You discover an odd parchment in a corner of the room. It depicts a strange door, and pictographically elaborates on how to open it. You investigate the tunnel leaving this chamber, long enough to know that it stretches on for many miles — too many to explore now. You decide to leave (040).
If you run through the Sewers of Redpoint, you may use these instructions to open a certain door. If you find yourself at instruction (10) during the course of that adventure, you have the option of going to instruction (82) and continuing from there.
The Sorcerer’s Manor Copyright © 2011 Dark City Games