their skeleton with its acids.", obstacles = { "peril_mountains", "guardian_dead", "curse_nowhere" },   rewards = { toolgraild = 1, wherehasshegonevak = 1, tooledgef = 1, dreamconspiracyskiesphrygian = 1, textbookvaksanskrit = 1 },   location = "vaultrendingmountains" }, vaultrendingmountains3 = { label = "The Eye of Ikirmawi", unique = true, description = "We have read of a sultan who, eight hundred years ago could sleep only beneath the stars. He ordered the construction of this observatory, so that the stars could be accurately depicted on the ceiling of his bedchamber. Regrettably, the stars they saw were not safe for the unprotected human mind. The sultan's successor ordered the observatory sealed.", startDescription = "The Rending Mountains stand between us and the observatory. The door will be sealed and barred against us. The visions we find may tear at our senses.", successDescription = "The great telescope has rusted and fallen from the dome. The lenses have cracked. But pale lights rotate slowly above the floor, like lamps held aloft by dancers. Perhaps they imitate the procession of heavenly bodies. Perhaps their motion mourns the passing of the Sun.", endDescription = "The chief of the astronomers who dwelt here must have been a practitioner of the invisible arts. In a cedarwood box in his quarters, beneath the decaying bed, we find what we sought.", obstacles = { "peril_mountains", "seal_wardeddoor", "curse_visions" },   rewards = { toollanternfcracked = 1, larquebinecodexphrygian = 1, bookofmasksphrygian = 1, toolknockd = 1 },   location = "vaultrendingmountains" }, vaultrendingmountains4 = { label = "Mausoleum of Wolves", unique = true, description = "This chilly monument was built long before Rome fell. Stone wolves watch the door. A chamber within was carved from rock, to await fragments of the Sun at its prophesied funeral procession. That procession never came, but still the Dead are drawn here.", startDescription = "Did the Sun ever come here, when its death was pronounced? Perhaps that pronouncement was premature. In any case, if we usurp its progress, we'll have to face avalanches, furious ghosts, and a door sealed by adept-architects. Let's be ready.", successDescription = "The whispering of the Dead is quiet, but another sound echoes in the Mausoleum: a faint descending howl, like metal tearing in the hull of a ship, dropping in pitch until it churns our bones. It could almost be the wind, but it is not. We should not stay long here.", endDescription = "The chill in the air deepens, until our skin crisps with ice. At the core of the Mausoleum is a white marble bowl upon a granite plinth. It is filled with snow whose touch burns the skin - and buried in it, items of note. Were they concealed here? Or were they offerings? Nothing beside remains.", obstacles = { "peril_mountains", "seal_wardeddoor", "guardian_dead" },   rewards = { ingredientwinterd = 1, secondglorymandaic = 1, asthesunhiscoursearamaic = 1, textbookphrygiangreek = 1 },   location = "vaultrendingmountains" }, vaultrendingmountainsdefault = { label = "Tombs of the Shadowless Kings", description = "In a rearing outcrop of lion-coloured rock, labourers carved tombs for the first kings of this land. Those kings had hoped to be immortal, and perhaps one of them is. The others lie among their trinkets. A hereditary order of guardians watches closely. [You've found all the Expeditions in the Rending Mountains, although you can find and visit the Tombs several times.]", startDescription = "We must penetrate the mountains, pass the guardians, and brave the curse the Shadowless Kings left behind. Perhaps then we will find treasures.", successDescription = "We roll the stone aside, and light floods the tomb. Here is the king, dried to papery leather and crumbling bone. He does not move. This one was not immortal.", endDescription = "The Shadowless Kings were buried only with their most personal treasures. They expected no luxury in the afterlife. Here is a tiny cache of the things this king valued.", obstacles = { "peril_mountains", "seal_hiddendoor", "guardian_watchers", "curse_affliction" },   rewards = {}, randomRewards = { vaultrewardse = 3 },   location = "vaultrendingmountains" }, vaultloneandlevelsands1 = { label = "Star-Shattered Fane", unique = true, description = "Here was a place sacred to the gods of earth, until a meteor fell on a winter's night. In time, worshippers crept back to the broken ruins. In time, the meteorite itself came to be worshipped as a bringer of dreams. The old altar may yet remain, somewhere beneath the meteorite's lair.", startDescription = "A star fell in the deep desert. It did not quite destroy the sacred place it struck. The treasures of the old altar may remain, hidden beneath the grave of the star. But we must approach the star cautiously: it still resonates with energies from outside the world.", successDescription = "The meteorite lies in the shattered temple, ridged like a sea creature, smoothed by its passage through the atmosphere. The old altar must have been crushed centuries ago, but the meteorite responds to our touch. It hums like wires in wind. Its surface shifts, and it opens like an eye - ", endDescription = "What has passed? The meteorite is cold and closed and silent. The sand of centuries lies untouched upon it. But here in our hands are the treasures we found within.", obstacles = { "peril_desert", "seal_hiddendoor", "curse_visions" },   rewards = { toollanternd = 1, focusambermandaic = 1, medusaslamentgreek = 1, manneralchemistsparedvak = 1 },   location = "vaultloneandlevelsands" }, vaultloneandlevelsands2 = { label = "Lagun's Tomb", unique = true, description = "A low slope-sided rectangle of mud brick, in an obscure fold of the desert. It is not remarkable to look at, but Lagun was counted among the immortal Long, and no robber has ever breached his tomb.", startDescription = "Lagun's Tomb will be difficult to find in the desert. We must navigate by the stars. Its door has long resisted the assaults of tomb-robbers. We must bring what force we can. There will likely be a curse. We must be prepared for it.", successDescription = "In the central chamber, Lagun, the once-immortal Long, lies peacefully naked on a sandalwood bier. He is perfectly preserved - a slender, dark-skinned man in excellent physical health - but at our approach, he crumbles into blackened flakes like fallen leaves. Objects glint from the remains.", endDescription = "We find a pocket-watch, a book, a quantity of Algerian currency - all from our own era. He must have come and gone many times from this place before he resigned himself to his final rest. On the back of the watch, we see engraved the closed eye of the Long society called the Obliviates...", obstacles = { "peril_desert", "seal_wardeddoor", "curse_dread" },   rewards = { toolsecrethistoriesd = 1, voyagesfofucine = 1, toolmothf = 1, ingredientmothf = 1, ingredientknockf = 1 },   location = "vaultloneandlevelsands" }, vaultloneandlevelsands3 = { label = "Messana", unique = true, description = "A quietly prosperous village rests in the crook of the river: a surprising splash of green against the dusty land behind. The longevity of the villagers surpasses the natural. What are they hiding?", startDescription = "Messana, where the villagers routinely remain hale and vigorous past their hundredth year. They will resist attempts to pry into their secrets, and they may have curses at their disposal - if we can even penetrate the desert to reach them.", successDescription = "Beneath the granary, we find the deepest secret of Messana: an altar on which are displayed segments of an embalmed human body. Little of it still remains. The visitors must have been feasting on this for years. Is it Long-flesh? That might account for their longevity.", endDescription = "Items of note are displayed on the walls. They might be trophies from unwise travellers, or they might have been possessions of the Long. There is no indication whether the Long was a willing victim, an ancestor, or a prisoner, and we'll learn nothing from the villagers now. A Greek inscription on the altar reads: FOR THE FLOOD.", obstacles = { "peril_desert", "guardian_watchers", "curse_affliction" },   rewards = { toolheartf = 1, songscarapacecrossmandaic = 1, sevenfoldslayingsevencoiledfucine = 1 },   location = "vaultloneandlevelsands" }, vaultloneandlevelsands4 = { label = "Temple of Seven Coils", unique = true, description = "A crumbling temple in a shadowed defile. It was built, it seems, in the Third History, the one where much later the Worms overran Europe, but it exists in all the Histories now.", startDescription = "'The site will tolerate no life', says the journal of Zane Marc Gentis. So we will find no serpents there. But the place sounds cursed, and Gentis recorded a door that his expedition could not open.", successDescription = "'Seven Coils', said Gentis' journal, but the idol within is an impossible heap of stone serpent - coil upon coil, a knot that dizzies the soul. Wrongness squirms in the temple corners. We should search the place quickly, before its influences overwhelm us.", endDescription = "The temple is as clean as if it were newly swept. No sand has crossed the threshold, no dust settled on the idol's horrible twists. We find things tucked away here and there amid the coils, as if they had been playfully left for us to find, or as if the idol had coiled round them.", obstacles = { "peril_desert", "seal_wardeddoor", "curse_nowhere" },   rewards = { ingredientwinterf = 1, influencewintere = 1, toolknockd = 1, memoryofgodsfucine = 1, toolwinterf = 1 },   location = "vaultloneandlevelsands" }, vaultloneandlevelsandsdefault = { label = "Miah", description = "There was a city here. We can pick over its remains like jackals over old bones: palace walls, buried roads, shattered fountains. Sometimes we may find the knowledge of the dead, and sometimes the dead may find us. [You've found all the Expeditions in the Sands, although you can find and visit Miah several times.]", startDescription = "The city, Miah, has long been sunk in the desert. Only ghosts walk its streets. Anything left there will be well-hidden. And the Vagabond's curse hangs over it all: her revenge on the place that wronged her so.", successDescription = "The wind of Miah is a pettish wind. It tugs at our garments like a needy child; it tosses sand in our faces; it whines among the dust-choked stones. The desolation of the city is not quite absolute. There are pillars, arches, sand-blinded statues, steps to nowhere.", endDescription = "We find relics in an abandoned chamber which might equally have been a cellar or a shrine. The walls are cracked and sand has poured through. When we return to the surface, the wind is rising. It almost tugs us from our feet. Perhaps it missed us.", obstacles = { "peril_desert", "seal_hiddendoor", "guardian_dead", "curse_affliction" },   rewards = {}, randomRewards = { vaultrewardsf = 3 },   location = "vaultloneandlevelsands" }, vaulteveningisles1 = { label = "Raven Isle", unique = true, description = "An extinct volcano lifts its head from a fervid tangle of emerald jungle. Immortals fallen to the vilest crime of their kind are exiled here to roost, guzzling the blood and cracking the bones of unwary travellers. They must have acquired some interesting toys over the years.", startDescription = "The chiefest peril of Raven Isle is the soucouyants, the fallen immortals. But the way there across the sea will be hard, and the isle is full of voices which carry the curse of visions.", successDescription = "A mountain cave befouled by soucouyants. On the walls they have scrawled their sad histories, in a hundred languages, in script of striking elegance: the creatures they were, the histories they owned, the children they mourn.", endDescription = "At the back of the cave, the soucouyants have made a sort of museum-nest. The fine clothes they wore once, adorned now with raven feathers. A little miscellany of cameo portraits and rotting family albums. A few items of power.", obstacles = { "peril_sea", "guardian_soucouyants", "curse_visions" },   rewards = { manualdeparturevak = 1, toolgrailf = 1, fivecreationsvak = 1, originsofhoursvak = 1 },   location = "vaulteveningisles" }, vaulteveningisles2 = { label = "Fort Geryk", unique = true, description = "Three hundred years ago, a rapacious empire claimed an island ripe with tourmalines. Neither the empire nor the island are mentioned in any reputable history. But the governor's fortress remains. Perhaps his treasures remain. For that matter, perhaps he does, too.", startDescription = "A crumbling sandstone fortress broods over an empty bay. At night the dead walk. By day they lie in wait. In a sealed vault, the old governor's hoard awaits its plunderer.", successDescription = "The vault of Fort Geryk. A mosaic has been laid out as a game board of stupendous size and complexity: a map of the Evening Isles. The sea-tiles are lapis; the islands are nephrite and obsidian. There are toy ships and tin soldiers. The isle of St Thomas is sieged. Raven Isle is crowded with black chess-queens.", endDescription = "Among the game-pieces, items of true power have been used as temporary markers. Was this an attempt to hide them? Or did the Governor know nothing of their real worth?", obstacles = { "peril_sea", "seal_wardeddoor", "guardian_dead" },   rewards = { bighufffucine = 1, toolforgef = 1, timedivisionmandaic = 1, ingredientheartf = 1 },   location = "vaulteveningisles" }, vaulteveningisles3 = { label = "The Wreck of the Christabel", unique = true, description = "A sea-beast came to love this vessel, but when she would not return its affections, the sea-beast crushed it. Even now, the beast will not leave the ship's corpse, bedecked as it is with occult treasures. We must dive carefully.", startDescription = "Storms have lifted the Christabel from the sea to lay it on a reef, but a wreck with such a sad end will carry a curse. And the beast that once loved it remains there still.", successDescription = "The ship still stinks of the sea. A sluggish octopus crawls from our lamp-light. The timbers are half-coral. Where are the bodies of the crew? Only one survivor was recorded. Did the serpent devour the rest?", endDescription = "We've found the captain's cabin. The log-book is here, but its pages are a mass of salt-caked pulp. Someone has scratched a closed-eye symbol on the desk where it was chained. Beneath the symbol is a hidden drawer in the desk, which we can wrench open to loot its treasures...", obstacles = { "peril_sea", "guardian_serpent", "curse_affliction" },   rewards = { bookextinguishedheartmandaic = 1, bookwhitecatphrygian = 1, toolknockf = 1, ingredientgrailf = 1 },   location = "vaulteveningisles" }, vaulteveningisles4 = { label = "St Tentreto of the Deep Door", unique = true, description = "A monastery hangs grimly to a cliff-edge. It should have fallen into the sea by now, but - we have read - the monks drown victims in a deep pool beneath, to win the Sister-and-Witch's protection from the sea, one more year, one more year.", startDescription = "The monks of St Tentreto will not be inclined to allow us to pass. They will hide their treasures well, and if we manage to seize them, no doubt they will pursue us with curses.", successDescription = "Here we are in the cave of the deep sea-pool, beneath the monastery. Dark water shivers in the light of our lamps. As we approach, the level of the water suddenly drops. There are no tides in this sea. What's happening?", endDescription = "We have profaned the cave! Already the Hours withdraw their blessing. The water sinks away, leaving the pool empty. Offerings lie on its bed. We must snatch them up quickly. Already the first tremors have begun - the forerunners of the long-delayed earthquake that the monks held at bay for so long.", obstacles = { "seal_hiddendoor", "guardian_monks", "curse_visions" },   rewards = { scarskyfucine = 1, toollanternf = 1, birdsongphrygian = 1, commandspreservationallexistsmandaic = 1 },   location = "vaulteveningisles" }, vaulteveningislesdefault = { label = "Port Noon", description = "There is a choice that every immortal must make: enter the service of an Hour, or return to the mortal ranks, or face extinction. The sunny little island-port called Noon is the exile-realm of the immortals who refused all those options. [You've found all the Expeditions in the Evening Isles, although you can find and visit Noon several times.]", startDescription = "If we can cross the sea to Port Noon, if we can defeat the Long who do not die, if we can breach their private vaults, still we must resist the temptation of visions.", successDescription = "This is the secret sub-cellar of the Hotel Ciervo. The walls are whitewashed; the floor is freshly scrubbed; shelves bulge with oddities. A caged man with a wild beard peers morosely at you from the corner. 'Again?' he says. 'Or are you a different lot? No, I don't need rescuing, thank you. It's much worse out there.' ", endDescription = "'Grab what you can, quickly!' the caged man hisses. 'They'll be back soon. Only please leave the gladius. I brought that all the way from Gallaecia, back in the day. There, that shelf's good. Hurry, they're coming! You can escape up the delivery stairs.'", obstacles = { "peril_sea", "seal_wardeddoor", "guardian_long", "curse_visions" },   rewards = {}, randomRewards = { vaultrewardsg = 3 },   location = "vaulteveningisles" }, vaultfloating1 = { label = "The 'Hebe Stanton'", unique = true, description = "A battered but surprisingly plush steamer, much used by actors fleeing scandal, by shy millionaires, by occult scholars who feel safer with moving water under them; and, just once, by the Ligeia Club, who chartered the whole ship for the use of seven cabins.", startDescription = "It is rare for passenger vessels to visit the grim island where the 'Hebe Stanton' is docking - but we can charter a fishing boat, and trust the sea behaves. The real work, of passing guards and doors, will begin if we get on board.", successDescription = "There are few passengers on board - no wonder, if this cheerless icy isle was the ship's destination. But there's at least one passenger - someone who had protected their cabin door with more than physical locks. They must have gone ashore. They might return at any moment - ", endDescription = "We empty the luggage, upend the books to shake them, turn pictures to check the backs. We find clothes, tickets, maps, nothing out of the ordinary... although there is a curious translucent material like a sheet of snakeskin draped over a chair-back. At last, when we slash the mattress to search its stuffing, we find a little collection of ivory scroll-cases.", obstacles = { "guardian_watchers", "seal_wardeddoor", "peril_sea" },   rewards = { ceaselesstantrasanskrit = 1, leoninetantrasanskrit = 1, incandescenttantrasanskrit = 1, firecircletantrasanskrit = 1 } } }