FLY [options] "[commands]" Version 2.05 Copyright(c) 2000, Andrew J. Gryc. Macro-powered file recursion and batch processing tool. Options : -case -run -stderr[:file] -define[:var=val] -reverse -echo -verbose -stdin[:file] -clear[:vars] -read -exit -wait[:Y|N] -stdout[:file] -print[:var] -expand -warn -file:spec[;...] -dos[:NEVER|ALWAYS|FAILURE] -help -when:test -subdir[:path] -load:responsefile -ignore -? -attrib:[!][ARHSD] -save[:[[ALL|VARS|OPTIONS],]file] Expressions are enclosed in {} and contain the following operators: + - * / % < <= > >= = != ~ & | # ! && || 0x '' Predefined Variables : $(RECURSED) $(EXEPATH) $(STARTPATH) $(FILESPEC) $(WINDIR) $(SYSDIR) $(OS) Functions : (e=expression, f=filename, p=path, s=string, n=number, v=variable, k=reg key, ss=substr, ...=can repeat last arg) @!BASE[(f)] @CHR(n) @GET(sEnv) @NOTFIND(s,ss..)@RPATH(p,f) @!DRIVE[(f)] @CLEAR(v) @GETINI(f,S,k) @NOTIN(s,ss...) @RPOS(ss,s) @!EXT[(f)] @COMMA(n) @GETREG(k) @NOW[(0)] @SET(sEnv,s) @!FILE[(f)] @DATE[(f)] @HIDDEN[(f)] @OPT(s...) @SETINI(f,S,k,v) @!NAME[(f)] @DEFINE(v,s) @IF(e,sT,sF) @PAD(s,n) @SETREG(k,s,[1]) @!PATH[(f)] @DELETE(s,i,n) @IFDEF(v,sT,sF) @PATH(p,f) @SETTIME(f,sTime) @!RPATH(p,f) @DEPTH(p) @IN(s,ss...) @PATHCAT(p,f) @SIZE[(f)] @!SUBDIR[(f)] @DIREC[(f)] @INPUT(s) @POS(ss,s) @SLEEP(n) @AGE[(f)] @DRIVE[(f)] @LEFT(s,n) @PRINT(s) @STRIP(s) @ARCHIVE[(f)] @EXE(sCmd...) @LEFTDIR(p,n) @QUIT[(n)] @SUBDIR[(f)] @ASC(s) @EXITCODE[(s)] @LEN(s) @READONLY[(f)] @SYSTEM[(f)] @ATTR[(f)] @EXT[(f)] @LOWER(s) @REMOVE(s,ss) @TIME24[(f)] @BASE[(f)] @FILE[(f)] @LPAD(s,n) @REPLACE(s,ss) @TIMESTAMP[(f)] @CD(p) @FIND(s,ss...) @MID(s,i,n) @RIGHT(s,n) @TIME[(f)] @CHOICE(...) @FIT(f,n) @NAME[(f)] @RIGHTDIR(p,n) @UPPER(s) @COUNT(s,ss) @FOR(s,n,n,s) @REPEAT(s,n) @LINE @LINENUMBER Type "fly -help" for complete help. ~~~~~~~~~~~~~~~~~~~~~~~~~ """ MoinMoin - Diff Parser Copyright (c) 2002 by Fabien Niņoles Copyright (c) 2000, 2001, 2002 by Jürgen Hermann All rights reserved, see COPYING for details. $Id: $ """ # Imports import cgi, string, re, sys ############################################################################# ### Plain Text Parser ############################################################################# # Currently, only work with diff -u output... other format # should be easy to add. _LINE_RE = [ (re.compile('^(diff .*?)$', re.M), 'green'), # command line (re.compile('^(--- .*?)$', re.M), 'green'), # old file (re.compile('^(\+\+\+ .*?)$', re.M), 'green'), # new file (re.compile('^(@@ .*?)$', re.M), 'magenta'), # lines numbers (re.compile('^(- .*?)$', re.M), 'red'), # removed line (re.compile('^(\+ .*?)$', re.M), 'blue'), # added line ] class _colorized_match: """Englobe the match with match """ def __init__(self, color): self.color = color def __call__(self, match): return '%s' % (self.color, match.group(0)) class Parser: """ Colorized diff output """ def __init__(self, raw, request, **kw): self.raw = raw self.out = kw.get('out', sys.stdout) def format(self, form): """ Send the text. """ text = '' color_me = _colorized_match('grey') #!!! send each line via the usual formatter calls text = cgi.escape(self.raw) # text = color_me(text) text = string.expandtabs(text) for (regex, color) in _LINE_RE: color_me.color = color text = regex.sub(color_me, text) print >>self.out, '
' + text + '
' ~~~~~~~~~~~~~~~~~~~~ #include "conf.h" #include "sysdep.h" #include #include "structs.h" #include "utils.h" #include "comm.h" #include "interpreter.h" #include "handler.h" #include "db.h" #include "spells.h" /* struct for syls */ struct syllable { char *org; char *new; }; /* extern variables */ extern char *spells[]; extern struct spell_info_type spell_info[]; extern struct syllable syls[]; /* extern procedures */ int mag_manacost(struct char_data * ch, int spellnum); char *get_spell_name(char *argument) { char *s; s = strtok(argument, "'"); s = strtok(NULL, "'"); return s; } char *potion_names[] = { "milky white", "bubbling white", "glowing ivory", "glowing blue", "bubbling yellow", "light green", "gritty brown", "blood red", "swirling purple", "flickering green", "cloudy blue", "glowing red", "sparkling white", "incandescent blue" }; void make_potion(struct char_data *ch, int potion, struct obj_data *container) { struct obj_data *final_potion; struct extra_descr_data *new_descr; int can_make = TRUE, mana, dam, num = 0; /* Modify this list to suit which spells you want to be able to mix. */ switch (potion) { case SPELL_CURE_BLIND: num = 0; break; case SPELL_CURE_LIGHT: num = 1; break; case SPELL_CURE_CRITIC: num = 2; break; case SPELL_DETECT_MAGIC: num = 3; break; case SPELL_DETECT_INVIS: num = 4; break; case SPELL_DETECT_POISON: num = 5; break; case SPELL_REMOVE_POISON: num = 6; break; case SPELL_STRENGTH: num = 7; break; case SPELL_WORD_OF_RECALL: num = 8; break; case SPELL_SENSE_LIFE: num = 9; break; case SPELL_WATERWALK: num = 10; break; case SPELL_INFRAVISION: num = 11; break; case SPELL_HEAL: num = 12; break; case SPELL_SANCTUARY: num = 13; break; default: can_make = FALSE; break; } if (can_make == FALSE) { send_to_char("That spell cannot be mixed into a" " potion.\r\n", ch); return; } else if ((number(1, 3) == 3) && (GET_LEVEL(ch) < LVL_IMMORT)) { send_to_char("As you begin mixing the potion, it violently" " explodes!\r\n",ch); act("$n begins to mix a potion, but it suddenly explodes!", FALSE, ch, 0,0, TO_ROOM); extract_obj(container); dam = number(15, mag_manacost(ch, potion) * 2); GET_HIT(ch) -= dam; update_pos(ch); return; } /* requires x3 mana to mix a potion than the spell */ mana = mag_manacost(ch, potion) * 3; if (GET_MANA(ch) - mana > 0) { if (GET_LEVEL(ch) < LVL_IMMORT) GET_MANA(ch) -= mana; sprintf(buf, "You create a %s potion.\r\n", spells[potion]); send_to_char(buf, ch); act("$n creates a potion!", FALSE, ch, 0, 0, TO_ROOM); extract_obj(container); } else { send_to_char("You don't have enough mana to mix" " that potion!\r\n", ch); return; } final_potion = create_obj(); final_potion->item_number = NOTHING; final_potion->in_room = NOWHERE; sprintf(buf2, "%s %s potion", potion_names[num], spells[potion]); final_potion->name = str_dup(buf2); sprintf(buf2, "A %s potion lies here.", potion_names[num]); final_potion->description = str_dup(buf2); sprintf(buf2, "a %s potion", potion_names[num]); final_potion->short_description = str_dup(buf2); /* extra description coolness! */ CREATE(new_descr, struct extra_descr_data, 1); new_descr->keyword = str_dup(final_potion->name); sprintf(buf2, "It appears to be a %s potion.", spells[potion]); new_descr->description = str_dup(buf2); new_descr->next = NULL; final_potion->ex_description = new_descr; GET_OBJ_TYPE(final_potion) = ITEM_POTION; GET_OBJ_WEAR(final_potion) = ITEM_WEAR_TAKE; GET_OBJ_EXTRA(final_potion) = ITEM_NORENT; GET_OBJ_VAL(final_potion, 0) = GET_LEVEL(ch); GET_OBJ_VAL(final_potion, 1) = potion; GET_OBJ_VAL(final_potion, 2) = -1; GET_OBJ_VAL(final_potion, 3) = -1; GET_OBJ_COST(final_potion) = GET_LEVEL(ch) * 500; GET_OBJ_WEIGHT(final_potion) = 1; GET_OBJ_RENT(final_potion) = 0; obj_to_char(final_potion, ch); } ACMD(do_brew) { struct obj_data *container = NULL; struct obj_data *obj, *next_obj; char bottle_name[MAX_STRING_LENGTH]; char spell_name[MAX_STRING_LENGTH]; char *temp1, *temp2; int potion, found = FALSE; temp1 = one_argument(argument, bottle_name); /* sanity check */ if (temp1) { temp2 = get_spell_name(temp1); if (temp2) strcpy(spell_name, temp2); } else { bottle_name[0] = '\0'; spell_name[0] = '\0'; } if (!(GET_CLASS(ch) == CLASS_MAGIC_USER || GET_CLASS(ch) == CLASS_CLERIC || GET_LEVEL(ch) >= LVL_IMMORT)) { send_to_char("You have no idea how to mix potions!\r\n", ch); return; } if (!*bottle_name || !*spell_name) { send_to_char("What do you wish to mix in where?\r\n", ch); return; } for (obj = ch->carrying; obj; obj = next_obj) { next_obj = obj->next_content; if (obj == NULL) return; else if (!(container = get_obj_in_list_vis(ch, bottle_name, ch->carrying))) continue; else found = TRUE; } if (found != FALSE && (GET_OBJ_TYPE(container) != ITEM_DRINKCON)) { send_to_char("That item is not a drink container!\r\n", ch); return; } if (found == FALSE) { sprintf(buf, "You don't have %s in your inventory!\r\n", bottle_name); send_to_char(buf, ch); return; } if (!spell_name || !*spell_name) { send_to_char("Spell names must be enclosed in single quotes!\r\n", ch); return; } potion = find_skill_num(spell_name); if ((potion < 1) || (potion > MAX_SPELLS)) { send_to_char("Mix what spell?!?\r\n", ch); return; } if (GET_LEVEL(ch) < spell_info[potion].min_level[(int) GET_CLASS(ch)]) { send_to_char("You do not know how to make that potion!\r\n", ch); return; } if (GET_SKILL(ch, potion) == 0) { send_to_char("You are unfamiliar with potion brewing.\r\n", ch); return; } make_potion(ch, potion, container); } char *garble_spell(int spellnum) { char lbuf[256]; int j, ofs = 0; *buf = '\0'; strcpy(lbuf, spells[spellnum]); while (*(lbuf + ofs)) { for (j = 0; *(syls[j].org); j++) { if (!strncmp(syls[j].org, lbuf + ofs, strlen(syls[j].org))) { strcat(buf, syls[j].new); ofs += strlen(syls[j].org); } } } return buf; } void make_scroll(struct char_data *ch, int scroll, struct obj_data *paper) { struct obj_data *final_scroll; struct extra_descr_data *new_descr; int can_make = TRUE, mana, dam = 0; /* add a case statement here for prohibited spells */ if (can_make == FALSE) { send_to_char("That spell cannot be scribed into a" " scroll.\r\n", ch); return; } else if ((number(1, 3) == 3) && (GET_LEVEL(ch) < LVL_IMMORT)) { send_to_char("As you begin inscribing the final rune, the" " scroll violently explodes!\r\n",ch); act("$n tries to scribe a spell, but it explodes!", FALSE, ch, 0,0, TO_ROOM); extract_obj(paper); dam = number(15, mag_manacost(ch, scroll) * 2); GET_HIT(ch) -= dam; update_pos(ch); return; } /* requires x3 mana to scribe a scroll than the spell */ mana = mag_manacost(ch, scroll) * 3; if (GET_MANA(ch) - mana > 0) { if (GET_LEVEL(ch) < LVL_IMMORT) GET_MANA(ch) -= mana; sprintf(buf, "You create a scroll of %s.\r\n", spells[scroll]); send_to_char(buf, ch); act("$n creates a scroll!", FALSE, ch, 0, 0, TO_ROOM); extract_obj(paper); } else { send_to_char("You don't have enough mana to scribe such" " a powerful spell!\r\n", ch); return; } final_scroll = create_obj(); final_scroll->item_number = NOTHING; final_scroll->in_room = NOWHERE; sprintf(buf2, "%s %s scroll", spells[scroll], garble_spell(scroll)); final_scroll->name = str_dup(buf2); sprintf(buf2, "Some parchment inscribed with the runes '%s' lies here.", garble_spell(scroll)); final_scroll->description = str_dup(buf2); sprintf(buf2, "a %s scroll", garble_spell(scroll)); final_scroll->short_description = str_dup(buf2); /* extra description coolness! */ CREATE(new_descr, struct extra_descr_data, 1); new_descr->keyword = str_dup(final_scroll->name); sprintf(buf2, "It appears to be a %s scroll.", spells[scroll]); new_descr->description = str_dup(buf2); new_descr->next = NULL; final_scroll->ex_description = new_descr; GET_OBJ_TYPE(final_scroll) = ITEM_SCROLL; GET_OBJ_WEAR(final_scroll) = ITEM_WEAR_TAKE; GET_OBJ_EXTRA(final_scroll) = ITEM_NORENT; GET_OBJ_VAL(final_scroll, 0) = GET_LEVEL(ch); GET_OBJ_VAL(final_scroll, 1) = scroll; GET_OBJ_VAL(final_scroll, 2) = -1; GET_OBJ_VAL(final_scroll, 3) = -1; GET_OBJ_COST(final_scroll) = GET_LEVEL(ch) * 500; GET_OBJ_WEIGHT(final_scroll) = 1; GET_OBJ_RENT(final_scroll) = 0; obj_to_char(final_scroll, ch); } ACMD(do_scribe) { struct obj_data *paper = NULL; struct obj_data *obj, *next_obj; char paper_name[MAX_STRING_LENGTH]; char spell_name[MAX_STRING_LENGTH]; char *temp1, *temp2; int scroll = 0, found = FALSE; temp1 = one_argument(argument, paper_name); /* sanity check */ if (temp1) { temp2 = get_spell_name(temp1); if (temp2) strcpy(spell_name, temp2); } else { paper_name[0] = '\0'; spell_name[0] = '\0'; } if (!(GET_CLASS(ch) == CLASS_MAGIC_USER || GET_CLASS(ch) == CLASS_CLERIC || GET_LEVEL(ch) >= LVL_IMMORT)) { send_to_char("You have no idea how to scribe scrolls!\r\n", ch); return; } if (!*paper_name || !*spell_name) { send_to_char("What do you wish to scribe where?\r\n", ch); return; } for (obj = ch->carrying; obj; obj = next_obj) { next_obj = obj->next_content; if (obj == NULL) return; else if (!(paper = get_obj_in_list_vis(ch, paper_name, ch->carrying))) continue; else found = TRUE; } if (found && (GET_OBJ_TYPE(paper) != ITEM_NOTE)) { send_to_char("You can't write on that!\r\n", ch); return; } if (found == FALSE) { sprintf(buf, "You don't have %s in your inventory!\r\n", paper_name); send_to_char(buf, ch); return; } if (!spell_name || !*spell_name) { send_to_char("Spell names must be enclosed in single quotes!\r\n", ch); return; } scroll = find_skill_num(spell_name); if ((scroll < 1) || (scroll > MAX_SPELLS)) { send_to_char("Scribe what spell?!?\r\n", ch); return; } if (GET_LEVEL(ch) < spell_info[scroll].min_level[(int) GET_CLASS(ch)]) { send_to_char("You are not schooled enough to cast that spell!\r\n", ch); return; } if (GET_SKILL(ch, scroll) == 0) { send_to_char("You don't know any spell like that!\r\n", ch); return; } make_scroll(ch, scroll, paper); } ACMD(do_forge) { /* PLEASE NOTE!!! This command alters the object_values of the target weapon, and this will save to the rent files. It should not cause a problem with stock Circle, but if your weapons use the first position [ GET_OBJ_VAL(weapon, 0); ], then you WILL have a problem. This command stores the character's level in the first value to prevent the weapon from being "forged" more than once by mortals. Install at your own risk. You have been warned... */ struct obj_data *weapon = NULL; struct obj_data *obj, *next_obj; char weapon_name[MAX_STRING_LENGTH]; int found = FALSE, prob = 0, dam = 0; one_argument(argument, weapon_name); if (!(GET_CLASS(ch) == CLASS_WARRIOR || GET_CLASS(ch) == CLASS_THIEF || GET_LEVEL(ch) >= LVL_IMMORT)) { send_to_char("You have no idea how to forge weapons!\r\n", ch); return; } if (!*weapon_name) { send_to_char("What do you wish to forge?\r\n", ch); return; } for (obj = ch->carrying; obj; obj = next_obj) { next_obj = obj->next_content; if (obj == NULL) return; else if (!(weapon = get_obj_in_list_vis(ch, weapon_name, ch->carrying))) continue; else found = TRUE; } if (found == FALSE) { sprintf(buf, "You don't have %s in your inventory!\r\n", weapon_name); send_to_char(buf, ch); return; } if (found && (GET_OBJ_TYPE(weapon) != ITEM_WEAPON)) { sprintf(buf, "It doesn't look like %s would make a" " good weapon...\r\n", weapon_name); send_to_char(buf, ch); return; } if ((GET_OBJ_VAL(weapon, 0) > 0) && (GET_LEVEL(ch) < LVL_IMMORT)) { send_to_char("You cannot forge a weapon more than once!\r\n", ch); return; } if (GET_OBJ_EXTRA(weapon) & ITEM_MAGIC) { send_to_char("The weapon is imbued with magical powers beyond" "your grasp.\r\nYou cannot further affect its form.\r\n", ch); return; } /* determine success probability */ prob += (GET_LEVEL(ch) << 1) + ((GET_DEX(ch) - 11) << 1); prob += ((GET_STR(ch) - 11) << 1) + (GET_ADD(ch) >> 3); if ((number(10, 100) > prob) && (GET_LEVEL(ch) < LVL_IMMORT)) { send_to_char("As you pound out the dents in the weapon," " you hit a weak spot and it explodes!\r\n", ch); act("$n tries to forge a weapon, but it explodes!", FALSE, ch, 0,0, TO_ROOM); extract_obj(weapon); dam = number(20, 60); GET_HIT(ch) -= dam; update_pos(ch); return; } GET_OBJ_VAL(weapon, 0) = GET_LEVEL(ch); GET_OBJ_VAL(weapon, 1) += (GET_LEVEL(ch) % 3) + number(-1, 2); GET_OBJ_VAL(weapon, 2) += (GET_LEVEL(ch) % 2) + number(-1, 2); GET_OBJ_RENT(weapon) += (GET_LEVEL(ch) << 3); send_to_char("You have forged new life into the weapon!\r\n", ch); act("$n vigorously pounds on a weapon!", FALSE, ch, 0, 0, TO_ROOM); } ~~~~~~~~~~~~~~~~~~~~~~~~~~ diff -uNr circle30bpl15_stock/src/Makefile circle30bpl15_mod/src/Makefile --- circle30bpl15_stock/src/Makefile Wed Mar 17 10:46:48 1999 +++ circle30bpl15_mod/src/Makefile Wed Mar 17 10:16:47 1999 @@ -29,14 +29,14 @@ boards.o castle.o class.o comm.o config.o constants.o db.o fight.o \ graph.o handler.o house.o interpreter.o limits.o magic.o mail.o \ mobact.o modify.o objsave.o olc.o random.o shop.o spec_assign.o \ - spec_procs.o spell_parser.o spells.o utils.o weather.o + spec_procs.o spell_parser.o spells.o utils.o weather.o arena.o CXREF_FILES = act.comm.c act.informative.c act.item.c act.movement.c \ act.offensive.c act.other.c act.social.c act.wizard.c alias.c ban.c \ boards.c castle.c class.c comm.c config.c constants.c db.c fight.c \ graph.c handler.c house.c interpreter.c limits.c magic.c mail.c \ mobact.c modify.c objsave.c olc.c random.c shop.c spec_assign.c\ - spec_procs.c spell_parser.c spells.c utils.c weather.c + spec_procs.c spell_parser.c spells.c utils.c weather.c arena.c default: all @@ -199,3 +199,6 @@ weather.o: weather.c conf.h sysdep.h structs.h utils.h comm.h handler.h \ interpreter.h db.h $(CC) -c $(CFLAGS) weather.c +arena.o: arena.c conf.h sysdep.h structs.h utils.h comm.h screen.h spells.h \ + handler.h interpreter.h db.h arena.h + $(CC) -c $(CFLAGS) arena.c \ No newline at end of file diff -uNr circle30bpl15_stock/src/act.offensive.c circle30bpl15_mod/src/act.offensive.c --- circle30bpl15_stock/src/act.offensive.c Fri Mar 5 01:47:46 1999 +++ circle30bpl15_mod/src/act.offensive.c Wed Mar 17 10:16:47 1999 @@ -28,6 +28,7 @@ /* extern functions */ void raw_kill(struct char_data * ch); void check_killer(struct char_data * ch, struct char_data * vict); +extern int arena_ok(struct char_data *ch, struct char_data *victim); int compute_armor_class(struct char_data *ch); /* local functions */ @@ -74,7 +75,8 @@ act("But nobody is fighting $M!", FALSE, ch, 0, helpee, TO_CHAR); else if (!CAN_SEE(ch, opponent)) act("You can't see who is fighting $M!", FALSE, ch, 0, helpee, TO_CHAR); - else if (!pk_allowed && !IS_NPC(opponent)) /* prevent accidental pkill */ + else if (!pk_allowed && !IS_NPC(opponent) && !arena_ok(ch, opponent)) + /* prevent accidental pkilling */ act("Use 'murder' if you really want to attack $N.", FALSE, ch, 0, opponent, TO_CHAR); else { @@ -103,7 +105,7 @@ } else if (AFF_FLAGGED(ch, AFF_CHARM) && (ch->master == vict)) act("$N is just such a good friend, you simply can't hit $M.", FALSE, ch, 0, vict, TO_CHAR); else { - if (!pk_allowed) { + if (!pk_allowed && !arena_ok(ch, vict)) { if (!IS_NPC(vict) && !IS_NPC(ch)) { if (subcmd != SCMD_MURDER) { send_to_char("Use 'murder' to hit another player.\r\n", ch); @@ -186,6 +188,10 @@ send_to_char("You can't backstab a fighting person -- they're too alert!\r\n", ch); return; } + if (!pk_allowed && !arena_ok(ch, vict)) { + send_to_char("You and your victim must both be in the arena!\r\n", ch); + return; + } if (MOB_FLAGGED(vict, MOB_AWARE) && AWAKE(vict)) { act("You notice $N lunging at you!", FALSE, vict, 0, ch, TO_CHAR); @@ -326,6 +332,10 @@ } if (vict == ch) { send_to_char("Aren't we funny today...\r\n", ch); + return; + } + if (!pk_allowed && !arena_ok(ch, vict)) { + send_to_char("You and your victim must both be in the arena!\r\n", ch); return; } percent = number(1, 101); /* 101% is a complete failure */ diff -uNr circle30bpl15_stock/src/act.other.c circle30bpl15_mod/src/act.other.c --- circle30bpl15_stock/src/act.other.c Fri Mar 5 01:47:46 1999 +++ circle30bpl15_mod/src/act.other.c Wed Mar 17 10:16:47 1999 @@ -886,7 +886,9 @@ {"Autoexits disabled.\r\n", "Autoexits enabled.\r\n"}, {"Will no longer track through doors.\r\n", - "Will now track through doors.\r\n"} + "Will now track through doors.\r\n"}, + {"You will no longer seee arena messages.\r\n", + "You will now see arena messages.\r\n"} }; @@ -944,6 +946,9 @@ break; case SCMD_TRACK: result = (track_through_doors = !track_through_doors); + break; + case SCMD_ARENA: + result = PRF_TOG_CHK(ch, PRF_ARENA); break; default: log("SYSERR: Unknown subcmd %d in do_gen_toggle.", subcmd); diff -uNr circle30bpl15_stock/src/act.wizard.c circle30bpl15_mod/src/act.wizard.c --- circle30bpl15_stock/src/act.wizard.c Fri Mar 5 01:47:46 1999 +++ circle30bpl15_mod/src/act.wizard.c Wed Mar 17 10:34:41 1999 @@ -21,6 +21,7 @@ #include "house.h" #include "screen.h" #include "constants.h" +#include "arena.h" /* external vars */ extern FILE *player_fl; @@ -1710,6 +1711,17 @@ case '\\': ++argument; break; + case '%': /* arena */ + if (in_arena == ARENA_OFF) { + sprintf(buf, "The Arena is closed right now.\r\n"); + } else if (in_arena == ARENA_START) { + sprintf(buf, "Arena will start in %d hour(s)\r\n", time_to_start); + sprintf(buf, "%sIt will last for %d hour(s)\r\n", buf, game_length); + } else if (in_arena == ARENA_RUNNING) { + sprintf(buf, "Arena will end in %d hour(s)\r\n", time_left_in_game); + } + send_to_char(buf, ch); + return; default: break; } @@ -1943,6 +1955,7 @@ { "shops", LVL_IMMORT }, { "houses", LVL_GOD }, { "snoop", LVL_GRGOD }, /* 10 */ + { "arena", LVL_IMMORT }, { "\n", 0 } }; @@ -2096,6 +2109,17 @@ } send_to_char(*buf ? buf : "No one is currently snooping.\r\n", ch); break; /* snoop */ + case 11: /* arena */ + if (in_arena == ARENA_OFF) { + sprintf(buf, "The Arena is closed right now.\r\n"); + } else if (in_arena == ARENA_START) { + sprintf(buf, "Arena will start in %d hour(s)\r\n", time_to_start); + sprintf(buf, "%sIt will last for %d hour(s)\r\n", buf, game_length); + } else if (in_arena == ARENA_RUNNING) { + sprintf(buf, "Arena will end in %d hour(s)\r\n", time_left_in_game); + } + send_to_char(buf, ch); + break; default: send_to_char("Sorry, I don't understand that.\r\n", ch); break; diff -uNr circle30bpl15_stock/src/arena.c circle30bpl15_mod/src/arena.c --- circle30bpl15_stock/src/arena.c Wed Dec 31 19:00:00 1969 +++ circle30bpl15_mod/src/arena.c Wed Mar 17 10:16:47 1999 @@ -0,0 +1,631 @@ +/* ************************************************************************ + * File: arena.c Addition to CircleMUD * + * Usage: Implementation of a event driven arena where players pay to kill* + * * + * Writen by: Kevin Hoogheem aka Goon * + * Modified by Billy H. Chan (STROM) * + * * + * Using this code without consent by Goon will make your guts spill * + * out or worse.. Maybe I will hire Lauraina Bobbet to come visit you * + ************************************************************************ */ + +#include "conf.h" +#include "sysdep.h" + +#include "structs.h" +#include "utils.h" +#include "comm.h" +#include "screen.h" +#include "spells.h" +#include "handler.h" +#include "interpreter.h" +#include "db.h" +#include "arena.h" + +/* external vars */ +extern FILE *player_fl; +extern struct room_data *world; +extern struct char_data *character_list; +extern struct obj_data *object_list; +extern struct descriptor_data *descriptor_list; +extern struct index_data *mob_index; +extern struct index_data *obj_index; +extern struct zone_data *zone_table; +extern int top_of_zone_table; +extern int restrict; +extern room_rnum top_of_world; +extern int top_of_mobt; +extern int top_of_objt; +extern int top_of_p_table; +extern sh_int r_mortal_start_room; + +int in_arena = ARENA_OFF; +int start_time; +int game_length; +int lo_lim; +int hi_lim; +int cost_per_lev; +int time_to_start; +int time_left_in_game; +long arena_pot; +long bet_pot; + +struct hall_of_fame_element *fame_list = NULL; + +void send_to_arena(char *messg); + + +ACMD(do_bet) +{ + long newbet; + struct char_data *bet_on; + + two_arguments(argument, arg, buf1); + + if (IS_NPC(ch)) { + send_to_char("Mobs cant bet on the arena.\r\n",ch); + return; + } + + if (!*arg) { + if (in_arena == ARENA_OFF) { + send_to_char("Sorry no arena is in going on.\r\n", ch); + return; + } else if (in_arena == ARENA_START) { + send_to_char("Usage: bet \r\n",ch); + return; + } else if (in_arena == ARENA_RUNNING) { + send_to_char("Fighting has already begun - no more bets.\r\n", ch); + return; + } + } + + if (in_arena == ARENA_OFF) { + send_to_char("The arena is closed - wait until it opens to bet.\r\n",ch); + } else if (in_arena == ARENA_RUNNING) { + send_to_char("Arena is in session, no more bets.\r\n", ch); + } else if (!(bet_on = get_char_vis(ch, arg, FIND_CHAR_WORLD))) + send_to_char(NOPERSON, ch); + else if (!(world[bet_on->in_room].zone == ARENA_ZONE && + ROOM_FLAGGED(IN_ROOM(bet_on), ROOM_ARENA))) + send_to_char("Sorry that person is not in the arena.\r\n", ch); + else { + if(GET_AMT_BET(ch) > 0) { + send_to_char("Sorry you have already bet.\r\n", ch); + return; + } + GET_BETTED_ON(ch) = GET_IDNUM(bet_on); + newbet = atoi(buf1); + if (newbet == 0) { + send_to_char("Bet some gold why dont you!\r\n", ch); + return; + } + if (newbet > GET_GOLD(ch)) { + send_to_char ("You don't have that much money!\n\r",ch); + return; + } + if (newbet > MAX_BET) { + send_to_char("Sorry the house will not accept that much.\r\n", ch); + return; + } + + *buf2 = '\0'; + GET_GOLD(ch) -= newbet; /* substract the gold */ + arena_pot += (newbet / 2); + bet_pot += (newbet / 2); + GET_AMT_BET(ch) = newbet; + sprintf(buf2, "You place %ld coins on %s.\r\n", newbet, GET_NAME(bet_on)); + send_to_char(buf2, ch); + *buf = '\0'; + sprintf(buf,"%s has placed %ld coins on %s.", GET_NAME(ch), + newbet, GET_NAME(bet_on)); + send_to_arena(buf); + } +} + + +ACMD(do_arena) +{ + + if (IS_NPC(ch)) { + send_to_char("Mobs cant play in the arena.\r\n",ch); + return; + } + if (in_arena == ARENA_OFF) { + send_to_char("The killing fields are closed right now.\r\n", ch); + } else if (GET_LEVEL(ch) < lo_lim) { + sprintf(buf, "You must be at least level %d to enter this arena.\r\n", + lo_lim); + send_to_char(buf, ch); + } else if (PLR_FLAGGED(ch, PLR_KILLER) || PLR_FLAGGED(ch, PLR_THIEF)) { + send_to_char("Wanted criminals can not play in the arena", ch); + } else if (GET_LEVEL(ch) > hi_lim) { + send_to_char("Sorry the killing fields are not open to you\r\n",ch); + } else if (GET_GOLD(ch) < (cost_per_lev * GET_LEVEL(ch))) { + sprintf(buf, "Sorry but you need %d coins to enter the arena\r\n", + (cost_per_lev * GET_LEVEL(ch)) ); + send_to_char(buf, ch); + } else if (in_arena == ARENA_RUNNING) { + send_to_char("The fighting has already begun.\r\n", ch); + } else if(ROOM_FLAGGED(IN_ROOM(ch), ROOM_ARENA)) { + send_to_char("You are already in the arena.\r\n",ch); + } else { + act("$n has been taken to the killing fields.",FALSE, ch, 0, 0, TO_ROOM); + char_from_room(ch); + char_to_room(ch, real_room(number(ARENA_PREP_START,ARENA_PREP_END))); + act("$n is droped from the sky.", FALSE, ch, 0, 0, TO_ROOM); + send_to_char("You have been taken to the killing fields\r\n",ch); + look_at_room(ch, 0); + sprintf(buf, "%s has joined the blood bath.", GET_NAME(ch)); + send_to_arena(buf); + GET_GOLD(ch) -= (cost_per_lev * GET_LEVEL(ch)); + arena_pot += (cost_per_lev * GET_LEVEL(ch)); + sprintf(buf, "You pay %d coins to enter the arena\r\n", + (cost_per_lev * GET_LEVEL(ch))); + send_to_char(buf, ch); + GET_HIT(ch) = GET_MAX_HIT(ch); + GET_MANA(ch) = GET_MAX_MANA(ch); + GET_MOVE(ch) = GET_MAX_MOVE(ch); + if (ch->affected) + while (ch->affected) + affect_remove(ch, ch->affected); + } +} + + +ACMD(do_chaos) +{ + char cost[MAX_INPUT_LENGTH], lolimit[MAX_INPUT_LENGTH]; + char hilimit[MAX_INPUT_LENGTH], start_delay[MAX_INPUT_LENGTH]; + char length[MAX_INPUT_LENGTH]; + + /* Usage: chaos lo hi start_delay cost/lev length */ + + if (in_arena != ARENA_OFF) { + send_to_char("There is an arena running already.\r\n", ch); + return; + } + half_chop(argument, lolimit, buf); + lo_lim = atoi(lolimit); + half_chop(buf, hilimit, buf); + hi_lim = atoi(hilimit); + half_chop(buf, start_delay, buf); + start_time = atoi(start_delay); + half_chop(buf, cost, buf); + cost_per_lev = atoi(cost); + strcpy(length, buf); + game_length = atoi(length); + + if (hi_lim > LVL_IMPL ) { + send_to_char("Please choose a hi_lim under the Imps level\r\n", ch); + return; + } + if (lolimit < 0) + silent_end(); + if (!*lolimit || !*hilimit || !*start_delay || !*cost || !*length) { + send_to_char("Usage: chaos lo hi start_delay cost/lev length\r\n", ch); + return; + } + if (lo_lim > hi_lim) { + send_to_char("Sorry, low limit must be lower than hi limit.\r\n", ch); + return; + } + if ((hi_lim < 0) || (cost_per_lev < 0) || (game_length < 0 )) { + send_to_char("I like positive numbers thank you.\r\n", ch); + return; + } + if ( start_time <= 0) { + send_to_char("Lets at least give them a chance to enter!\r\n", ch); + return; + } + if ((GET_LEVEL(ch) < LVL_IMPL) && (cost_per_lev < MIN_ARENA_COST)) { + send_to_char("The minimum cost per level is 100.\r\n",ch); + return; + } + in_arena = ARENA_START; + time_to_start = start_time; + time_left_in_game =0; + arena_pot =0; + bet_pot = 0; + start_arena(); +} + + +void start_arena() +{ + + if (time_to_start == 0) { + show_jack_pot(); + in_arena = ARENA_RUNNING; /* start the blood shed */ + time_left_in_game = game_length; + start_game(); + } else { + if(time_to_start >1) { + sprintf(buf1, "The Killing Fields are open to levels %d thru %d", + lo_lim, hi_lim); + send_to_arena(buf1); + sprintf(buf1, "%d coins/level to enter. %d hours to start\r\n", + cost_per_lev, time_to_start); + send_to_arena(buf1); + sprintf(buf1, "Type arena to enter."); + send_to_arena(buf1); + } else { + sprintf(buf1, "The Killing Fields are open to levels %d thru %d", + lo_lim, hi_lim); + send_to_arena(buf1); + sprintf(buf1, "%d coins/level to enter. 1 hour to start\r\n", + cost_per_lev); + send_to_arena(buf1); + sprintf(buf1, "Type arena to enter."); + send_to_arena(buf1); + } + time_to_start--; + } +} + + +void show_jack_pot() +{ + sprintf(buf1, "\007\007Lets get ready to RUMBLE!!!!!!!!\r\n"); + send_to_arena(buf1); + sprintf(buf1, "The jackpot for this arena is %ld coins.", arena_pot); + send_to_arena(buf1); + sprintf(buf1, "There are %ld coins in the betting pool.", bet_pot); + send_to_arena(buf1); +} + + +void start_game() +{ + register struct char_data *i; + struct descriptor_data *d; + + for (d = descriptor_list; d; d = d->next) { + if (!d->connected) { + i = d->character; + if (world[i->in_room].zone == ARENA_ZONE && + ROOM_FLAGGED(IN_ROOM(i), ROOM_ARENA) && + (i->in_room != NOWHERE)) { + send_to_char("\r\nThe floor opens, droping you in the arena.\r\n", i); + char_from_room(i); + char_to_room(i, real_room(number(ARENA_START_ROOM,ARENA_END_ROOM))); + look_at_room(i, 0); + } + } + } + do_game(); +} + + +void do_game() +{ + + if (num_in_arena() == 1) { + in_arena = ARENA_OFF; + find_game_winner(); + } else if(time_left_in_game == 0) { + in_arena = ARENA_OFF; + do_end_game(); + } else if (num_in_arena() == 0) { + in_arena = ARENA_OFF; + silent_end(); + } else if ((time_left_in_game % 5) || time_left_in_game <= 4) { + sprintf(buf, "With %d hours left in the game there are %d players left.", + time_left_in_game, num_in_arena()); + send_to_arena(buf); + } else if (time_left_in_game == 1) { + sprintf(buf, "With 1 hour left in the game there are %d players left.", + num_in_arena()); + send_to_arena(buf); + } + time_left_in_game--; +} + + +void find_game_winner() +{ + register struct char_data *i; + struct descriptor_data *d; + struct hall_of_fame_element *fame_node; + + for (d = descriptor_list; d; d = d->next) + if (!d->connected) { + i = d->character; + if (world[i->in_room].zone == ARENA_ZONE && + ROOM_FLAGGED(IN_ROOM(i), ROOM_ARENA) && + (!IS_NPC(i)) && (i->in_room != NOWHERE) && + GET_LEVEL(i) < LVL_IMMORT) { + GET_HIT(i) = GET_MAX_HIT(i); + GET_MANA(i) = GET_MAX_MANA(i); + if (i->affected) + while (i->affected) + affect_remove(i, i->affected); + char_from_room(i); + char_to_room(i, r_mortal_start_room); + look_at_room(i, 0); + act("$n falls from the sky.", FALSE, i, 0, 0, TO_ROOM); + if (game_length - time_left_in_game == 1) { + sprintf(buf, "After 1 brief hour, %s is declared the winner.\r\n", + GET_NAME(i)); + send_to_arena(buf); + } else { + sprintf(buf,"After %d hours, %s is declared the winner.\r\n", + game_length - time_left_in_game, GET_NAME(i)); + send_to_arena(buf); + } + GET_GOLD(i) += arena_pot/2; + sprintf(buf, "You have earned %ld coins for winning the arena.\r\n", + (arena_pot/2)); + send_to_char(buf, i); + sprintf(buf2, "%s has been awarded %ld coins for winning arena.\r\n", + GET_NAME(i), (arena_pot/2)); + send_to_arena(buf2); + /* debuglog(buf2, FALSE); */ + log(buf2); + CREATE(fame_node, struct hall_of_fame_element, 1); + strncpy(fame_node->name, GET_NAME(i), MAX_NAME_LENGTH); + fame_node->name[MAX_NAME_LENGTH] = '\0'; + fame_node->date = time(0); + fame_node->award = (arena_pot/2); + fame_node->next = fame_list; + fame_list = fame_node; + write_fame_list(); + find_bet_winners(i); + } + } +} + + +void silent_end() +{ + in_arena = ARENA_OFF; + start_time = 0; + game_length = 0; + time_to_start = 0; + time_left_in_game = 0; + arena_pot = 0; + bet_pot = 0; + sprintf(buf, "It looks like no one was brave enough to enter the Arena."); + send_to_arena(buf); +} + + +void do_end_game() +{ + register struct char_data *i; + struct descriptor_data *d; + + for (d = descriptor_list; d; d = d->next) + if (!d->connected) { + i = d->character; + if (ROOM_FLAGGED(IN_ROOM(i), ROOM_ARENA) && + (i->in_room != NOWHERE) && (!IS_NPC(i))) { + GET_HIT(i) = GET_MAX_HIT(i); + GET_MANA(i) = GET_MAX_MANA(i); + GET_MOVE(i) = GET_MAX_MOVE(i); + if (i->affected) + while (i->affected) + affect_remove(i, i->affected); + char_from_room(i); + char_to_room(i, r_mortal_start_room); + look_at_room(i, 0); + act("$n falls from the sky.", FALSE, i, 0, 0, TO_ROOM); + } + } + sprintf(buf, "After %d hours of battle the Match is a draw.",game_length); + send_to_arena(buf); + time_left_in_game = 0; +} + + +int num_in_arena() +{ + register struct char_data *i; + struct descriptor_data *d; + int num = 0; + + for (d = descriptor_list; d; d = d->next) + if (!d->connected) { + i = d->character; + if (world[i->in_room].zone == ARENA_ZONE && + ROOM_FLAGGED(IN_ROOM(i), ROOM_ARENA) && (i->in_room != NOWHERE)) { + if (GET_LEVEL(i) < LVL_IMMORT) + num++; + } + } + return num; +} + + +ACMD(do_awho) +{ + struct descriptor_data *d; + struct char_data *tch; + int num =0; + *buf2 = '\0'; + + if (in_arena == ARENA_OFF) { + send_to_char("There is no Arena going on right now.\r\n", ch); + return; + } + sprintf(buf," Gladiators in the Arena\r\n"); + sprintf(buf,"%s---------------------------------------\r\n", buf); + sprintf(buf,"%sGame Length = %-3d Time To Start %-3d\r\n", buf, + game_length, time_to_start); + sprintf(buf,"%sLevel Limits %d to %d\r\n", buf, lo_lim, hi_lim); + sprintf(buf,"%s Jackpot = %ld\r\n", buf, arena_pot); + sprintf(buf,"%s---------------------------------------\r\n", buf); + + for (d = descriptor_list; d; d = d->next) + if (!d->connected) { + tch = d->character; + if (world[tch->in_room].zone == ARENA_ZONE && + ROOM_FLAGGED(IN_ROOM(tch), ROOM_ARENA) && + (tch->in_room != NOWHERE) && GET_LEVEL(tch)desc, buf, 1); +} + + +ACMD(do_ahall) +{ + char site[MAX_INPUT_LENGTH], format[MAX_INPUT_LENGTH], *timestr; + char format2[MAX_INPUT_LENGTH]; + struct hall_of_fame_element *fame_node; + + *buf = '\0'; + *buf2 = '\0'; + + if (!fame_list) { + send_to_char("No-one is in the Hall of Fame.\r\n", ch); + return; + } + + sprintf(buf2, "%s|---------------------------------------|%s\r\n", + CCBLU(ch, C_NRM), CCNRM(ch, C_NRM)); + sprintf(buf2, "%s%s|%sPast Winners of Arena%s |%s\r\n", + buf2, CCBLU(ch, C_NRM), CCNRM(ch, C_NRM), + CCBLU(ch, C_NRM),CCNRM(ch, C_NRM)); + sprintf(buf2, "%s%s|---------------------------------------|%s\r\n\r\n", + buf2,CCBLU(ch, C_NRM), CCNRM(ch, C_NRM)); + + strcpy(format, "%-10.10s %-15.15s %-40s\r\n"); + sprintf(buf, format, + "Date", + "Award Amt", + "Name" + ); + strcat(buf2, buf); + sprintf(buf, format, + "---------------------------------", + "--------------------------------", + "-------------------------------------------------"); + strcat(buf2, buf); + + strcpy(format2, "%-10.10s %-16d %s\r\n"); + + for (fame_node = fame_list; fame_node; fame_node = fame_node->next) { + if (fame_node->date) { + timestr = asctime(localtime(&(fame_node->date))); + *(timestr + 10) = 0; + strcpy(site, timestr); + } else + strcpy(site, "Unknown"); + sprintf(buf, format2, site, fame_node->award, CAP(fame_node->name)); + strcat(buf2, buf); + } + + page_string(ch->desc, buf2, 1); + return; +} + + +void load_hall_of_fame(void) +{ + FILE *fl; + int date, award; + char name[MAX_NAME_LENGTH + 1]; + struct hall_of_fame_element *next_node; + + fame_list = 0; + + if (!(fl = fopen(HALL_FAME_FILE, "r"))) { + perror("Unable to open hall of fame file"); + return; + } + while (fscanf(fl, "%s %d %d", name, &date, &award) == 3) { + CREATE(next_node, struct hall_of_fame_element, 1); + strncpy(next_node->name, name, MAX_NAME_LENGTH); + next_node->name[MAX_NAME_LENGTH] = '\0'; + next_node->date = date; + next_node->award = award; + next_node->next = fame_list; + fame_list = next_node; + } + + fclose(fl); +} + + +void write_fame_list(void) +{ + FILE *fl; + + if (!(fl = fopen(HALL_FAME_FILE, "w"))) { + /* syserrlog("Error writing _hall_of_fame_list", FALSE); */ + log("Error writing _hall_of_fame_list"); + return; + } + write_one_fame_node(fl, fame_list);/* recursively write from end to start */ + fclose(fl); + + return; +} + + +void write_one_fame_node(FILE * fp, struct hall_of_fame_element * node) +{ + if (node) { + write_one_fame_node(fp, node->next); + fprintf(fp, "%s %ld %ld\n", node->name, (long) node->date, node->award); + } +} + + +void find_bet_winners(struct char_data *winner) +{ + register struct char_data *i; + struct descriptor_data *d; + + *buf1 = '\0'; + + for (d = descriptor_list; d; d = d->next) + if (!d->connected) { + i = d->character; + if ((!IS_NPC(i)) && (i->in_room != NOWHERE) && + (GET_BETTED_ON(i) == GET_IDNUM(winner)) && GET_AMT_BET(i) > 0) { + sprintf(buf1, "You have won %d coins on your bet.\r\n",GET_AMT_BET(i)*2); + send_to_char(buf1, i); + GET_GOLD(i) += GET_AMT_BET(i)*2; + GET_BETTED_ON(i) = 0; + GET_AMT_BET(i) = 0; + } + else /* they bet and did't win, or didn't bet at all */ + GET_AMT_BET(i) = 0; + } +} + + +int arena_ok(struct char_data * ch, struct char_data * victim) +{ + if (ROOM_FLAGGED(ch->in_room, ROOM_ARENA) && + ROOM_FLAGGED(victim->in_room, ROOM_ARENA)) + return TRUE; + else + return FALSE; +} + + +void arena_kill(struct char_data * ch, struct char_data * victim) +{ + if (FIGHTING(ch)) + stop_fighting(ch); + + while (ch->affected) + affect_remove(ch, ch->affected); + + GET_HIT(ch) = GET_MAX_HIT(ch); + GET_MOVE(ch) = GET_MAX_MOVE(ch); + GET_MANA(ch) = GET_MAX_MANA(ch); + + update_pos(ch); + + char_from_room(ch); + char_to_room(ch, r_mortal_start_room); + look_at_room(ch, 0); + act("$n is droped from the sky.", FALSE, ch, 0, 0, TO_ROOM); +} diff -uNr circle30bpl15_stock/src/arena.h circle30bpl15_mod/src/arena.h --- circle30bpl15_stock/src/arena.h Wed Dec 31 19:00:00 1969 +++ circle30bpl15_mod/src/arena.h Wed Mar 17 10:16:47 1999 @@ -0,0 +1,58 @@ +/* ************************************************************************ + * File: arena.h Addition to CircleMUD * + * Usage: header file for arena * + * * + ************************************************************************ */ + +#ifndef _ARENA_H_ +#define _ARENA_H_ + +#define ARENA_OFF 0 +#define ARENA_START 1 +#define ARENA_RUNNING 2 + +#define PULSE_ARENA (75 RL_SEC) + +#define ARENA_ZONE 1 /* zone number */ +#define ARENA_PREP_START 100 /* vnum of first prep room */ +#define ARENA_PREP_END 110 /* vnum of last prep room */ +#define ARENA_START_ROOM 111 /* vnum of first real arena room */ +#define ARENA_END_ROOM 150 /* vnum of last real arena room */ +#define ARENA_START_CHAL1 160 /* vnum of first challenge room */ +#define ARENA_END_CHAL1 161 /* vnum of last challenge room */ +#define ARENA_START_CHAL2 162 /* vnum of first challenge room */ +#define ARENA_END_CHAL2 163 /* vnum of last challenge room */ +#define HALL_FAME_FILE LIB_TEXT"hallfame" /* the arena hall of fame */ + +#define MAX_BET 10000 /* max betable */ +#define MIN_ARENA_COST 100 /* minimum cost per level */ + +struct hall_of_fame_element { + char name[MAX_NAME_LENGTH+1]; + char lastname[MAX_NAME_LENGTH+1]; + time_t date; + long award; + struct hall_of_fame_element *next; +}; + +/* in arena.c */ +void start_arena(); +void show_jack_pot(); +void do_game(); +int num_in_arena(); +void find_game_winner(); +void do_end_game(); +void start_game(); +void silent_end(); +void write_fame_list(void); +void write_one_fame_node(FILE * fp, struct hall_of_fame_element * node); +void load_hall_of_fame(void); +void find_bet_winners(struct char_data *winner); + +extern int in_arena; +extern int game_length; +extern int time_to_start; +extern int time_left_in_game; +extern int start_time; + +#endif /* _ARENA_H_ */ diff -uNr circle30bpl15_stock/src/comm.c circle30bpl15_mod/src/comm.c --- circle30bpl15_stock/src/comm.c Fri Mar 5 00:42:32 1999 +++ circle30bpl15_mod/src/comm.c Wed Mar 17 10:16:47 1999 @@ -55,6 +55,7 @@ #include "handler.h" #include "db.h" #include "house.h" +#include "arena.h" #ifdef HAVE_ARPA_TELNET_H #include @@ -87,6 +88,7 @@ extern struct room_data *world; /* In db.c */ extern struct time_info_data time_info; /* In db.c */ extern char *help; +extern int in_arena; /* local globals */ struct descriptor_data *descriptor_list = NULL; /* master desc list */ @@ -151,6 +153,7 @@ void show_string(struct descriptor_data *d, char *input); int isbanned(char *hostname); void weather_and_time(int mode); +void start_arena(); #ifdef __CXREF__ #undef FD_ZERO @@ -807,6 +810,13 @@ if (!(pulse % PULSE_VIOLENCE)) perform_violence(); + if (in_arena == ARENA_START) + if(!(pulse % PULSE_ARENA)) + start_arena(); + if (in_arena == ARENA_RUNNING) + if(!(pulse % PULSE_ARENA)) + do_game(); + if (!(pulse % (SECS_PER_MUD_HOUR * PASSES_PER_SEC))) { weather_and_time(1); affect_update(); @@ -2050,6 +2060,15 @@ SEND_TO_Q(messg, ch->desc); } +void send_to_arena(char *messg) +{ +struct descriptor_data *d; + + for (d = descriptor_list; d; d = d->next) { + if (d->descriptor && messg && PRF_FLAGGED(d->character, PRF_ARENA)) + SEND_TO_Q(messg, d); + } +} void send_to_all(const char *messg) { diff -uNr circle30bpl15_stock/src/constants.c circle30bpl15_mod/src/constants.c --- circle30bpl15_stock/src/constants.c Fri Mar 5 00:39:21 1999 +++ circle30bpl15_mod/src/constants.c Wed Mar 17 10:16:47 1999 @@ -53,7 +53,8 @@ "HCRSH", "ATRIUM", "OLC", - "*", /* BFS MARK */ + "*", + "ARENA", /* BFS MARK */ "\n" }; diff -uNr circle30bpl15_stock/src/fight.c circle30bpl15_mod/src/fight.c --- circle30bpl15_stock/src/fight.c Fri Jan 15 23:21:10 1999 +++ circle30bpl15_mod/src/fight.c Wed Mar 17 10:16:47 1999 @@ -20,6 +20,7 @@ #include "db.h" #include "spells.h" #include "screen.h" +#include "arena.h" /* Structures */ struct char_data *combat_list = NULL; /* head of l-list of fighting chars */ @@ -44,6 +45,7 @@ int backstab_mult(int level); int thaco(int ch_class, int level); int ok_damage_shopkeeper(struct char_data * ch, struct char_data * victim); +void arena_kill(struct char_data * ch); /* local functions */ void perform_group_gain(struct char_data * ch, int base, struct char_data * victim); @@ -196,6 +198,8 @@ return; if (PLR_FLAGGED(ch, PLR_KILLER) || IS_NPC(ch) || IS_NPC(vict) || ch == vict) return; + if ROOM_FLAGGED(ch->in_room, ROOM_ARENA) + return; SET_BIT(PLR_FLAGS(ch), PLR_KILLER); sprintf(buf, "PC Killer bit set on %s for initiating attack on %s at %s.", @@ -350,14 +354,16 @@ void die(struct char_data * ch) { - gain_exp(ch, -(GET_EXP(ch) / 2)); - if (!IS_NPC(ch)) + if (!IS_NPC(ch) && ROOM_FLAGGED(ch->in_room, ROOM_ARENA)) + arena_kill(ch); + else { + gain_exp(ch, -(GET_EXP(ch) / 2)); REMOVE_BIT(PLR_FLAGS(ch), PLR_KILLER | PLR_THIEF); - raw_kill(ch); + raw_kill(ch); + } } - void perform_group_gain(struct char_data * ch, int base, struct char_data * victim) { @@ -699,7 +705,7 @@ GET_HIT(victim) -= dam; /* Gain exp for the hit */ - if (ch != victim) + if ((ch != victim) && (!ROOM_FLAGGED(ch->in_room, ROOM_ARENA))) gain_exp(ch, GET_LEVEL(victim) * dam); update_pos(victim); @@ -780,8 +786,10 @@ stop_fighting(victim); /* Uh oh. Victim died. */ + if (GET_POS(victim) == POS_DEAD) { - if ((ch != victim) && (IS_NPC(victim) || victim->desc)) { + if ((ch != victim) && (IS_NPC(victim) || victim->desc) && + (!ROOM_FLAGGED(ch->in_room, ROOM_ARENA))) { if (AFF_FLAGGED(ch, AFF_GROUP)) group_gain(ch, victim); else diff -uNr circle30bpl15_stock/src/interpreter.c circle30bpl15_mod/src/interpreter.c --- circle30bpl15_stock/src/interpreter.c Fri Mar 5 00:55:38 1999 +++ circle30bpl15_mod/src/interpreter.c Wed Mar 17 10:16:47 1999 @@ -68,13 +68,18 @@ /* prototypes for all do_x functions. */ ACMD(do_action); ACMD(do_advance); +ACMD(do_ahall); ACMD(do_alias); +ACMD(do_arena); ACMD(do_assist); ACMD(do_at); +ACMD(do_awho); ACMD(do_backstab); ACMD(do_ban); ACMD(do_bash); +ACMD(do_bet); ACMD(do_cast); +ACMD(do_chaos); ACMD(do_color); ACMD(do_commands); ACMD(do_consider); @@ -222,11 +227,15 @@ { "advance" , POS_DEAD , do_advance , LVL_IMPL, 0 }, { "alias" , POS_DEAD , do_alias , 0, 0 }, { "accuse" , POS_SITTING , do_action , 0, 0 }, + { "ahall" , POS_DEAD , do_ahall , 0, 0 }, { "applaud" , POS_RESTING , do_action , 0, 0 }, + { "arena" , POS_STANDING, do_arena , 0, 0 }, + { "arinfo" , POS_SLEEPING, do_gen_tog , 0, SCMD_ARENA }, { "assist" , POS_FIGHTING, do_assist , 1, 0 }, { "ask" , POS_RESTING , do_spec_comm, 0, SCMD_ASK }, { "auction" , POS_SLEEPING, do_gen_comm , 0, SCMD_AUCTION }, { "autoexit" , POS_DEAD , do_gen_tog , 0, SCMD_AUTOEXIT }, + { "awho" , POS_DEAD , do_awho , 0, 0 }, { "bounce" , POS_STANDING, do_action , 0, 0 }, { "backstab" , POS_STANDING, do_backstab , 1, 0 }, @@ -234,6 +243,7 @@ { "balance" , POS_STANDING, do_not_here , 1, 0 }, { "bash" , POS_FIGHTING, do_bash , 1, 0 }, { "beg" , POS_RESTING , do_action , 0, 0 }, + { "bet" , POS_DEAD , do_bet , 0, 0 }, { "bleed" , POS_RESTING , do_action , 0, 0 }, { "blush" , POS_RESTING , do_action , 0, 0 }, { "bow" , POS_STANDING, do_action , 0, 0 }, @@ -245,6 +255,7 @@ { "cast" , POS_SITTING , do_cast , 1, 0 }, { "cackle" , POS_RESTING , do_action , 0, 0 }, + { "chaos" , POS_STANDING, do_chaos , LVL_IMMORT, 0 }, { "check" , POS_STANDING, do_not_here , 1, 0 }, { "chuckle" , POS_RESTING , do_action , 0, 0 }, { "clap" , POS_RESTING , do_action , 0, 0 }, diff -uNr circle30bpl15_stock/src/interpreter.h circle30bpl15_mod/src/interpreter.h --- circle30bpl15_stock/src/interpreter.h Fri Jan 8 03:20:00 1999 +++ circle30bpl15_mod/src/interpreter.h Wed Mar 17 10:16:47 1999 @@ -119,6 +119,7 @@ #define SCMD_SLOWNS 14 #define SCMD_AUTOEXIT 15 #define SCMD_TRACK 16 +#define SCMD_ARENA 17 /* do_wizutil */ #define SCMD_REROLL 0 diff -uNr circle30bpl15_stock/src/magic.c circle30bpl15_mod/src/magic.c --- circle30bpl15_stock/src/magic.c Wed Mar 10 00:42:12 1999 +++ circle30bpl15_mod/src/magic.c Wed Mar 17 10:16:47 1999 @@ -37,6 +37,7 @@ void weight_change_object(struct obj_data * obj, int weight); void add_follower(struct char_data * ch, struct char_data * leader); extern struct spell_info_type spell_info[]; +extern int arena_ok(struct char_data * ch, struct char_data * victim); /* local functions */ int mag_materials(struct char_data * ch, int item0, int item1, int item2, int extract, int verbose); @@ -459,7 +460,7 @@ break; case SPELL_SLEEP: - if (!pk_allowed && !IS_NPC(ch) && !IS_NPC(victim)) + if (!pk_allowed && !arena_ok(ch, victim) && !IS_NPC(ch) && !IS_NPC(victim)) return; if (MOB_FLAGGED(victim, MOB_NOSLEEP)) return; @@ -670,7 +671,7 @@ continue; if (!IS_NPC(tch) && GET_LEVEL(tch) >= LVL_IMMORT) continue; - if (!pk_allowed && !IS_NPC(ch) && !IS_NPC(tch)) + if (!pk_allowed && !arena_ok(ch, tch) && !IS_NPC(ch) && !IS_NPC(tch)) continue; if (!IS_NPC(ch) && IS_NPC(tch) && AFF_FLAGGED(tch, AFF_CHARM)) continue; diff -uNr circle30bpl15_stock/src/structs.h circle30bpl15_mod/src/structs.h --- circle30bpl15_stock/src/structs.h Fri Mar 5 00:39:21 1999 +++ circle30bpl15_mod/src/structs.h Wed Mar 17 10:16:47 1999 @@ -69,6 +69,7 @@ #define ROOM_ATRIUM (1 << 13) /* (R) The door to a house */ #define ROOM_OLC (1 << 14) /* (R) Modifyable/!compress */ #define ROOM_BFS_MARK (1 << 15) /* (R) breath-first srch mrk */ +#define ROOM_ARENA (1 << 16) /* The room is part of arena */ /* Exit info: used in room_data.dir_option.exit_info */ @@ -193,6 +194,7 @@ #define PRF_NOGOSS (1 << 19) /* Can't hear gossip channel */ #define PRF_NOGRATZ (1 << 20) /* Can't hear grats channel */ #define PRF_ROOMFLAGS (1 << 21) /* Can see room flags (ROOM_x) */ +#define PRF_ARENA (1 << 22) /* Can see arena messages */ /* Affect bits: used in char_data.char_specials.saved.affected_by */ @@ -794,8 +796,8 @@ ubyte spare4; ubyte spare5; int spells_to_learn; /* How many can you learn yet this level*/ - int spare7; - int spare8; + int bet_amt; + int betted_on; int spare9; int spare10; int spare11; diff -uNr circle30bpl15_stock/src/utils.h circle30bpl15_mod/src/utils.h --- circle30bpl15_stock/src/utils.h Sat Mar 13 19:59:47 1999 +++ circle30bpl15_mod/src/utils.h Wed Mar 17 10:16:47 1999 @@ -281,6 +281,8 @@ #define GET_BANK_GOLD(ch) ((ch)->points.bank_gold) #define GET_HITROLL(ch) ((ch)->points.hitroll) #define GET_DAMROLL(ch) ((ch)->points.damroll) +#define GET_AMT_BET(ch) ((ch)->player_specials->saved.bet_amt) +#define GET_BETTED_ON(ch) ((ch)->player_specials->saved.betted_on) #define GET_POS(ch) ((ch)->char_specials.position) #define GET_IDNUM(ch) ((ch)->char_specials.saved.idnum) ~~~~~~~~~~~~~~~~~~ structs.h Change one of the spare PC int's to: int pc_attacks; /* Number of attacks for PC */ Under Specials used by NPCs, not PCs: add after int wait_state; int num_attacks; /* Number of attacks */ ------------------ utils.h I added these two right after SEC_PER_REAL_YEAR #define GET_PC_ATTACKS(ch) ((ch)->player_specials->saved.pc_attacks) #define GET_MOB_ATTACKS(ch) ((ch)->mob_specials.num_attacks) ------------------ db.c just above CASE("Str") { add: CASE("NumAttacks") { RANGE (0, 10); /* limits setting the attacks from 0 to 10 */ mob_proto[i].mob_specials.num_attacks = num_arg; } ------------------ class.c to set the new PC with attacks > 0 right after ch->player.time.logon = time(0); add: ch->player_specials->saved.pc_attacks = 1; note: I also set player flags at this point.. if you don't want to set them for your players.. disregard the next 6 lines. SET_BIT(PRF_FLAGS(ch), PRF_DISPHP); SET_BIT(PRF_FLAGS(ch), PRF_DISPMANA); SET_BIT(PRF_FLAGS(ch), PRF_DISPMOVE); SET_BIT(PRF_FLAGS(ch), PRF_AUTOEXIT); SET_BIT(PRF_FLAGS(ch), PRF_COLOR_1); SET_BIT(PRF_FLAGS(ch), PRF_COLOR_2); ------------------- act.wizard.c if (IS_MOB(k)) { sprintf(buf, "Mob Spec-Proc: %s, NPC Bare Hand Dam: %dd%d\r\n", (mob_index[GET_MOB_RNUM(k)].func ? "Exists" : "None"), k->mob_specials.damnodice, k->mob_specials.damsizedice); + sprintf(buf, "Number of Attacks: %d \r\n", GET_MOB_ATTACKS(k)); send_to_char(buf, ch); if (!IS_NPC(k)) { + sprintf(buf, "Number of Attacks: %d ", GET_PC_ATTACKS(k)); + send_to_char(buf, ch); sprintf(buf, "Hunger: %d, Thirst: %d, Drunk: %d\r\n", GET_COND(k, FULL), GET_COND(k, THIRST), GET_COND(k, DRUNK)); send_to_char(buf, ch); } { "age", LVL_GRGOD, BOTH, NUMBER }, + { "attacks", LVL_GRGOD, BOTH, NUMBER }, { "\n", 0, BOTH, MISC } add in the case number for your mud: case 49: if (value < 1 || value > 5) { send_to_char("Number of attacks can only be 1 to 5\r\n", ch); return (0); } if (!IS_NPC(vict)) vict->player_specials->saved.pc_attacks = value; else if (IS_NPC(vict)) vict->mob_specials.num_attacks = value; else send_to_char("Sorry you can't do that right now", ch); break; /* just noticed I contradicted myself here * /* can be set 1-5 for mobs and pc's */ /* but olc can set mobs to 10 .. oh well.. fix as you see fit*/ ------------------- olc.h right after #define MEDIT_CONFIRM_SAVESTRING 7 add: #define MEDIT_NUM_ATTACKS 8 ------------------- medit.c Right after #define GET_ATTACK(mob) ((mob)->mob_specials.attack_type) add: #define GET_NUM_ATTACKS(mob) ((mob)->mob_specials.num_attacks) right before if (GET_STR(mob) != 11) add: if (GET_NUM_ATTACKS(mob) != 0) fprintf(mob_file, "NumAttacks: %d\n", GET_NUM_ATTACKS(mob)); now for the menu portion: "%sK%s) Attack : %s%s\r\n" + "%sN%s) Num Attacks : %s%d\r\n" "%sL%s) NPC Flags : %s%s\r\n" "%sM%s) AFF Flags : %s%s\r\n" just down below this: grn, nrm, yel, attack_hit_text[GET_ATTACK(mob)].singular, + grn, nrm, yel, GET_NUM_ATTACKS(mob), grn, nrm, cyn, buf1, right after case 'm': add: case 'n': case 'N': OLC_MODE(d) = MEDIT_NUM_ATTACKS; i++; break; right after the section case MEDIT_AFF_FLAGS: add: /*-------------------------------------------------------------------*/ case MEDIT_NUM_ATTACKS: GET_NUM_ATTACKS(OLC_MOB(d)) = MAX(0, MIN(10, atoi(arg))); break; --------------- and now for the fight.c + if(!ch || !victim) + return; + /* This appears to fix my crash problem, Thanks to Chuck Reed */ + /* if you notice anything */ + /* please email me about it so I can fix it or if you know of a fix */ + /* caminturn@earthlink.net */ /* Do some sanity checking, in case someone flees, etc. */ down further in void perform_violence add: struct char_data *ch; + int attacks = 1, i; for (ch = combat_list; ch; ch = next_combat_list) { next_combat_list = ch->next_fighting; + attacks = 1; /* needs to be here or all char have same attacks */ + + if (IS_NPC(ch) && (GET_MOB_ATTACKS(ch) > 0)) + attacks = GET_MOB_ATTACKS(ch); + + if (!IS_NPC(ch) && (GET_PC_ATTACKS(ch) > 0)) + attacks = GET_PC_ATTACKS(ch); + /* added to ensure that attacks are > 0 if not defaults to 1 */ and again.. down further in code: + for (i = 0; i < attacks; i++) hit(ch, FIGHTING(ch), TYPE_UNDEFINED); /* XXX: Need to see if they can handle "" instead of NULL. */ ~~~~~~~~~~~~~~ /*********************************************************************** * Do_Score - act.informative.c * * Copyright 1997 Immortal Realms Development Team * * Original Author: Mark Vanness * **********************************************************************/ /* Please leave all of this intact and give me FULL credit. Thank you. */ /* Replace the do_score function in your act.informative.c with the one * below. */ ACMD(do_attributes) { sprintf(buf, " &00Character attributes for %s\r\n", GET_NAME(ch)); sprintf(buf, "%s\r\n&00Level: [&01%d&00] Class: [&01%3s&00]\r\n", buf, GET_LEVEL(ch), CLASS_ABBR(ch)); sprintf(buf, "%sAge: [&01%d&00] yrs / [&01%d&00] mths\r\n" "Height:[&01%d&00] inches\r\n" "Weight:[&01%d&00] lbs\r\n", buf, age(ch).year, age(ch).month, GET_HEIGHT(ch), GET_WEIGHT(ch)); if ((GET_CLASS(ch) == CLASS_WARRIOR) && GET_STR(ch) == 18) sprintf(buf, "%sStr: [&01%d/%3d&00] Int: [&01%d&00] Wis: [&01%d&00]\r\n" "Dex: [&01%d&00] Con: [&01%d&00] Cha: [&01%d&00]\r\n", buf, GET_STR(ch), GET_ADD(ch), GET_INT(ch), GET_WIS(ch), GET_DEX(ch), GET_CON(ch), GET_CHA(ch)); else sprintf(buf, "%sStr: [&01%d&00] Int: [&01%d&00] Wis: [&01%d&00]\r\n" "Dex: [&01%d&00] Con: [&01%d&00] Cha: [&01%d&00]\r\n", buf, GET_STR(ch), GET_INT(ch), GET_WIS(ch), GET_DEX(ch), GET_CON(ch), GET_CHA(ch)); sprintf(buf, "%sArmor Class: [&01%d&00]\r\n", buf, GET_AC(ch)); sprintf(buf, "%sHitroll: [&01%d&00] Damroll: [&01%d&00]\r\n", buf, (ch)->points.hitroll, (ch)->points.damroll); sprintf(buf, "%sAlignment: [&01%d&00]\r\n", buf, GET_ALIGNMENT(ch)); sprintf(buf, "%sSaving Throws: PAR[[&01%d&00]] ROD[[&01%d&00]] PET[[&01%d&00]]\r\n" " BRE[[&01%d&00]] SPE[[&01%d&00]]\r\n", buf, GET_SAVE(ch, 0), GET_SAVE(ch, 1), GET_SAVE(ch, 2), GET_SAVE(ch, 3), GET_SAVE(ch, 4)); send_to_char(buf, ch); } ------------------------------------------------------------------------ ~~~~~~~~~~~~~~~~~~~~~~~ This is my second code I submitted so far. I am new to coding MUDs and figured the other score codes were a little bland. If the color code I use on my MUD is different than yours please feel free to change it. Thanks. Mark Vanness Cicero (Immortal Realms IMP) Telnet://immortalrealms.dynip.com:4000 *NOTE* If you also got my Score3.txt file replace the the one in act.informative.c with it. I typed the wrong file. It goes in act.informative.c not act.wizard.c ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In structs.h: ------------------------------------------------------------------------- ======== STEP #1 ======== IN: struct obj_data { AFTER: struct obj_data *next; /* For the object list */ INSERT: sh_int containerNum; /* for auto_equip */ sh_int where_it_goes; /* for auto_equip */ ======== STEP #2 ======== IN: struct obj_file_elem { AFTER: struct obj_affected_type affected[MAX_OBJ_AFFECT]; INSERT: sh_int eq_Bitvector; sh_int where_it_goes; sh_int containerNum; In handler.h: ------------------------------------------------------------------------- ======== STEP #1 ======== AFTER: struct obj_data *unequip_char(struct char_data *ch, int pos); INSERT: struct obj_data *unequip_char_for_rent(struct char_data *ch, int pos); In handler.c: ------------------------------------------------------------------------- ======== STEP #1 ======== struct obj_data *unequip_char_for_rent(struct char_data * ch, int pos) { int j; struct obj_data *obj; if ((pos < 0 || pos >= NUM_WEARS) || GET_EQ(ch, pos) == NULL) { core_dump(); return NULL; } obj = GET_EQ(ch, pos); /* obj->worn_by = NULL; */ if (GET_OBJ_TYPE(obj) == ITEM_ARMOR) GET_AC(ch) += apply_ac(ch, pos); if (ch->in_room != NOWHERE) { if (pos == WEAR_LIGHT && GET_OBJ_TYPE(obj) == ITEM_LIGHT) if (GET_OBJ_VAL(obj, 2)) /* if light is ON */ world[ch->in_room].light--; } else log("SYSERR: ch->in_room = NOWHERE when unequipping char %s.", GET_NAME(ch)); GET_EQ(ch, pos) = NULL; for (j = 0; j < MAX_OBJ_AFFECT; j++) affect_modify(ch, obj->affected[j].location, obj->affected[j].modifier, obj->obj_flags.bitvector, FALSE); affect_total(ch); return (obj); } In objsave.c: ------------------------------------------------------------------------- ======== STEP #1 ======== #define IS_WORN 1<<1 #define IN_CONTAINER 1<<2 ======== STEP #2 ======== UNDER: /* local functions */ SEARCH FOR: int Crash_save(struct obj_data * obj, FILE * fp); REPLACE WITH: int Crash_save(struct obj_data * obj, FILE * fp, sh_int containerNum); ======== STEP #3 ======== IN FUNCTION: Obj_from_store AFTER: GET_OBJ_TIMER(obj) = object.timer; INSERT: /***********************************************************************/ /* The next 3 object.variables are stored in the object's structure */ /* because the data will be used later for putting objects into the */ /* containers they belong in and wearing items where they are supposed */ /* to be worn. */ /***********************************************************************/ obj->obj_flags.bitvector = object.bitvector; obj->containerNum = object.containerNum; obj->where_it_goes = object.where_it_goes; ======== STEP #4 ======== IN FUNCTION: Obj_to_store AFTER: object.timer = GET_OBJ_TIMER(obj); ADD: object.bitvector = obj->obj_flags.bitvector; /**************************************/ /* Objects go in inventory by default */ /**************************************/ object.eq_Bitvector = 0; object.where_it_goes = -1; /**************************************/ /* Get Object's worn location */ /**************************************/ if (obj->worn_by) { SET_BIT(object.eq_Bitvector, IS_WORN); object.where_it_goes = obj->worn_on; } /**************************************/ /* Get Container's number */ /**************************************/ if (GET_OBJ_TYPE(obj) == ITEM_CONTAINER) { object.containerNum = obj->containerNum; } /**************************************/ /* Get Containee's Container number */ /**************************************/ if (obj->in_obj) { SET_BIT(object.eq_Bitvector, IN_CONTAINER); object.where_it_goes = obj->in_obj->containerNum; } obj->worn_by = NULL; obj->worn_on = -1; ======== STEP #5 ======== IN FUNCTION: Crash_load AFTER: int cost, orig_rent_code, num_objs = 0; INSERT: struct obj_data *obj, *hold_obj[max_obj_save]; sh_int hold_obj_bitvector[max_obj_save]; int obj_ctr = 0, hold_ctr, num_container; SEARCH FOR: if (!feof(fl)) { ++num_objs; obj_to_char(Obj_from_store(object), ch); } REPLACE WITH: if (!feof(fl)) { /*******************************/ /* LOAD OBJECTS INTO INVENTORY */ /*******************************/ obj_to_char(Obj_from_store(object), ch); /*****************************************************************/ /* LOAD OBJECTS INTO ARRAY */ /*===============================================================*/ /* Purpose: */ /* I am storing all of the players objects into an array because */ /* all objects that belong in a container will be loaded before */ /* the container is loaded. */ /*****************************************************************/ hold_obj[num_objs] = ch->carrying; hold_obj_bitvector[num_objs] = object.eq_Bitvector; /**************************************************************/ /* Count the number of objects retrieved from the object file */ /**************************************************************/ num_objs++; } } /*****************************************************************/ /* FIND CONTAINERS IN THE ARRAY */ /*===============================================================*/ /* Purpose: */ /* At this point everything from the player object file has been */ /* stored into an array. Now we go through the array and check */ /* for containers. */ /*****************************************************************/ for (obj_ctr = 0; obj_ctr < num_objs; obj_ctr++) { if (GET_OBJ_TYPE(hold_obj[obj_ctr]) == ITEM_CONTAINER) { /**************************************************************/ /* A container has been found, assign the array element to */ /* num_container. */ /**************************************************************/ num_container = obj_ctr; /***************************************************************/ /* Now take another pass through the array looking for objects */ /* that are flagged as IN_CONTAINER and have a ->where_it_goes */ /* that matches the ->containerNum of the above container. */ /* Notice that we only need to check array element 0 through */ /* num_container rather than 0 through num_objs because all of */ /* a container's object are loaded before the container. So it */ /* is not neccesary to loop through every item in the array. */ /***************************************************************/ for (hold_ctr = 0; hold_ctr < num_container; hold_ctr++) { if (IS_SET(hold_obj_bitvector[hold_ctr], IN_CONTAINER) && hold_obj[hold_ctr]->where_it_goes == hold_obj[obj_ctr]->containerNum) { obj = hold_obj[hold_ctr]; obj_from_char(obj); obj_to_obj(hold_obj[hold_ctr], hold_obj[obj_ctr]); } } } } /*******************************************************************/ /* Equip worn objects in the array: */ /*=================================================================*/ /* We're going through the array again looking for objects */ /* flagged IS_WORN and wearing them on the body part indicated */ /* by obj->where_it_goes. I did not do this above because I wanted */ /* to fill up wearable containers before wearing them. */ /*******************************************************************/ for (obj_ctr = 0; obj_ctr < num_objs; obj_ctr++) { if (IS_SET(hold_obj_bitvector[obj_ctr], IS_WORN)) { obj = hold_obj[obj_ctr]; obj_from_char(obj); equip_char(ch, obj, obj->where_it_goes); } } ======== STEP #6 ======== IN FUNCTION: Crash_save SEARCH FOR: int Crash_save(struct obj_data * obj, FILE * fp) REPLACE WITH: int Crash_save(struct obj_data * obj, FILE * fp, sh_int containerNum) AFTER: if (obj) { INSERT: obj->containerNum = -1; obj->where_it_goes = -1; if (GET_OBJ_TYPE(obj) == ITEM_CONTAINER && obj->contains) { containerNum++; obj->containerNum = containerNum; } ======== STEP #7 ======== IN FUNCTION: Crash_crashsave SEARCH FOR: if (!Crash_save(ch->carrying, fp)) { REPLACE WITH: if (!Crash_save(ch->carrying, fp, 0)) { SEARCH FOR: if (!Crash_save(GET_EQ(ch, j), fp)) { REPLACE WITH: if (!Crash_save(GET_EQ(ch, j), fp, 0)) { ======== STEP #8 ======== IN FUNCTION: Crash_idlesave SEARCH FOR: obj_to_char(equip_char(ch, j), ch); REPLACE WITH: obj_to_char(unequip_char_for_rent(ch, j), ch); SEARCH FOR: if (!Crash_save(ch->carrying, fp)) { REPLACE WITH: if (!Crash_save(ch->carrying, fp, 0)) { ======== STEP #9 ======== IN FUNCTION: Crash_rentsave SEARCH FOR: obj_to_char(equip_char(ch, j), ch); REPLACE WITH: obj_to_char(unequip_char_for_rent(ch, j), ch); SEARCH FOR: if (!Crash_save(ch->carrying, fp)) { REPLACE WITH: if (!Crash_save(ch->carrying, fp, 0)) { ======== STEP #10 ======== IN FUNCTION: Crash_cryosave REPLACE: obj_to_char(equip_char(ch, j), ch); WITH: obj_to_char(unequip_char_for_rent(ch, j), ch); SEARCH FOR: if (!Crash_save(ch->carrying, fp)) { REPLACE WITH: if (!Crash_save(ch->carrying, fp, 0)) { ~~~~~~~~~~~~~~~~~~~~~~~~ int count_chars(const char *txt, char character) { int i, cnt = 0; for(i = 0; txt[i]; i++) if(txt[i] == character) cnt++; return cnt; } /* Added const to both routines to fix 2 warnings */ char *parse_color(const char *txt, struct descriptor_data *t) { char *new_txt; char *toret; register int i, j = 0; i = count_chars(txt, '&'); /* count how many control-chars there are in the string */ new_txt = malloc(i * 5 + strlen(txt) + 1); /* no ansi-escape code is larger than 5 bytes so a 5 * times the '&' appears + strlen(txt) + 1 character big buffer should be enough */ if (!i || t->connected == CON_GET_NAME){ /* Returns same string if there is no change needed JB*/ strcpy(new_txt, txt); /* Fixes a warning and a strange bug with (I)MOTD's vanishing JB */ return new_txt; } /* the parser.. Huge but fast */ if (clr(t->character, C_NRM)){ /* checks to see if character has neccisary color on JB */ for(i = 0; txt[i]; i++) { if(txt[i] == '&') { i++; switch(txt[i]) { case '0' : /* Removed the color check code's here to */ strcpy(new_txt + j, KNRM); /* speed up the exchange JB */ j += 4; break; case '1' : strcpy(new_txt + j, KRED); j += 5; break; case '2' : strcpy(new_txt + j, KGRN); j += 5; break; case '3' : strcpy(new_txt + j, KYEL); j += 5; break; case '4' : strcpy(new_txt + j, KBLU); j += 5; break; case '5' : strcpy(new_txt + j, KMAG); j += 5; break; case '6' : strcpy(new_txt + j, KCYN); j += 5; break; case '7' : strcpy(new_txt + j, KWHT); j += 5; break; case '8' : /* both cases did same thing JB */ case 'b' : strcpy(new_txt + j, KBLD); j += 4; break; case '9' : strcpy(new_txt + j, KBLK); j += 5; break; case 'u' : strcpy(new_txt + j, KUND); j += 4; break; case 'd' : strcpy(new_txt + j, KDAR); j += 4; break; case 'R' : strcpy(new_txt + j, KBRED); j += 5; break; case 'G' : strcpy(new_txt + j, KBGRN); j += 5; break; case 'Y' : strcpy(new_txt + j, KBYEL); j += 5; break; case 'B' : strcpy(new_txt + j, KBBLU); j += 5; break; case 'M' : strcpy(new_txt + j, KBMAG); j += 5; break; case 'C' : strcpy(new_txt + j, KBCYN); j += 5; break; case 'W' : strcpy(new_txt + j, KBWHT); j += 5; break; case 'S' : strcpy(new_txt + j, KBBLK); j += 5; break; case '&' : new_txt[j] = txt[i]; j++; break; default: break; } } else { new_txt[j] = txt[i]; j++; } } } else { /* Quick little function in case they don't have color */ for(i = 0; txt[i]; i++) /* Only transfers the & character JB */ if(txt[i] == '&'){ i++; if (txt[i] == '&'){ new_txt[j] = txt[i]; j++; } } else { new_txt[j] = txt[i]; j++; } } new_txt[j] = '\0'; /* terminate the string */ toret = strdup(new_txt); /* create a new string with no eventual memoryloss */ free(new_txt); /* free the old buffer */ return toret; /* the colorized buffer */ } * Change the function write_to_output(const char *txt, struct descriptor_data *t) to this: void write_to_output(const char *txt, struct descriptor_data *t) { int size; char *new_txt; new_txt = parse_color(txt, t); size = strlen(new_txt); /* if we're in the overflow state already, ignore this new output */ if (t->bufptr < 0) return; /* if we have enough space, just write to buffer and that's it! */ if (t->bufspace >= size) { strcpy(t->output + t->bufptr, new_txt); t->bufspace -= size; t->bufptr += size; free(new_txt); return; } /* * If we're already using the large buffer, or if even the large buffer * is too small to handle this new text, chuck the text and switch to the * overflow state. */ if (t->large_outbuf || ((size + strlen(t->output)) > LARGE_BUFSIZE)) { t->bufptr = -1; buf_overflows++; free(new_txt); return; } buf_switches++; /* if the pool has a buffer in it, grab it */ if (bufpool != NULL) { t->large_outbuf = bufpool; bufpool = bufpool->next; } else { /* else create a new one */ CREATE(t->large_outbuf, struct txt_block, 1); CREATE(t->large_outbuf->text, char, LARGE_BUFSIZE); buf_largecount++; } strcpy(t->large_outbuf->text, t->output); /* copy to big buffer */ t->output = t->large_outbuf->text; /* make big buffer primary */ strcat(t->output, new_txt); /* now add new text */ /* calculate how much space is left in the buffer */ t->bufspace = LARGE_BUFSIZE - 1 - strlen(t->output); /* set the pointer for the next write */ t->bufptr = strlen(t->output); free(new_txt); } * My screen.h /* ************************************************************************ * File: screen.h Part of CircleMUD * * Usage: header file with ANSI color codes for online color * * * * All rights reserved. See license.doc for complete information. * * * * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * ************************************************************************ */ #define KNRM "\033[0m" #define KRED "\033[31m" #define KGRN "\033[32m" #define KYEL "\033[33m" #define KBLU "\033[34m" #define KMAG "\033[35m" #define KCYN "\033[36m" #define KWHT "\033[37m" #define KBLK "\033[30m" #define KBLD "\033[1m" #define KBLN "\033[5m" #define KNUL "" #define KCLR "\033[2J" #define KUND "\033[4m" #define KDAR "\033[2m" #define KBRED "\033[41m" #define KBGRN "\033[42m" #define KBYEL "\033[43m" #define KBBLU "\033[44m" #define KBMAG "\033[45m" #define KBCYN "\033[46m" #define KBWHT "\033[47m" #define KBBLK "\033[40m" /* conditional color. pass it a pointer to a char_data and a color level. */ #define C_OFF 0 #define C_SPR 1 #define C_NRM 2 #define C_CMP 3 #define _clrlevel(ch) ((PRF_FLAGGED((ch), PRF_COLOR_1) ? 1 : 0) + \ (PRF_FLAGGED((ch), PRF_COLOR_2) ? 2 : 0)) #define clr(ch,lvl) (_clrlevel(ch) >= (lvl)) #define CCNRM(ch,lvl) (clr((ch),(lvl))?KNRM:KNUL) #define CCBLK(ch,lvl) (clr((ch),(lvl))?KBLK:KNUL) #define CCRED(ch,lvl) (clr((ch),(lvl))?KRED:KNUL) #define CCGRN(ch,lvl) (clr((ch),(lvl))?KGRN:KNUL) #define CCYEL(ch,lvl) (clr((ch),(lvl))?KYEL:KNUL) #define CCBLU(ch,lvl) (clr((ch),(lvl))?KBLU:KNUL) #define CCMAG(ch,lvl) (clr((ch),(lvl))?KMAG:KNUL) #define CCCYN(ch,lvl) (clr((ch),(lvl))?KCYN:KNUL) #define CCWHT(ch,lvl) (clr((ch),(lvl))?KWHT:KNUL) #define CCBLD(ch,lvl) (clr((ch),(lvl))?KBLD:KNUL) #define CCBLN(ch,lvl) (clr((ch),(lvl))?KBLN:KNUL) #define CCCLR(ch,lvl) (clr((ch),(lvl))?KCLR:KNUL) #define CCUND(ch,lvl) (clr((ch),(lvl))?KUND:KNUL) #define CCDAR(ch,lvl) (clr((ch),(lvl))?KDAR:KNUL) #define CCBBLK(ch,lvl) (clr((ch),(lvl))?KBBLK:KNUL) #define CCBRED(ch,lvl) (clr((ch),(lvl))?KBRED:KNUL) #define CCBGRN(ch,lvl) (clr((ch),(lvl))?KBGRN:KNUL) #define CCBYEL(ch,lvl) (clr((ch),(lvl))?KBYEL:KNUL) #define CCBBLU(ch,lvl) (clr((ch),(lvl))?KBBLU:KNUL) #define CCBMAG(ch,lvl) (clr((ch),(lvl))?KBMAG:KNUL) #define CCBCYN(ch,lvl) (clr((ch),(lvl))?KBCYN:KNUL) #define CCBWHT(ch,lvl) (clr((ch),(lvl))?KBWHT:KNUL) #define COLOR_LEV(ch) (_clrlevel(ch)) #define QNRM CCNRM(ch,C_SPR) #define QBLK CCBLK(ch,C_SPR) #define QRED CCRED(ch,C_SPR) #define QGRN CCGRN(ch,C_SPR) #define QYEL CCYEL(ch,C_SPR) #define QBLU CCBLU(ch,C_SPR) #define QMAG CCMAG(ch,C_SPR) #define QCYN CCCYN(ch,C_SPR) #define QWHT CCWHT(ch,C_SPR) #define QBLD CCBLD(ch,C_SPR) #define QBLN CCBLN(ch,C_SPR) #define QCLR CCBLN(ch,C_SPR) #define QUND CCUND(ch,C_SPR) #define QDAR CCDAR(ch,C_SPR) #define QBBLK CCBBLK(ch,C_SPR) #define QBRED CCBRED(ch,C_SPR) #define QBGRN CCBGRN(ch,C_SPR) #define QBYEL CCBYEL(ch,C_SPR) #define QBBLU CCBBLU(ch,C_SPR) #define QBMAG CCBMAG(ch,C_SPR) #define QBCYN CCBCYN(ch,C_SPR) #define QBWHT CCBWHT(ch,C_SPR) * Compile and you're done. ~~~~~~~~~~~~~~~~~~ in db.c for (; !feof(player_fl);) { fread(&dummy, sizeof(struct char_file_u), 1, player_fl); if (!feof(player_fl)) { /* new record */ nr++; CREATE(player_table[nr].name, char, strlen(dummy.name) + 1); for (i = 0; (*(player_table[nr].name + i) = LOWER(*(dummy.name + i))); i++); + CREATE(player_table[nr].unix_name, char, strlen(dummy.unix_name) + 1); + for (i = 0; + (*(player_table[nr].unix_name + i) = LOWER(*(dummy.unix_name + i))); i++); + player_table[nr].last_logon = dummy.last_logon; + CREATE(player_table[nr].host, char, strlen(dummy.host) + 1); + for (i = 0; + (*(player_table[nr].host + i) = LOWER(*(dummy.host + i))); i++); player_table[nr].id = dummy.char_specials_saved.idnum; top_idnum = MAX(top_idnum, dummy.char_specials_saved.idnum); } } in db.h struct player_index_element { char *name; long id; + char *host; + char *unix_name; + time_t last_logon; }; in act.wizard.c ACMD(do_site) { extern struct player_index_element *player_table; long count = 0; int i; one_argument(argument, arg); buf[0] = '\0'; buf2[0] = '\0'; if (!*arg) { send_to_char("For what site do you wish to search?\r\n", ch); return; } send_to_char("Player: Time: Site:\r\n", ch); send_to_char("-------------------------------------------------------------\r\n", ch); for (i = 0;i <= top_of_p_table; i++) { if (!str_cmp(player_table[i].host, arg)) { if (player_table[i].unix_name) { sprintf(buf, "%s%s %s %s@%s\r\n", buf, player_table[i].name, asctime(localtime(&player_table[i].last_logon)), player_table[i].unix_name, player_table[i].host); count ++; } } } sprintf(buf2, "%ld Matches found.", count); strcat(buf, buf2); page_string(ch->desc, buf, 1); } in interpreter.c with the rest of the acmds add: ACMD(do_site); with the rest of the commands add: { "site" , POS_DEAD , do_site , LVL_IMPL, 0}, ~~~~~~~~~~~~~~~~~~ in db.c for (; !feof(player_fl);) { fread(&dummy, sizeof(struct char_file_u), 1, player_fl); if (!feof(player_fl)) { /* new record */ nr++; CREATE(player_table[nr].name, char, strlen(dummy.name) + 1); for (i = 0; (*(player_table[nr].name + i) = LOWER(*(dummy.name + i))); i++); + CREATE(player_table[nr].unix_name, char, strlen(dummy.unix_name) + 1); + for (i = 0; + (*(player_table[nr].unix_name + i) = LOWER(*(dummy.unix_name + i))); i++); + player_table[nr].last_logon = dummy.last_logon; + CREATE(player_table[nr].host, char, strlen(dummy.host) + 1); + for (i = 0; + (*(player_table[nr].host + i) = LOWER(*(dummy.host + i))); i++); player_table[nr].id = dummy.char_specials_saved.idnum; top_idnum = MAX(top_idnum, dummy.char_specials_saved.idnum); } } in db.h struct player_index_element { char *name; long id; + char *host; + char *unix_name; + time_t last_logon; }; in act.wizard.c ACMD(do_site) { extern struct player_index_element *player_table; long count = 0; int i; one_argument(argument, arg); buf[0] = '\0'; buf2[0] = '\0'; if (!*arg) { send_to_char("For what site do you wish to search?\r\n", ch); return; } send_to_char("Player: Time: Site:\r\n", ch); send_to_char("-------------------------------------------------------------\r\n", ch); for (i = 0;i <= top_of_p_table; i++) { if (!str_cmp(player_table[i].host, arg)) { if (player_table[i].unix_name) { sprintf(buf, "%s%s %s %s@%s\r\n", buf, player_table[i].name, asctime(localtime(&player_table[i].last_logon)), player_table[i].unix_name, player_table[i].host); count ++; } } } sprintf(buf2, "%ld Matches found.", count); strcat(buf, buf2); page_string(ch->desc, buf, 1); } in interpreter.c with the rest of the acmds add: ACMD(do_site); with the rest of the commands add: { "site" , POS_DEAD , do_site , LVL_IMPL, 0}, ~~~~~~~~~~~~~~~~~~` This command does a lot for CircleMuds but isn't big enough to make a patch for. This was made for CircleMUD 3.0 bpl 14 and should work with any of them for that matter. This command will drain a corpse of it's left over internal energy and will transfer it to the person who drains it. Can also be made into a skill for mages and/or clerics(which i have done). I won't get into how you make it a skill cause I hope you are at least that competent. IN act.informative.c add the following ACMD(do_drain) { int HIT = 0, MANA = 0, MOVE = 0; struct obj_Data *obj; one_argument(argument, arg); if(!*arg) { send_to_char("Drain what?\n\r", ch); return; } if (!(obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) { send_to_char("That object is not here\r\n", ch); return; } act("$n bends down and touches $p which slowly dissapears.\r\n", FALSE, ch, 0, TO_ROOM); act("You bend down and drain $p.\r\n", FALSE, ch, 0, TO_ROOM); // Now let's add the energy to the players hp, mana, and move HIT = number(1, GET_LEVEL(ch)) * 2; MANA = number(1, GET_LEVEL(ch)); MOVE = number(1, 15); GET_HIT(ch) = GET_HIT(ch) + HIT; GET_MANA(ch) = GET_MANA(ch) + MANA; GET_MOVE(ch) = GET_MOVE(ch) + MOVE; extract_obj(obj); } Next add the following to the interpreter.c file. ACMD(do_display); ACMD(do_drain); <==Add this one here. { "drain" , "dr" , POS_STANDING, do_drain , 0, 0 }; Once you add those you will be all set, compile, pray, and have fun! Contact me at forrest@attitude.com if you want more! Mythran the Implementor R.I.O.T. MUD GENESIS MUD riot.midsouth.net 9990 users.midsouth.net 9992 Please e-mail me if you use this out of respect. ~~~~~~~~~~~~~~~~~~~~~~~ /*********************************************************************** * Do_Fux - act.wizard.c - interpreter.c * * Copyright 1998 Immortal Realms Development Team * * Original Author: Mark Vanness * **********************************************************************/ /* Please leave all of this intact and give me FULL credit. Thank you. */ /* Add the below into your act.wizard.c. */ ACMD(do_fux) { struct char_data *vict; int i; one_argument(argument, buf); if (!*buf) send_to_char("Whom do you wish to fux?\r\n", ch); else if (!(vict = get_char_vis(ch, buf))) send_to_char(NOPERSON, ch); else { GET_HIT(vict) = GET_MAX_HIT(vict); update_pos(vict); send_to_char(OK, ch); act("You have been fuxed over by god!", FALSE, vict, 0, ch, TO_CHAR); } } /* Then in interpreter.c add: */ ACMD(do_fux); { "fux" , POS_DEAD , do_fux , LVL_IMMORT, 0 }, ------------------------------------------------------------------------ This little code was ment to restore mortals after being killed. Instead of using restore to restore everything, the staff of IR wanted only to restore the Hitpoints. Goodluck. Mark Vanness Cicero (Immortal Realms IMP) Telnet://immortalrealms.dynip.com:4000 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /* ************************************************************************ * Skill and Spell listing Part of NirvanaMUD * * Usage: skill [class] or spell [class] * * * * It lists skills and spells that a class will learn. * * + = add this line. * * * * Rodrigo Jose Affonso Magalhaes * * Rio de Janeiro - Brazil * * nirvanamud@hotmail.com * * UIN 24161456 * * * * NirvanaMUD: mud.nlink.com.br 4000 * ************************************************************************ */ file act.informative.c add this at the end of file: +ACMD(do_spell) +{ + extern char *pc_class_types[]; + extern char *spells[]; + extern struct spell_info_type spell_info[]; + int i, j, class; + bool flag = FALSE; + + *buf = '\0'; + *buf2 = '\0'; + + one_argument(argument, arg); + + if (!*arg) { + class = GET_CLASS(ch); + strcpy(buf, "These are the spells that your class will learn:\r\n" + "spell level\r\n"); + strcpy(buf2, buf); + } else { + class = search_block_case(arg, pc_class_types, FALSE); + send_to_char(buf, ch); /* ROD WAS HERE!!! 09/04/1999 */ + if (class < 0 || class >= NUM_CLASSES) { + send_to_char("Not a valid class.\n\r", ch); + return; + } + sprintf(buf, "These are the spells that %s %s will learn:\r\n" + "spell level\r\n" + , AN(pc_class_types[class]), pc_class_types[class]); + strcpy(buf2, buf); + } + + for (j = 1; j < LVL_IMMORT; j++) { + for (i = 1; i < MAX_SPELLS+1; i++) + { + if (spell_info[i].min_level[class] == j) + { + sprintf(buf, "%-20s %d\r\n", spells[i], spell_info[i].min_level[class]); + strcat(buf2, buf); + flag = TRUE; + } + } + } + + if (flag == FALSE) { + if (!*arg) + sprintf(buf2, "You will not learn spells in this class.\r\n"); + else + sprintf(buf2, "The %s class will not learn spells.\r\n", pc_class_types[class]); + } + + page_string(ch->desc, buf2, 1); +} + +ACMD(do_skill) +{ + extern char *pc_class_types[]; + extern char *spells[]; + extern struct spell_info_type spell_info[]; + int i, j, class; + bool flag = FALSE; + + *buf = '\0'; + *buf2 = '\0'; + + one_argument(argument, arg); + + if (!*arg) { + class = GET_CLASS(ch); + strcpy(buf, "These are the skills that your class will learn:\r\n" + "skill level\r\n"); + strcpy(buf2, buf); + } else { + class = search_block_case(arg, pc_class_types, FALSE); + send_to_char(buf, ch); /* ROD WAS HERE!!! 09/04/1999 */ + if (class < 0 || class >= NUM_CLASSES) { + send_to_char("Not a valid class.\n\r", ch); + return; + } + sprintf(buf, "These are the skills that %s %s will learn:\r\n" + "skill level\r\n" + , AN(pc_class_types[class]), pc_class_types[class]); + strcpy(buf2, buf); + } + + for (j = 1; j < LVL_IMMORT; j++) { + for (i = MAX_SPELLS +1; i < MAX_SKILLS+1; i++) + { + if (spell_info[i].min_level[class] == j) + { + sprintf(buf, "%-20s %d\r\n", spells[i], spell_info[i].min_level[class]); + strcat(buf2, buf); + flag = TRUE; + } + } + } + + if (flag == FALSE) { + if (!*arg) + sprintf(buf2, "You will not learn skills in this class.\r\n"); + else + sprintf(buf2, "The %s class will not learn skills.\r\n", pc_class_types[class]); + } + + page_string(ch->desc, buf2, 1); +} + file interpreter.c look at this: ACMD(do_set); ACMD(do_show); ACMD(do_shutdown); ACMD(do_sit); +ACMD(do_skill); ACMD(do_skillset); ACMD(do_sleep); ACMD(do_sneak); ACMD(do_snoop); ACMD(do_spec_comm); +ACMD(do_spell); look at this: { "sip" , POS_RESTING , do_drink , 0, SCMD_SIP }, { "sit" , POS_RESTING , do_sit , 0, 0 }, + { "skill" , POS_RESTING , do_skill , 0, 0 }, { "skillset" , POS_SLEEPING, do_skillset , LVL_GRGOD, 0 }, { "sleep" , POS_SLEEPING, do_sleep , 0, 0 }, { "slap" , POS_RESTING , do_action , 0, 0 }, { "slowns" , POS_DEAD , do_gen_tog , LVL_IMPL, SCMD_SLOWNS }, { "smile" , POS_RESTING , do_action , 0, 0 }, + { "spell" , POS_RESTING , do_spell , 0, 0 }, look at this: /* * searches an array of strings for a target string. "exact" can be * 0 or non-0, depending on whether or not the match must be exact for * it to be returned. Returns -1 if not found; 0..n otherwise. Array * must be terminated with a '\n' so it knows to stop searching. */ int search_block(char *arg, char **list, bool exact) { register int i, l; /* Make into lower case, and get length of string */ for (l = 0; *(arg + l); l++) *(arg + l) = LOWER(*(arg + l)); if (exact) { for (i = 0; **(list + i) != '\n'; i++) if (!strcmp(arg, *(list + i))) return (i); } else { if (!l) l = 1; /* Avoid "" to match the first available * string */ for (i = 0; **(list + i) != '\n'; i++) if (!strncmp(arg, *(list + i), l)) return (i); } return -1; } + +/* + * This function does the same thing as search_block, but it + * uses strcasecmp. by ROD 09/04/1999 + */ +int search_block_case(char *arg, char **list, bool exact) +{ + register int i, l; + + /* Make into lower case, and get length of string */ + for (l = 0; *(arg + l); l++) + *(arg + l) = LOWER(*(arg + l)); + + if (exact) { + for (i = 0; **(list + i) != '\n'; i++) + if (!strcasecmp(arg, *(list + i))) + return (i); + } else { + if (!l) + l = 1; /* Avoid "" to match the first available + * string */ + for (i = 0; **(list + i) != '\n'; i++) + if (!strncasecmp(arg, *(list + i), l)) + return (i); + } + + return -1; +} + file interpreter.h look at this: /* necessary for CMD_IS macro */ #ifndef __INTERPRETER_C__ extern struct command_info cmd_info[]; #endif void command_interpreter(struct char_data *ch, char *argument); int search_block(char *arg, char **list, bool exact); +int search_block_case(char *arg, char **list, bool exact); char lower( char c ); char *one_argument(char *argument, char *first_arg); char *one_word(char *argument, char *first_arg); GOOD LUCK! 8^) ************************************************************************** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Here's my implementation of the OMNI command. I say that like I'm totally comfortable with it. The fact is, I never heard of it until recently when an immortal on my MUD mentioned it. It doesn't make much difference to have this command, really. I use it to just get a quick idea what and how everyone is doing. This will sometimes lead me to use another custom command I have called FLUX. Anyway, it basically lists all the mortals and tells you how healthy they are, where they are, what position they are in (fighting, resting, etc.) and a few other unimportant things. To plug this in your CircleMUD, just plop the following function in act.wazard.c... /* -CMS- */ ACMD(do_omni) { struct char_data *tch; char tmp[256]; int count = 0; send_to_char("Lvl Class Room Name " "Health Position\r\n", ch); for (tch = character_list; tch; tch = tch->next) if (!IS_NPC(tch) && GET_LEVEL(tch) < LVL_IMMORT) { sprintf(tmp, "%2d %4s %-5d %-20s %3d%% %s\r\n", GET_LEVEL(tch), CLASS_ABBR(tch), world[IN_ROOM(tch)].number, GET_NAME(tch), (int)(GET_HIT(tch)*100)/GET_MAX_HIT(tch), position_types[(int)GET_POS(tch)]); send_to_char(tmp, ch); count++; } if (!count) send_to_char(" No mortals are on!\r\n", ch); } ...and then add the declaration and command to interpreter.c, like: ACMD(do_omni); ...and... { "omni" , POS_DEAD , do_omni , LVL_ADMIN, 0}, Piece of cake. -Rodger (dibrova.betterbox.net 5150) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ #AREA mirror.are~ Old Thalos~ { 1 30} Kahn Old Thalos~ 5300 5399 #MOBILES #5300 oldstyle baby beholder~ the baby beholder~ You meet a baby beholder's cute gaze! ~ It has a large central eye that blinks like a guppy and eyestalks atop the round body which can charm you with its cuteness. Baby beholders are known for their playful personality. Hmmm.... It looks like the baby is teething! ~ human~ ABCHR D 500 0 5 0 2d7+46 5d9+100 1d5+0 none 6 6 6 8 FU 0 0 0 stand stand none 11 0 0 medium 0 #5301 oldstyle lamia pet~ the pet lamia~ A pet lamia stands here waiting for her next command. ~ This is a creature with the upper torso of a beautiful woman, but the lower body of a four-legged beast. ~ human~ ACH 0 500 0 4 0 2d7+46 2d9+100 1d5+1 none 6 6 6 9 EFNU 0 0 0 stand stand female 2 0 0 medium 0 #5302 oldstyle citizen man~ a citizen of Thalos~ A citizen of Thalos is here, conversing with everyone. ~ He smiles at you, almost as if he knows you. He is so friendly, you have no choice but to reciprocate. ~ human~ AGH 0 500 0 5 0 2d6+60 2d9+100 1d6+1 none 5 5 5 9 EFNU 0 0 0 stand stand male 5 0 0 medium 0 #5303 oldstyle guard imperial cityguard~ an imperial cityguard~ An imperial cityguard is here, keeping the peace of Thalos. ~ He is dressed in plate, and he looks quite formidable. At the moment, though, he is just giggling with a kid running about. ~ human~ ACGT H 1000 0 17 0 3d9+283 8d9+100 3d4+4 none -3 -3 -3 7 CDEIKLU 0 0 0 stand stand male 75 0 0 medium 0 #5304 oldstyle citizen woman female~ a female citizen of Thalos~ A female citizen of Thalos is here, showing off her new dress. ~ She is beautiful, dressed in a sundress that sparkles with gems sown in. She smiles at you, and your heart flutters at the thought that you have her attention, if only for a moment. ~ human~ AGH 0 500 0 5 0 2d6+60 2d9+100 1d6+1 none 5 5 5 9 EFNU 0 0 0 stand stand female 5 0 0 medium 0 #5305 oldstyle gordon defender~ Gordon the Brave~ Gordon the Brave, the Defender of Thalos, is here, looking at no one but you, the only stranger in town. ~ Gordon is dressed in full mithril plate, and he looks indestructible. He eyes you suspiciously not only because you are a stranger, but because you are an ARMED stranger. Better not do any funny stuff in his presence. ~ human~ AT H 1000 0 35 0 10d10+1400 17d9+100 4d7+11 none -11 -11 -11 5 CDEIKLU 0 0 0 stand stand male 500 0 0 medium 0 #5306 oldstyle priest~ the fanatic priest~ A fanatic priest is here, foretelling the destruction of Thalos. ~ The priest must have lost his mind. He keeps saying that one day, evil will prevail and take over Thalos and bring the whole city down. Obviously, no one listens to this fool. The priest's right fist is covered in golden silk, and he clenches it at you. Other than that, he is dressed all in black. ~ human~ ABHQ 0 -500 0 10 0 2d7+121 10d9+100 1d7+2 none 1 1 1 7 EIKU 0 0 0 stand stand male 5 0 0 medium 0 #5307 oldstyle priest~ the priest of Thalos~ The priest of Thalos tells you of the glories of this city. ~ He stands here gloriously telling of Thalos's history, how it is now referred by the world as 'The City of Peace'. He is very happy to be the high priest here. ~ human~ ABQ H 1000 0 20 0 3d9+333 20d9+100 2d7+5 none -4 -4 -4 6 EIKU 0 0 0 stand stand male 5 0 0 medium 0 #5308 oldstyle golem stone~ the stone golem~ In the corner you see a large, stone golem faithfully standing watch. ~ It is a big chunk of rock that has been magically formed into a giant stone creature. It stands here guarding the city. ~ human~ AB N 1000 0 30 0 6d12+853 15d9+100 4d6+8 none -9 -9 -9 6 EFNU 0 0 0 stand stand none 212 0 0 medium 0 #5309 oldstyle mayor~ the mayor of Thalos~ The mayor of Thalos is sitting here, doing his paperwork. ~ He looks very busy, but he takes the time to say, 'Hi! Welcome to Thalos!' He looks very proud of his work. ~ human~ AB 0 800 0 20 0 3d9+333 10d9+100 2d8+5 none -4 -4 -4 7 EFNU 0 0 0 stand stand female 50 0 0 medium 0 #5310 oldstyle dan barkeep~ Dan the Barkeep~ Dan the Barkeep stands by the counter wiping a glass. ~ He looks at you, and says, 'What's your poison, stranger?' ~ human~ AB 0 600 0 30 0 6d12+853 15d9+100 4d6+8 none -9 -9 -9 6 EFNU 0 0 0 stand stand male 50 0 0 medium 0 #5311 oldstyle george butcher~ George the Butcher~ George the Butcher is here whacking away at a side of beef. ~ Looking down at you with blood splattered all over his face and apron, he asks, 'How much you want?' ~ human~ AB 0 600 0 30 0 6d12+853 15d9+100 4d6+8 none -9 -9 -9 6 EFNU 0 0 0 stand stand male 50 0 0 medium 0 #5312 oldstyle farmer betty~ Farmer Betty~ Farmer Betty looks at you sweetly offering you some apples. ~ She smiles at you meekly. ~ human~ AB 0 650 0 30 0 6d12+853 15d9+100 4d6+8 none -9 -9 -9 6 EFNU 0 0 0 stand stand female 50 0 0 medium 0 #5313 oldstyle thaellor dwarf~ Thaellor the dwarf~ Thaellor is here selling his metal wares. ~ Thaellor sweats rivers and complains about the heat as he pounds the metal into items of defense and destruction. ~ human~ AB 0 550 0 30 0 6d12+853 15d9+100 4d6+8 none -9 -9 -9 6 EFNU 0 0 0 stand stand female 50 0 0 medium 0 #5314 oldstyle ben smith~ Ben the Smith~ Ben the Smith sells metal odds and ends to anyone interested. ~ Ben tries to pawn his various wares to you. ~ human~ AB 0 600 0 30 0 6d12+853 15d9+100 4d6+8 none -9 -9 -9 6 EFNU 0 0 0 stand stand male 50 0 0 medium 0 #5315 oldstyle librarian~ the librarian~ The librarian is here shelving books away neatly. ~ The librarian looks busy and whispers, 'Shhh!' ~ human~ ABH 0 500 0 8 0 2d7+96 4d9+100 1d7+2 none 3 3 3 9 EFNU 0 0 0 stand stand female 0 0 0 medium 0 #5316 oldstyle scholar boy~ a young scholar~ A young scholar studies quietly in the corner. ~ This young scholar is studying to be a priest. ~ human~ ABH 0 500 0 6 0 2d7+71 3d9+100 1d7+1 none 4 4 4 9 EFNU 0 0 0 stand stand male 0 0 0 medium 0 #5317 oldstyle wizard~ an old wizard~ An old wizard sits quietly at the counter waiting for a sale. ~ This old wizard almost looks like he is about to fall over and sleep. ~ human~ ABR D 550 0 30 0 6d12+778 30d9+100 5d4+7 none -9 -9 -9 1 FU 0 0 0 stand stand male 50 0 0 medium 0 #5318 oldstyle masseuse woman~ a beautiful masseuse~ A beautiful woman is here offering you a massage. ~ She is beautiful, dressed in a sundress that sparkles with gems sown in. She smiles at you, and your heart flutters at the thought that you have her attention, and you jump to her offer for a massage. ~ human~ ABH 0 700 0 4 0 2d7+46 2d9+100 1d5+1 none 6 6 6 9 EFNU 0 0 0 stand stand female 2 0 0 medium 0 #5319 oldstyle bather man~ a man~ A man is here bathing. ~ He smiles at you, almost as if he knows you. He is so friendly, you have no choice but to reciprocate and join him and the others in the soothing pool. ~ human~ ABH 0 650 0 5 0 2d6+60 2d9+100 1d6+1 none 5 5 5 9 EFNU 0 0 0 stand stand male 0 0 0 medium 0 #5320 oldstyle guard imperial cityguard~ An imperial cityguard~ An imperial cityguard overseeing patrols in the city. ~ He is dressed in plate, and he looks quite formidable. At the moment, he is looking at a map of Thalos aside his fellow co-workers keeping track of each city patrol. ~ human~ ABCGT H 1000 0 17 0 3d9+283 8d9+100 3d4+4 none -3 -3 -3 7 CDEIKLU 0 0 0 stand stand male 75 0 0 medium 0 #5321 oldstyle guard cityguard~ an imperial cityguard~ An imperial cityguard guards the Grand Gate. ~ He is dressed in plate, and he looks quite formidable. At the moment, he is watching the children play with amusement. ~ human~ ABCGT H 1000 0 17 0 3d9+283 8d9+100 3d4+4 none -3 -3 -3 7 CDEIKLU 0 0 0 stand stand male 75 0 0 medium 0 #5322 oldstyle doe~ a doe~ A doe munches on grass. ~ This peaceful creature looks at you with big dark eyes. Her nose twitches as she sniffs at you, but she goes back to chewing some grass. ~ human~ AGH 0 0 0 5 0 2d6+60 2d9+100 1d6+1 none 5 5 5 9 EFNU 0 0 0 stand stand female 0 0 0 medium 0 #5323 oldstyle deer~ a deer~ A deer stares back at you. ~ The deer looks angered at your intrusion. He butts his head against you, albeit ineffectively. ~ human~ AGH 0 0 0 6 0 2d7+71 3d9+100 1d7+1 none 4 4 4 9 EFNU 0 0 0 stand stand male 0 0 0 medium 0 #5324 oldstyle stag deer~ a stag~ A large deer stag protects his territory. ~ He eyes you with contained anger. You'd better leave him alone! ~ human~ AFGH 0 0 0 8 0 2d7+96 4d9+100 1d7+2 none 3 3 3 9 EFNU 0 0 0 stand stand male 0 0 0 medium 0 #5325 oldstyle bunny rabbit~ a small bunny~ A small bunny pokes from bush to bush. ~ This bunny looks so adorable, you wished you had one just like this! ~ human~ AGH 0 0 0 2 0 2d7+21 1d9+100 1d5+0 none 8 8 8 10 EFNU 0 0 0 stand stand none 0 0 0 medium 0 #5326 oldstyle snake~ a harmless snake~ A small snake slithers between the grass. ~ Upon careful inspection, you are sure it is NOT a cobra! ~ snake~ AFGH P 0 0 4 0 2d7+46 2d9+100 1d5+1 none 6 6 6 9 EFNR 0 0 0 stand stand none 0 0 0 medium 0 #5327 oldstyle druid~ a druid~ A druid is here in meditation. ~ He doesn't like you bothering him, but is too polite to ask you to leave. ~ human~ AGHQ DN 1000 0 10 0 2d7+121 10d9+100 1d7+2 none 1 1 1 7 EIKU 0 0 0 stand stand male 2 0 0 medium 0 #5328 oldstyle druidess~ a druidess~ A druidess peers at you. ~ She wonders why you are staring at her, and how you got in here. ~ human~ AGHQ DN 1000 0 10 0 2d7+121 10d9+100 1d7+2 none 1 1 1 7 EIKU 0 0 0 stand stand female 2 0 0 medium 0 #5329 oldstyle musician bard~ bard of Thalos~ A bard sings of the glory of Thalos. ~ This musical fellow plays a happy song with his fellow comrades. ~ human~ ABC 0 450 0 8 0 2d7+96 4d9+100 1d7+2 none 3 3 3 9 EFNU 0 0 0 stand stand male 5 0 0 medium 0 #5330 oldstyle musician bard~ bard of Thalos~ This bard merrily skips along singing of the glory of Thalos. ~ This musical fellow wanders the world singing of the glory of Thalos. ~ human~ AC 0 550 0 9 0 2d6+110 4d9+100 1d8+2 none 2 2 2 8 EFNU 0 0 0 stand stand male 7 0 0 medium 0 #5331 oldstyle cityguard guard~ the cityguard~ A cityguard stands here. ~ A big, strong, helpful, trustworthy guard. ~ human~ ACGT 0 1000 0 15 0 3d9+233 7d9+100 2d6+3 none -2 -2 -2 7 CDEIKLU 0 0 0 stand stand male 25 0 0 medium 0 #5332 oldstyle janitor~ the janitor~ A janitor is walking around, cleaning up. ~ ~ human~ A 0 900 0 1 0 2d6+10 0d9+100 1d4+0 none 9 9 9 10 EFNU 0 0 0 stand stand male 1 0 0 medium 0 #5333 oldstyle fido dog~ the beastly fido~ Beastly Fido is here. ~ Fido is a small dog that has a foul smell and pieces of rotted meat hanging around his teeth. ~ fido~ AFH 0 -200 0 0 0 2d4+2 0d1+99 1d2+0 none 10 10 10 10 EN 0 0 0 stand stand male 0 0 0 medium 0 #5334 oldstyle cityguard guard~ the cityguard~ A cityguard is here, guarding the gate. ~ A big, strong, helpful, trustworthy guard. ~ human~ ABGT 0 1000 0 15 0 3d9+233 7d9+100 2d6+3 none -2 -2 -2 7 CDEIKLU 0 0 0 stand stand male 25 0 0 medium 0 #0 #OBJECTS #5300 collar~ a lamia collar~ A lamia collar is on the ground.~ oldstyle~ armor 0 AC 3 3 3 0 0 3 50 310 P #5301 breast plate iron~ a beautiful iron breast plate~ A beautiful iron breast plate lies here.~ oldstyle~ armor 0 AD 7 7 7 0 0 20 450 3200 P A 18 1 #5302 staff serpentine~ a green serpentine staff~ A green serpentine staff has been left here.~ oldstyle~ staff FG AO 20 2 2 'earthquake' 0 7 120 2000 P #5304 scroll magic~ a scroll of enchantment~ A scroll of magical enchantment has been left here.~ oldstyle~ scroll G A 30 'enchant weapon' '' '' '' 8 150 1420 P #5305 scroll bound~ a bound scroll~ A bound scroll of detection lies at your feet.~ oldstyle~ scroll G A 30 'detect evil' 'detect invis' 'detect magic' '' 0 150 800 P #5306 fountain~ a large beautiful fountain~ An elaborate white marble fountain is here.~ oldstyle~ fountain 0 0 10 10 'water' 0 0 0 0 0 P E fountain~ You see the most beautiful fountain in the world. The white marble glistens as sunlight hits its wet surfaces. Fish swim around in the inner fountain, and an exterior fountain is reserved just for drinking. ~ #5307 desk~ the curved desk~ A beautiful desk made from a gigantic sea shell is here.~ oldstyle~ container 0 0 100 ACD 5224 100 100 0 0 0 P E desk~ The sea shell desk here is just gorgeous. The creamy white of the table surface makes you dream of being in a pool swimming among mermaids. ~ #5308 cabinet~ the glass cabinet~ A sturdy glass cabinet is here.~ oldstyle~ container 0 0 500 ACD 5226 100 100 0 0 0 P E cabinet~ A cabinet made of oak and mahogany, this piece of woodmanship is just splendid to view. The wood is varnished with a very strong stain that looks as if it would last longer than the cabinet itself. ~ #5309 mandolin~ a mandolin~ A mandolin lies against the wall.~ oldstyle~ staff G AO 18 5 5 'cure critical' 0 10 200 2800 P #5310 harp golden~ a golden harp~ A beautiful golden harp is waiting to be played.~ oldstyle~ staff G AO 30 1 1 'call lightning' 0 7 1000 3200 P A 2 -2 #5311 flute silver~ a silver flute~ A brilliant silver flute glimmers from its holster.~ oldstyle~ staff AG AO 30 1 1 'charm person' 0 9 60 3900 P A 2 -2 #5312 potion green~ a green potion~ You see a green potion on the floor.~ oldstyle~ potion 0 A 20 'gas breath' '' '' '' 25 50 3000 P #5313 bluish herbs~ some bluish herbs~ Some bluish herbs are scattered here.~ oldstyle~ pill 0 A 15 '' '' 'bless' '' 1 10 270 P #5314 purplish herbs~ some purplish herbs~ Some purplish herbs are scattered here.~ oldstyle~ pill 0 A 15 '' '' 'change sex' '' 0 10 250 P #5315 grayish herbs~ some grayish herbs~ Some grayish herbs are scattered here.~ oldstyle~ pill 0 A 5 '' 'giant strength' 'poison' '' 5 10 360 P #5316 orangish herbs~ some orangish herbs~ Some orangish herbs are scattered here.~ oldstyle~ pill 0 A 5 '' '' 'cure light' '' 0 10 150 P #5317 sword~ an imperial sword~ You see an imperial sword here.~ oldstyle~ weapon G AN sword 3 4 slash 0 14 50 1420 P A 19 2 A 18 2 E sword~ You see a sword of great craftsmanship. Imprinted on the side is: Merc Industries ~ #5318 mace~ an imperial mace~ You see an imperial mace here.~ oldstyle~ weapon G AN mace 2 7 pound 0 15 50 1180 P A 19 2 A 18 2 E mace~ You see a mace of great craftsmanship. Imprinted on the side is: Merc Industries ~ #5319 chest plate~ an imperial chest plate~ You see an imperial chest plate here.~ oldstyle~ armor 0 AD 5 5 5 0 0 10 50 1450 P E chest plate~ You see a chest plate of great craftsmanship. Stamped on the side is: Merc Industries ~ #5320 shield~ an imperial shield~ You see an imperial shield here.~ oldstyle~ armor 0 AJ 5 5 5 2 0 10 50 1190 P E shield~ You see a shield of great craftsmanship. Imprinted on the side is: Merc Industries ~ #5321 cloak~ an imperial cloak~ You see an imperial cloak here.~ oldstyle~ armor 0 AC 5 5 5 0 0 10 50 730 P E cloak~ You see a cloak of great craftsmanship. Imprinted on the side is: Merc Industries ~ #5322 helm~ an imperial helm~ You see an imperial helm here.~ oldstyle~ armor 0 AE 5 5 5 0 0 10 50 730 P E helm~ You see a helm of great craftsmanship. Imprinted on the side is: Merc Industries ~ #5323 plate leggings~ a pair of imperial plate leggings~ You see a pair of imperial plate leggings here.~ oldstyle~ armor 0 AF 5 5 5 0 0 10 50 730 P E plate leggings~ You see plate leggings of great craftsmanship. Imprinted on the side is: Merc Industries ~ #5324 plate boots~ a pair of imperial plate boots~ You see a pair of imperial plate boots here.~ oldstyle~ armor 0 AG 5 5 5 0 0 10 50 730 P E plate boots~ You see plate boots of great craftsmanship. Imprinted on the side is: Merc Industries ~ #5325 plate gloves~ a pair of imperial plate gloves~ You see a pair of imperial plate gloves here.~ oldstyle~ armor 0 AH 5 5 5 0 0 10 50 730 P E plate gloves~ You see plate gloves of great craftsmanship. Imprinted on the side is: Merc Industries ~ #5326 plate sleeves~ a pair of imperial plate sleeves~ You see a pair of imperial plate sleeves here.~ oldstyle~ armor 0 AI 5 5 5 0 0 10 50 730 P E plate sleeves~ You see plate sleeves of great craftsmanship. Imprinted on the side is: Merc Industries ~ #5327 cape~ an imperial cape~ You see an imperial cape here.~ oldstyle~ armor 0 AK 5 5 5 0 0 10 50 730 P E cape~ You see a cape of great craftsmanship. Imprinted on the side is: Merc Industries ~ #5328 belt~ an imperial belt~ You see an imperial belt here.~ oldstyle~ armor 0 AL 5 5 5 0 0 10 50 730 P E belt~ You see a belt of great craftsmanship. Imprinted on the side is: Merc Industries ~ #5329 metal bracer~ an imperial metal bracer~ You see an imperial metal bracer here.~ oldstyle~ armor 0 AM 3 5 5 0 0 5 50 550 P E metal bracer~ You see a metal bracer of great craftsmanship. Imprinted on the side is: Merc Industries ~ #5330 ring signet~ an imperial city guard signet ring~ You see a ring with a strange symbol on the floor.~ oldstyle~ jewelry G AB 0 0 0 0 0 16 10 1280 P A 20 -1 A 17 -4 #5331 imperial banner~ an imperial war banner~ An imperial war banner is on the floor here.~ oldstyle~ light AG A 0 0 -1 0 0 20 10 1440 P A 17 -2 A 20 -2 E banner~ This is the official Merc war banner to see you through the darkest realm! ~ #5332 two-handed two sword~ a two-handed sword~ A nice two-handed sword hangs on a hook in the wall.~ oldstyle~ weapon GK AN sword 4 7 cleave DF 34 240 4400 P A 19 3 A 18 2 #0 #ROOMS #5300 The Grand Gate of Thalos~ You stand in the archway of a gigantic stone archway. The two steel gates look indestructible, yet they are elaborate in engravings. You can hear laughter and good cheer from the other side of these gates. Obviously, the city is teeming with activity! There is a small gold plaque on mounted on the archway. ~ 0 0 1 D1 You are saddened at the thought of leaving this beautiful place. ~ ~ 0 -1 5356 D3 You see happiness everywhere. Houses cover your vision. You see strange cute beasts walking hand in hand with people. ~ ~ 0 0 5301 E plaque sign~ This zone has been heavily modified by Kahn and Hatchet of MERC Industries and integrated by Kahn of MERC Industries. copyright 1993 ~ S #5301 Main Street~ This is a magnificent street, immaculate all over. The streets are filled with people rushing from building to building and a balmy zephyr blows by you. The whole city is teeming with activity. A cobbled alley leads north and south. Children run pass you as they play tag. ~ 0 0 1 D0 It's a cobbled alley. ~ ~ 0 0 5339 D1 The entrance to the city lies this way. ~ ~ 0 0 5300 D2 It's a cobbled alley. ~ ~ 0 0 5355 D3 Main Street lies this way. ~ ~ 0 0 5302 S #5302 Main Street~ This is a magnificent street, immaculate all over. The streets are filled with people rushing from building to building and a balmy zephyr blows by you. The whole city is teeming with activity. On one side is a beautiful house while on the other is the entrance to a large mansion. Sounds of people hard at work echo within the mansion. Near the center of town you see a large domed building, magnificent and immense. ~ 0 0 1 D0 A store lies this way. ~ ~ 0 0 5336 D1 Main Street continues back east. ~ ~ 0 0 5301 D2 The main building in the city, the City Hall is there. ~ ~ 0 0 5332 D3 A lush, green garden path lies this way. ~ ~ 0 0 5303 S #5303 A Garden Path~ A circular path surrounds a magnificent domed temple in the center of the city. Flowers grow on the sides of the path and the lush trees are laden with fruit. Vines and ivy snake up the sides of the temple, making this temple truly a blend of nature and man's work of art. ~ 0 0 1 D0 The garden path continues around the building. ~ ~ 0 0 5304 D1 This is the main street leading to the city's entrance. ~ ~ 0 0 5302 D2 The garden path continues around the building. ~ ~ 0 0 5306 D3 You can hear music coming from within the temple. ~ ~ 0 0 5350 S #5304 A Garden Path~ A circular path surrounds a magnificent domed temple in the center of the city. Flowers grow on the sides of the path and the lush trees are laden with fruit. Vines and ivy snake up the sides of the temple, making this temple truly a blend of nature and man's work of art. ~ 0 0 1 D0 A side street leads off to the northern half of the city. ~ ~ 0 0 5311 D2 The garden path continues around the building. ~ ~ 0 0 5303 D3 The garden path continues around the building. ~ ~ 0 0 5305 S #5305 A garden path~ A circular path surrounds a magnificent domed temple in the center of the city. Flowers grow on the sides of the path and the lush trees are laden with fruit. Vines and ivy snake up the sides of the temple, making this temple truly a blend of nature and man's work of art. ~ 0 0 1 D1 The garden path continues around the building. ~ ~ 0 0 5304 D2 You can hear music coming from within the temple. ~ ~ 0 0 5350 S #5306 A Garden Path~ A circular path surrounds a magnificent domed temple in the center of the city. Flowers grow on the sides of the path and the lush trees are laden with fruit. Vines and ivy snake up the sides of the temple, making this temple truly a blend of nature and man's work of art. ~ 0 0 1 D0 The garden path continues around the building. ~ ~ 0 0 5303 D2 A small side street leads to the southern half of the city. ~ ~ 0 0 5312 S #5307 The market place~ You stand in the middle of a large square lined on each side with baskets, carts, and stands of all shapes and sizes. The little shops are filled with goods sold to the demanding public. ~ 0 0 1 D0 A small table is here, laden with fine jewelery and gems sold by the jeweler. ~ ~ 0 0 5325 D2 Fruits and vegetables are piled on boxes waiting to be sold and eaten. ~ ~ 0 0 5320 D3 The market place continues. ~ ~ 0 0 5308 S #5308 The market place~ You stand in the middle of a large square lined on each side with baskets, carts, and stands of all shapes and sizes. The little shops are filled with goods sold to the demanding public. ~ 0 0 1 D0 Beautiful carpets and enormous bales of silk are being stared with awe by the citizens. ~ ~ 0 0 5322 D1 The center of the market lies this way. ~ ~ 0 0 5307 D2 >From the great smell, the meat and poultry stand must be south! ~ ~ 0 0 5317 S #5309 A Side Street~ This small side street leads east and west into back alleys while to the south you see a beautifully designed temple. Shrieks of little children playing games in the distance catch your attention. ~ 0 0 1 D1 ~ ~ 0 0 5343 D2 ~ ~ 0 0 5310 D3 ~ ~ 0 0 5328 S #5310 A Side Street~ You are in the common section of the city. More buildings made of clay and stone be dazzles you. Most of these homes are designed so beautifully you just cant keep your eyes off them. The street continues north and south and buildings line the street. ~ 0 0 1 D0 ~ ~ 0 0 5309 D1 A small doorway leads into a little humble dwelling. ~ ~ 1 -1 5344 D2 ~ ~ 0 0 5311 D3 A small clay dwelling sits here. ~ ~ 0 0 5326 S #5311 A Side Street~ This small side street leads away from the garden path to the south. Around you stand large numbers of commoners' houses. Many citizens pass by you with a friendly hello. You almost feel like home here. ~ 0 0 1 D0 ~ ~ 0 0 5310 D1 An unusually tall dwelling stands looming over you. ~ ~ 0 0 5337 D2 A garden path circles around the temple. ~ ~ 0 0 5304 D3 Here lies a small stone house with a thatched roof. ~ ~ 0 0 5327 S #5312 A side street~ This small side street leads south away from the temple into the business section of town. To the east is the famous City Hall of Thalos. Well disciplined guards stand at attention, watching over the city hall, but you don't see any source of threats in THIS city. North is a garden path, west is a smithy, and this side street continues south. ~ 0 0 1 D0 A small garden path encircles the temple. ~ ~ 0 0 5306 D1 You see what is most definitely city hall. This building is the most elaborate of all the building here in Thalos. ~ ~ 1 -1 5332 D2 ~ ~ 0 0 5313 D3 Inside the building you see long pieces of metal, an oven, and some anvils. Obviously a smithy. ~ ~ 0 0 5321 S #5313 A side street~ This small side street is lined with great beautifully designed buildings. To the north is the magnificent temple while to the east lies the entrance to a small friendly tavern. The street continues north and south. ~ 0 0 1 D0 ~ ~ 0 0 5312 D1 From the looks of it, this is a very impressive two story abode. The entire first floor is covered with a huge marble bar with merry men telling tall tales and drinking their fill. ~ ~ 0 0 5330 D2 ~ ~ 0 0 5314 D3 This seems to be the only guild house in the entire city. You feel uneasy about this building. For some reason it seems not to belong. ~ ~ 0 0 5319 S #5314 A side street~ You are at the end of a long street leading to the center of the city. A long alley runs east and west. ~ 0 0 1 D0 ~ ~ 0 0 5313 D1 ~ ~ 0 0 5351 D2 ~ ~ 0 0 5329 D3 ~ ~ 0 0 5318 S #5315 Under another grand watchtower~ You stand at the base of a tall ivy covered watchtower built to protect the city from invaders. You get the feeling of safety here in Thalos. ~ 0 0 1 D0 ~ ~ 0 0 5316 D1 ~ ~ 0 0 5318 D4 ~ ~ 0 0 5347 S #5316 A back alley~ This alley leads to the rear of meat stand. The aroma of fresh and char-broiled meat catches your sense of smell. You wipe the drool off your chin the instant you know it is there. ~ 0 0 1 D0 You see the back-side of the market place meat stand. ~ ~ 0 0 5317 D2 A tall watchtower stands a silent vigil over the city. ~ ~ 0 0 5315 S #5317 The meat stand~ A large stand has been set up here with metal hooks and wooden racks in the background. Hanging on the hooks are huge slabs of meat and other game. This stand is packed with produce, and a sudden burst of laughter catches you by surprise as little children play around your ankles. ~ 0 0 1 D0 The market place lies this way. ~ ~ 0 0 5308 D1 This is a cart full of fresh vegetables and fruits. You are almost tempted to take some. ~ ~ 0 0 5320 D2 ~ ~ 0 0 5316 S #5318 A back alley~ A narrow alley leads east to a wider street and west to one of the city watchtowers. ~ 0 0 1 D1 A small side street welcomes you. ~ ~ 0 0 5314 D3 A tall watchtower stands a silent vigil over the city. ~ ~ 0 0 5315 S #5319 The guild house~ You are standing in this city's ONLY guild house. Tables and chairs are set about for the occupants' comfort. Weapons are stacked neatly on the weapons rack. Each weapon looks polished, sharpened, and oiled. Draped along the back wall is the proud banner of Thalos in all its glory. ~ 0 D 1 D1 A small side street runs past the building. ~ ~ 0 0 5313 S #5320 The produce stand~ A large cart sits here carrying fresh fruit and vegetables. Hungry children swarm all about the tasty treats the merchants are giving out for free. ~ 0 0 1 D0 The market place is jammed packed with people scurrying about. ~ ~ 0 0 5307 D3 A strong aromatic smell emanates from the meat stand next to you. ~ ~ 0 0 5317 S #5321 The smithy~ In here you find tools and anvils used to make various weapons and items. The walls are fully stocked with pieces of armor and weaponry. ~ 0 D 1 D1 A small side street runs past the building. ~ ~ 0 0 5312 S #5322 The tapestry stand~ Beautiful tapestries and rugs hang all over the walls. Fancy robes and various articles of clothing hang about for sale. You stare with awe at how much work must have been put into these cloths. ~ 0 0 1 D0 ~ ~ 0 0 5323 D1 A fine jewelry stand lies majestically next to you. ~ ~ 0 0 5325 D2 The market place is swarming with people scurrying about. ~ ~ 0 0 5308 S #5323 A back alley~ A narrow alley leads north to one of the city watchtowers while to the south there lies a market stand full of expensive clothes and rugs. ~ 0 0 1 D0 A tall watchtower stands a silent vigil over the city. ~ ~ 0 0 5324 D2 ~ ~ 0 0 5322 S #5324 Under the watchtower~ You stand under one of the city watchtowers built to protect the city from invaders. You know that you are safe from any danger. ~ 0 0 1 D1 ~ ~ 0 0 5328 D2 ~ ~ 0 0 5323 D4 Above you stands a tall watchtower. ~ ~ 0 0 5346 S #5325 The jewelery stand~ A table stands covered with fine jewelery and gems. The jeweler stands proudly over his collection as he polishes and cleans each one. ~ 0 0 1 D2 The market place is packed with people scurrying about doing their business. ~ ~ 0 0 5307 D3 Next to you is a stand full of fine clothes and expensive rugs. ~ ~ 0 0 5322 S #5326 A simple clay dwelling~ This is a very plain house with a few chairs and a bed. A warmed and lit fireplace suggests that the dwelling is currently occupied. You should leave before the owner finds you here. ~ 0 D 1 D1 Outside is a small side street. ~ ~ 0 0 5310 S #5327 A stone dwelling~ This small house is the dwelling of a humble citizen of Thalos. A few rafters stand with thatched straw blowing with the wind gusts blowing through the city. ~ 0 0 1 D1 A small side street runs past the house. ~ ~ 0 0 5311 S #5328 A back alley~ A narrow alley leads east to one of the city watchtowers and west to a small side street. ~ 0 0 1 D1 ~ ~ 0 0 5309 D3 ~ ~ 0 0 5324 S #5329 A busy shop~ From the outside this place looks like an ordinary building, but inside these cramped quarters you discover a shop filled with armor, weapons, and various other goods. A small sign posted on the wall flutters in the wind. ~ 0 D 1 D0 A small side street runs past the shop. ~ ~ 0 0 5314 S #5330 The Tavern of the Sun~ A glorious place, this tavern is second home for many citizens of Thalos. Tables and chairs are set in rows, bottles and glasses filled, and a small performance stage teaming with dazzling entertainment. Musical instruments and personal belongings lie in piles belonging to each member of this room. ~ 0 0 1 D3 A small side street runs past the tavern. ~ ~ 0 0 5313 S #5331 South wing of the city hall~ You stand in a large room attached to this end of the hallway which leads back north to the reception area. Pedestals and columns stand faithfully. Valuable items hang from the walls each to be admired by onlookers. Chairs lie around, and a large curved desk. To the east is a vine-covered archway leading out into a private courtyard. ~ 0 D 1 D0 The long hallway leads back to the main reception area of the city hall. ~ ~ 0 0 5332 D1 ~ ~ 0 0 5334 S #5332 The city hall~ This is the main reception area of Thalos' city hall. The walls have been painted in pure white and thick lush carpet line the floor wall to wall. A side door on the west wall allows you to go out to one of the city's side streets. Hallways lead south and east. ~ 0 D 1 D0 Main street runs past the city hall. ~ ~ 0 0 5302 D1 A hallway leads to the east wing of the city hall. ~ ~ 0 0 5333 D2 A hallway leads to the south wing of the city hall. ~ ~ 0 0 5331 D3 ~ ~ 1 -1 5312 S #5333 East wing of the city hall~ Here lies fancy office, possibly the mayor's. A few green plants and pieces of furniture make this place breathtaking. There is a large glass cabinet along the wall. A long hallway leads west back to the reception area and an ivy-covered archway leads south into a private courtyard. ~ 0 D 1 D2 ~ ~ 0 0 5334 D3 ~ ~ 0 0 5332 S #5334 The private gardens and courtyard of Thalos~ You stare in awe as the beauty of this place takes you by surprise. Exotic flowers and trees are planted in neat rows and lawn benches line the walk ways. A large marble fountain in the center of the courtyard stands. Above stands one of the four watchtowers. Archways north and west lead back into the city hall. ~ 0 0 1 D0 ~ ~ 0 0 5333 D3 ~ ~ 0 0 5331 S #5335 A small guard house~ This is the barracks for Thalos' cityguards. Guards populate this shack ready, willing, and able to ward off any trouble. This small shack stands guarding both to the entrance to the city and to the city hall. ~ 0 0 1 D1 The alley runs by this building. ~ ~ 0 0 5355 S #5336 An impressive house~ This house houses the Defender of Thalos. He represents all that is good and right in this city. As the most skilled fighting machine, he is the commander of the guard. ~ 0 0 1 D2 Main street runs past this dwelling. ~ ~ 0 0 5302 S #5337 A Public Library~ This seems to be the tallest structure in the city. Rows and rows of books line the 20 foot tall bookcases, and a quiet serenity can be felt by all here. ~ 0 D 1 D1 Another room in the library is here. ~ ~ 0 0 5338 D3 A small side street winds past this building. ~ ~ 0 0 5311 D4 You see a second floor to the library. ~ ~ 0 0 5345 S #5338 The Library Addition~ There are more shelves and tables here. Vials of strange potions line a section of the wall, and books and other items of power line another. The exit is to the west. ~ 0 D 1 D3 The main room of the library is there. ~ ~ 0 0 5337 S #5339 A back alley~ A narrow back alley goes south to main street and north towards a watchtower. People quietly pass you by. ~ 0 0 1 D0 You see a mighty watchtower north. ~ ~ 0 0 5340 D2 Main street runs past here. ~ ~ 0 0 5301 S #5340 A back alley~ A narrow back alley leads north to one of the city watchtowers and south towards main street. The shade cast by the watchtower is very refreshing. ~ 0 0 1 D0 A tall watchtower stands a silent vigil over the city. ~ ~ 0 0 5341 D2 The cobbled alley continues on. ~ ~ 0 0 5339 S #5341 Under a watchtower~ You stand under a tall watchtower. Narrow back alleys lead west and south and a sturdy ladder leads up into the tower. ~ 0 0 1 D2 ~ ~ 0 0 5340 D3 ~ ~ 0 0 5343 D4 You see up the powerful watchtower. ~ ~ 0 0 5348 S #5342 A bath house~ This is the bath house for the commoners of the city. Hot steamy water wells up from a hole in the floor. Obviously there is a hot spring located under the city (making the decision to put a city here seem much more reasonable). To the west is another room. ~ 0 D 1 D0 A cobbled alley is there. ~ ~ 0 0 5343 D3 Another resting room is here. ~ ~ 0 0 5344 S #5343 A back alley~ A narrow back alley leads west to a small side street and east to one of the city watchtowers. Great amounts of steam issue forth from the building to the south. It looks very inviting. ~ 0 0 1 D1 A watchtower stands a silent vigil over the city. ~ ~ 0 0 5341 D2 You hear laughter and splashing. ~ ~ 0 0 5342 D3 A side street greets you. ~ ~ 0 0 5309 S #5344 A Resting Room~ You are in a resting room. Soft mats line the floor, and you see many people just relaxing on them. The comfort of this place is so inviting, you want to join them. Great amounts of steam issue forth from the hole in the east wall. ~ 0 D 1 D1 ~ ~ 0 0 5342 D3 A small side street runs past the building. ~ ~ 0 0 5310 S #5345 On the second floor of the library~ You see more books here. Through windows, you have a glorious view of a nearby bay. Birds fly by your window. ~ 0 0 1 D5 ~ ~ 0 0 5337 S #5346 The north-west watchtower~ You stand atop one of the city watchtowers. The view is magnificent from here and you can see all the way to the western mountains. You are confident nothing can touch this tower. ~ 0 0 1 D5 The city lies below. ~ ~ 0 0 5324 S #5347 The south-west watchtower~ You stand atop one of the city watchtowers. The view is magnificent from here and you can see all the way to the western mountains. To the south bay stretches to the horizon. You are confident nothing can touch this tower. ~ 0 0 1 D5 The city lies below. ~ ~ 0 0 5315 S #5348 The north-east watchtower~ You stand atop one of the city watchtowers. The view is magnificent from here. Green fields stretch to the horizon. You are confident nothing can touch this tower. ~ 0 0 1 D5 The city lies below. ~ ~ 0 0 5341 S #5350 The Temple of Thalos~ You stand within one of the most holy places in the realm. This stunning domed temple houses the city's worshipers en masse. Long benches line the aisles and the altar glistens with the gold and platinum inlay.The walls and roof are all made of ceramic, making this place reflect the sun well. The greenery around the temple itself makes this place a great blend of nature and man's works of art. ~ 0 DH 1 D0 A side street leads to the northern half of the city. ~ ~ 0 0 5305 D1 Main street leads out to the main gate of the city. ~ ~ 0 0 5303 S #5351 A back alley~ A narrow alley leads east to a wider street and west to one of the city watchtowers. Little kids play tag around you. ~ 0 0 1 D1 A tall watchtower stands a silent vigil over the city. ~ ~ 0 0 5352 D3 A small side street greets you. ~ ~ 0 0 5314 S #5352 Under a watchtower~ You stand at the base of a tall watchtower built to protect the city from invaders. From the looks of things, its doing a great job. ~ 0 0 1 D0 ~ ~ 0 0 5353 D3 ~ ~ 0 0 5351 D4 ~ ~ 0 0 5354 S #5353 A back alley~ A narrow alley leads south to one of the city watchtowers. ~ 0 0 1 D0 The alley continues to the north. ~ ~ 0 0 5355 D2 A tall watchtower stands a silent vigil over the city. ~ ~ 0 0 5352 S #5354 The south-east watchtower~ You stand atop one of the city watchtowers. The view is magnificent from here and you can see all the way to the western mountains. To the south the you see the bay. You're confident nothing can touch this tower. ~ 0 0 1 D5 The city lies below. ~ ~ 0 0 5352 S #5355 A back alley~ A narrow alley leads north to the main street, and south toward a tall watchtower. A building is to the west. ~ 0 0 1 D0 You see main street. ~ ~ 0 0 5301 D2 ~ ~ 0 0 5353 D3 You see a little building. ~ ~ 0 0 5335 S #5356 A trail at the end of the dwarf forest~ The trail ends here, with tall, leafy, green trees all around you. To the west, you can see a huge beautiful and radiant city. Something about it gives you a relaxed feeling. To the east is your way back home. ~ 0 0 2 D1 You see the trail. ~ ~ 0 0 5357 D3 You see Thalos! ~ ~ 0 0 5300 S #5357 A trail at the end of the dwarf forest~ A side trail here leads from the dwarf forest. It is definitely milder here. The trail continues to the east from here. ~ 0 0 2 D1 You see the bend ahead of you. ~ ~ 0 0 5358 D3 You see the trail continue on. ~ ~ 0 0 5356 S #5358 The dwarf forest~ You see tall, healthy green trees here. The trail bends north to west from here. ~ 0 0 3 D0 You see the trail bend north. ~ ~ 0 0 5359 D3 You see the trail bend west. ~ ~ 0 0 5357 S #5359 The dwarf forest~ You see more big green trees here. It looks almost as if this place was blessed by a god to be green and mild. The trail leads north and south. ~ 0 0 3 D0 You see the trail continue north. ~ ~ 0 0 5360 D2 You see the trail continue south. ~ ~ 0 0 5358 S #5360 The dwarf forest~ You see more big green trees here. It looks almost as if this place was blessed by a god to be green and mild. The trail leads north and south. ~ 0 0 3 D0 You see the trail continue north. ~ ~ 0 0 5361 D2 You see the trail continue south. ~ ~ 0 0 5359 S #5361 The dwarf forest~ You see many big green trees here. You see many leaves on these huge trees. Grass layer the ground with 2 inches of padding. ~ 0 0 3 D0 You see the trail continue north. ~ ~ 0 0 5362 D2 You see the trail continue south. ~ ~ 0 0 5360 S #5362 The Cross Roads~ The roads cross here. Midgaard is to the west. To the east, you see the stately oaks and poplars of the holy grove. A wide path leads south through the dwarven forest. To the north is a very desolate trail. ~ 0 0 1 D0 ~ ~ 0 0 5363 D1 ~ ~ 0 0 5369 D2 ~ ~ 0 0 5361 D3 ~ ~ 0 0 5364 S #5363 The Lane~ You are strolling along a pleasant, shady lane. The road is lined on both sides by tall, stately trees which lend the scene with a sense of quiet serenity. You can follow the road north or south. ~ 0 0 1 D0 ~ ~ 0 0 5365 D2 ~ ~ 0 0 5362 S #5364 City Entrance~ You stand on the outskirts of a construction site - Midgaard; the capital of this land. The road leads east into the peace and quiet - and dangers - of the forest; and to the west it becomes the main street of the town; surrounded by building foundations of unfinished shops, houses, and temple. ~ 0 C 1 D1 ~ ~ 0 0 5362 D3 ~ ~ 0 0 5385 S #5365 The Plains~ You are standing on the plains. This is a vast desolate place where the wind can howl undisturbed since nothing but you bars its way. However you are not the first to wander here. Before you somebody has left footprints. The footprints make a path that looks rather bewildered and is not the kind of path to lead to anywhere significant or important but it seems to have made up its mind to enter the hills far away north. A little distance further, you lose the trail and decide not to get lost. ~ 0 0 1 D2 ~ ~ 0 0 5363 S #5366 The holy grove~ You are standing amidst the ancient oaks and poplars in the holy grove. You can feel a strange sensation of contentedness and relief seeping through You, as if great burdens have been lifted from Your shoulders. From here, friendly- looking paths lead east and south. ~ 0 0 3 D1 The path wind its way through the tall trees, disappearing out of sight. ~ ~ 0 -1 5367 D2 The path wind its way through the tall trees, disappearing out of sight. ~ ~ 0 -1 5369 S #5367 The holy grove~ You are standing amidst the ancient oaks and poplars in the holy grove. You feel unusually happy here, as if great burdens have been lifted from Your shoulders. From here, pleasant-looking paths lead east, west and south. ~ 0 0 3 D1 The path wind its way through the tall trees, towards a clearing faintly seen. ~ ~ 0 -1 5368 D2 The path wind its way through the tall trees, towards an open area barely visible in the distance. ~ ~ 0 -1 5370 D3 The path wind its way through the tall trees, disappearing out of sight. ~ ~ 0 -1 5366 S #5368 A clearing in the woods~ You are standing in a clearing in the light woods. Somehow, this place seems powerfully DIFFERENT from the rest of the forest, as if something is severely strained in the fabric of reality here. ~ 0 C 3 D0 A small, narrow path winds north, and is quickly lost in the bushes. It looks quite a wilderness there! ~ ~ 0 -1 5375 D2 There is a path winding its way south through the tall poplars, disappearing out of sight some 100 yds. away. ~ ~ 0 -1 5371 D3 There is a friendly-looking path leading west through the tall trees. ~ ~ 0 -1 5367 S #5369 The holy grove~ You are standing amidst the ancient oaks and poplars in the holy grove. You feel calm and relaxed here, as if great burdens have been lifted from Your shoulders. From here, pleasant-looking paths lead east, north and south. To the west, through the trees, You can see the road to Midgaard's construction site. ~ 0 C 3 D0 The path wind its way through the tall trees, disappearing out of sight. ~ ~ 0 -1 5366 D1 The path wind its way through the tall trees, towards a clearing faintly seen. ~ ~ 0 -1 5370 D2 The path wind its way through the tall trees, into the grove. ~ ~ 0 -1 5372 D3 Through the trees, you can see the Midgaard road. Far to the west, You can barely glimpse the construction of the city itself. ~ ~ 0 -1 5362 S #5370 The sacred glade~ You are standing in the middle of the sacred glades, where the citizens of Thalos come to celebrate the spring, where farmers give thanks for bountiful harvest in the fall, and where lovers stroll in summer. You feel seasons of remembered happiness and joy taking Your sorrows and worries away from You, leaving You calm and invigorate, ready for the world. Paths lead into the holy grove to the east, north and west, while to the south a wide, sunny field slopes down to a sparkling lake. ~ 0 0 3 D0 The path wind its way north, disappearing through the tall trees. ~ ~ 0 -1 5367 D1 The path wind its way through the tall trees, disappearing out of sight. ~ ~ 0 -1 5371 D2 To the south, a wide, sunny field stretch out, sloping down towards a brightly glittering lake. ~ ~ 0 -1 5373 D3 The path wind its way west between stately poplars and oaks. ~ ~ 0 -1 5369 S #5371 The holy grove~ You are standing amidst the ancient oaks and poplars in the holy grove. You can feel a strange sensation of joy and calm seeping through You, as if great burdens have been lifted from Your shoulders. To the south, You glimpse an open area through the trees, while paths lead away north and west. ~ 0 0 3 D0 The path wind its way through the tall trees, disappearing out of sight. ~ ~ 0 -1 5368 D2 To the south, just beyond the trees, you can see a wide green lawn, and past the lawn, a softly shimmering, rainbow-colored dome covering the foundation for a structure. ~ ~ 0 -1 5374 D3 The path wind its way through the tall trees, disappearing out of sight. ~ ~ 0 -1 5370 E foundation~ The foundation looks like it is for a sprawling, two-story affair with three wings. On the ground is some building material, marble would do, if marble changed color slowly, continuously, through the entire spectrum. There are also large panes of glass stacked over near one of the corners of the foundation. ~ S #5372 The holy grove~ You are standing amidst the tall, majestic trees in the southern end of the holy grove. Paths lead north and east. To the east, You can see a wide, open field, sloping gently down towards a bright, glittering lake. Somehow, here you feel an inexplicable happiness, as if the world's troubles no longer really matter to you. ~ 0 0 3 D0 The path leading north is soon lost out of sight amongst the ancient oaks and poplars. ~ ~ 0 -1 5369 D1 To the east, the path leads out into a wide, sunny summer's field, sloping south towards a beautiful lake. Past the field You can see the construction of a large foundation for a structure shimmering gently in all the rainbow's colours. ~ ~ 0 -1 5373 E foundation construction~ The foundation looks like it is for a sprawling, two-story affair with three wings. On the ground is some building material, marble would do, if marble changed color slowly, continuously, through the entire spectrum. There are also large panes of glass stacked over near one of the corners of the foundation. ~ S #5373 The sunny field~ You are standing in the middle of a wide, summery, sunlit field. There is a fragrance of spring in the air, a sound of summer and a feeling of eternal Saturday afternoon. To the south is a clear, sparkling lake, and to the north and west is the holy grove. In the wood's edge, to the east, is construction, shimmering softly through the colors of the rainbow. You feel as if You could spend the rest of your life here, lying on your back and looking at the patterns of the clouds as they gently drift across the sky. ~ 0 D 2 D0 There is a path leading north towards the sacred glade. ~ ~ 0 -1 5370 D3 There is a small path leading into the woods to the west. ~ ~ 0 -1 5372 E dome construction structure east e~ The foundation looks like it is for a sprawling, two-story affair with three wings. On the ground is some building material, marble would do, if marble changed color slowly, continuously, through the entire spectrum. There are also large panes of glass stacked over near one of the corners of the foundation. ~ S #5374 The croquet lawn~ You are standing on a immaculately manicured green lawn, the kind you only get after 200 years of meticulous work. There is a winding stone path leading from the wood's edge to the north, to the softly shimmering, rainbow-colored dome covering construction to the south. This place enjoys a perpetual cool, sunny summers after-noon. ~ 0 C 2 D0 To the north, the winding stone path leads into the holy grove. ~ ~ 0 -1 5371 E dome construction south s~ The foundation looks like it is for a sprawling, two-story affair with three wings. On the ground is some building material, marble would do, if marble changed color slowly, continuously, through the entire spectrum. There are also large panes of glass stacked over near one of the corners of the foundation. ~ S #5375 The Void~ You are standing in the middle of something you cannot explain. You see stars yet you cannot see what you are standing on. You are not standing on any sort of physical 'ground' as you can see yet you are not floating either. Occasionally, the starry 'sky' fades into a fuzzy, yet bright, rainbow then back to its normal state. In the middle of this room is a ladder standing vertical. ~ 0 0 3 D1 You see stars. ~ ~ 0 0 5378 D2 You see a fuzzy portal of some sort and a little green. ~ ~ 0 0 5368 D3 You see stars. ~ ~ 0 0 5378 D4 You see stars. ~ ~ 0 0 5376 D5 You see stars. ~ ~ 0 0 5376 S #5376 The Void~ You are standing in the middle of something you cannot explain. You see stars yet you cannot see what you are standing on. You are not standing on any sort of physical 'ground' as you can see yet you are not floating either. Occasionally, the starry 'sky' fades into a fuzzy, yet bright, rainbow then back to its normal state. ~ 0 0 3 D0 You see stars. ~ ~ 0 0 5377 D1 You see stars. ~ ~ 0 0 5376 D2 You see stars. ~ ~ 0 0 5377 D3 You see stars. ~ ~ 0 0 5376 D4 You see stars. ~ ~ 0 0 5375 D5 You see stars. ~ ~ 0 0 5375 S #5377 The Void~ You are standing in the middle of something you cannot explain. You see stars yet you cannot see what you are standing on. You are not standing on any sort of physical 'ground' as you can see yet you are not floating either. Occasionally, the starry 'sky' fades into a fuzzy, yet bright, rainbow then back to its normal state. ~ 0 0 3 D0 You see stars. ~ ~ 0 0 5376 D1 You see stars. ~ ~ 0 0 5377 D2 You see stars. ~ ~ 0 0 5376 D3 You see stars. ~ ~ 0 0 5377 D4 You see stars. ~ ~ 0 0 5378 D5 You see stars. ~ ~ 0 0 5378 S #5378 The Void~ You are standing in the middle of something you cannot explain. You see stars yet you cannot see what you are standing on. You are not standing on any sort of physical 'ground' as you can see yet you are not floating either. Occasionally, the starry 'sky' fades into a fuzzy, yet bright, rainbow then back to its normal state. In the middle of this room is a ladder standing vertical. ~ 0 0 3 D1 You see stars. ~ ~ 0 0 5375 D2 You see a fuzzy portal of some sort and a little green. ~ ~ 0 0 8903 D3 You see stars. ~ ~ 0 0 5375 D4 You see stars. ~ ~ 0 0 5377 D5 You see stars. ~ ~ 0 0 5377 S #5379 The Temple Of Midgaard~ You are in the southern end of the temple hall in the Temple of Midgaard. The temple has been constructed from giant marble blocks, eternal in appearance, and most of the walls are covered by ancient wall paintings picturing Gods, Giants and peasants. Large steps lead down through the grand temple gate, descending the huge mound upon which the temple is built and ends on the temple square below. You notice that this building is quite new. A small plaque is on this wall. ~ 0 CDK 0 D0 At the northern end of the temple hall is a statue and a huge altar. ~ ~ 0 -1 5386 D2 You see the temple square. ~ ~ 0 -1 5380 E plaque~ This entire world has been integrated, modified, debugged, and enhanced by Hatchet, Kahn, and Furey of MERC Industries to be run by any MERC Mud. 1992 December 17 ~ S #5380 The Temple Square~ You are standing on the temple square. Huge marble steps lead up to the temple gate. The ground is just dirt but there are plans to make the road cobble stone. Just south of here you see a blooming market square, the center of Midgaard. ~ 0 0 1 D0 You see the temple. ~ ~ 0 -1 5379 D2 You see the Market Square. ~ ~ 0 -1 5381 S #5381 Market Square~ You are standing on the market square, the Square of Midgaard. It seems that a large, peculiar looking statue is being built here in the middle of the square. Roads lead to the north and east, north to the temple square, east is the main street. ~ 0 0 1 D0 You see the temple square. ~ ~ 0 -1 5380 D1 You see the main street. ~ ~ 0 -1 5382 E statue~ What you see is an uncompleted statue of what you think is the Midgaard mascot. ~ S #5382 The Main Street~ You are on Main Street crossing through this booming town. The main street continues east. To the west you see and hear a small market place. ~ 0 0 1 D1 You see Main Street. ~ ~ 0 -1 5383 D3 You see the market square. ~ ~ 0 -1 5381 S #5383 The Main Street~ The main street, to the east you leave town and to the west the street leads to the market square. ~ 0 0 1 D1 You see the city gate. ~ ~ 0 -1 5384 D3 You see the main street leading to the market square. ~ ~ 0 -1 5382 S #5384 Inside the East Gate of Midgaard~ You are by two small newly built towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. Main Street leads west from here. ~ 0 0 1 D1 You see the city gate. ~ gate~ 1 3133 5385 D3 You see Main Street.~ ~ 0 -1 5383 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ S #5385 Outside the East Gate of Midgaard~ You are by two small towers that have been built into the city wall and connected with a footbridge across the heavy wooden gate. To the east the plains stretch out in the distance. ~ 0 0 1 D1 You see the plains.~ ~ 0 -1 5364 D3 You see the city gate. ~ gate~ 1 3133 5384 E wall~ It is built from large grey rocks that have been fastened to each other with some kind of mortar. It is far too high to climb. ~ E tower towers~ Both of the towers are built from large grey rocks that have been fastened to each other with some kind of mortar, just like the city wall. ~ E gate~ It is a set of very big double doors made from hard wood. They have been reinforced with large iron bands to make them even more sturdy. One of the doors is equipped with a very big lock. ~ E bridge footbridge~ It is too high up to reach but it looks as if one easily could walk across it from one tower to the other. ~ S #5386 By the Temple Altar~ You are by the temple altar in the northern end of the Temple of Midgaard. A huge altar made from white polished marble is standing in front of you and behind it is a ten foot tall sitting statue of Odin, the King of the Gods. ~ 0 DK 0 D2 You see the southern end of the temple. ~ ~ 0 -1 5379 E statue odin king god~ The statue represents the one-eyed Odin sitting on a his throne. He has long, grey hair and beard and a strict look on his face. On top of the throne, just above his shoulders, his two ravens Hugin and Munin are sitting and at his feet are his wolves Gere and Freke. ~ E altar~ Even though the altar is more than ten feet long it appears to be made from a single block of white virgin marble. ~ S #0 #RESETS M 0 5306 1 5319 1 * the fanatic priest E 1 5218 8 3 * a demon-faced talisman E 1 5222 8 12 * a black silk robe E 1 5252 -1 16 * a long slim dagger E 1 5239 1 17 * a dull grey stone M 0 5305 1 5336 1 * Gordon the Brave E 1 5204 8 8 * a pair of mithril boots E 1 5203 8 10 * some mithril sleeves E 1 5205 8 7 * a set of mithril leggings E 1 5206 8 13 * a mithril girth E 1 5201 8 6 * a mithril helm E 1 5202 8 9 * a pair of mithril gauntlets E 1 5301 8 5 * a beautiful iron breast plate E 1 5332 -1 16 * a two-handed sword E 1 5226 12 17 * an engraved ivory seal M 0 5300 1 5350 1 * the baby beholder E 1 5243 1 17 * a clear stone M 0 5307 1 5350 1 * the priest of Thalos E 1 5302 8 17 * a green serpentine staff E 1 5223 10 3 * a dark green cloak M 0 5301 20 5300 1 * the pet lamia E 1 5300 -1 3 * a lamia collar M 0 5301 20 5304 1 * the pet lamia E 1 5300 -1 3 * a lamia collar M 0 5301 20 5306 1 * the pet lamia E 1 5300 -1 3 * a lamia collar M 0 5301 20 5310 1 * the pet lamia E 1 5300 -1 3 * a lamia collar M 0 5301 20 5314 1 * the pet lamia E 1 5300 -1 3 * a lamia collar M 0 5301 20 5316 1 * the pet lamia E 1 5300 -1 3 * a lamia collar M 0 5301 20 5320 1 * the pet lamia E 1 5300 -1 3 * a lamia collar M 0 5301 20 5322 1 * the pet lamia E 1 5300 -1 3 * a lamia collar M 0 5301 20 5326 1 * the pet lamia E 1 5300 -1 3 * a lamia collar M 0 5301 20 5328 1 * the pet lamia E 1 5300 -1 3 * a lamia collar M 0 5301 20 5332 1 * the pet lamia E 1 5300 -1 3 * a lamia collar M 0 5301 20 5334 1 * the pet lamia E 1 5300 -1 3 * a lamia collar M 0 5301 20 5338 1 * the pet lamia E 1 5300 -1 3 * a lamia collar M 0 5301 20 5340 1 * the pet lamia E 1 5300 -1 3 * a lamia collar M 0 5301 20 5344 1 * the pet lamia E 1 5300 -1 3 * a lamia collar M 0 5301 20 5346 1 * the pet lamia E 1 5300 -1 3 * a lamia collar M 0 5301 20 5348 1 * the pet lamia E 1 5300 -1 3 * a lamia collar M 0 5301 20 5350 1 * the pet lamia E 1 5300 -1 3 * a lamia collar M 0 5301 20 5352 1 * the pet lamia E 1 5300 -1 3 * a lamia collar M 0 5301 20 5354 1 * the pet lamia E 1 5300 -1 3 * a lamia collar O 0 5306 1 5334 * a large beautiful fountain M 0 5330 1 5300 1 * bard of Thalos E 1 5311 3 17 * a silver flute M 0 5329 2 5330 2 * bard of Thalos E 1 5309 3 17 * a mandolin M 0 5329 2 5330 2 * bard of Thalos E 1 5310 3 17 * a golden harp M 0 5316 2 5345 2 * a young scholar M 0 5315 1 5337 1 * the librarian M 0 5319 2 5342 2 * a man M 0 5318 4 5344 4 * a beautiful masseuse M 0 5308 8 5347 2 * the stone golem E 1 5221 -1 16 * a two-handed sword E 1 5232 1 17 * an incandescent blue stone M 0 5308 8 5346 2 * the stone golem E 1 5221 -1 16 * a two-handed sword E 1 5233 1 17 * a deep red stone M 0 5308 8 5348 2 * the stone golem E 1 5221 -1 16 * a two-handed sword E 1 5235 1 17 * a pearly white stone M 0 5308 8 5354 2 * the stone golem E 1 5221 -1 16 * a two-handed sword E 1 5237 1 17 * a lavender and green stone M 0 5311 1 5317 1 * George the Butcher G 1 5219 -1 * a chunk of venison E 1 601 -1 16 * a meat cleaver G 1 602 -1 * a side of beef G 1 603 -1 * a side of pork G 1 604 -1 * a side of horse G 1 605 -1 * a defeathered chicken M 0 5312 1 5320 1 * Farmer Betty G 1 609 -1 * a head of cabbage G 1 610 -1 * a head of lettuce G 1 611 -1 * a bottle of milk G 1 612 -1 * an apple G 1 613 -1 * an ear of corn M 0 5313 1 5329 1 * Thaellor the dwarf M 0 5310 1 5330 1 * Dan the Barkeep G 1 648 -1 * a shot of whiskey G 1 649 -1 * a quart of ale G 1 650 -1 * a quart of port brew M 0 5314 1 5321 1 * Ben the Smith G 1 601 -1 * a meat cleaver G 1 615 -1 * a pitchfork M 0 5317 1 5338 1 * an old wizard M 0 5309 1 5331 1 * the mayor of Thalos E 1 5224 9 17 * an engraved ebony seal O 0 5307 1 5331 * the curved desk P 1 5304 4 5307 1 * a scroll of enchantment P 1 5305 4 5307 1 * a bound scroll P 1 5231 9 5307 1 * a scarlet and blue stone O 0 5308 1 5333 * the glass cabinet P 1 3105 8 5308 1 * a bronze bracer P 1 5214 8 5308 1 * a smooth quartz ball P 1 5230 1 5308 1 * a pale blue stone M 0 5320 3 5335 3 * An imperial cityguard E 1 5330 10 1 * an imperial city guard signet ring E 1 5321 10 4 * an imperial cloak E 1 5319 10 5 * an imperial chest plate E 1 5327 10 12 * an imperial cape E 1 5328 10 13 * an imperial belt E 1 5317 -1 16 * an imperial sword M 0 5320 3 5335 3 * An imperial cityguard E 1 5330 10 1 * an imperial city guard signet ring E 1 5321 10 4 * an imperial cloak E 1 5319 10 5 * an imperial chest plate E 1 5327 10 12 * an imperial cape E 1 5329 10 14 * an imperial metal bracer E 1 5318 -1 16 * an imperial mace M 0 5320 3 5335 3 * An imperial cityguard E 1 5321 10 4 * an imperial cloak E 1 5319 10 5 * an imperial chest plate E 1 5327 10 12 * an imperial cape E 1 5328 10 13 * an imperial belt E 1 5329 10 14 * an imperial metal bracer E 1 5317 -1 16 * an imperial sword M 0 5321 2 5300 2 * an imperial cityguard E 1 5331 10 0 * an imperial war banner E 1 5319 10 5 * an imperial chest plate E 1 5322 10 6 * an imperial helm E 1 5323 10 7 * a pair of imperial plate leggings E 1 5324 10 8 * a pair of imperial plate boots E 1 5325 10 9 * a pair of imperial plate gloves E 1 5320 10 11 * an imperial shield E 1 5318 -1 16 * an imperial mace M 0 5321 2 5300 2 * an imperial cityguard E 1 5331 10 0 * an imperial war banner E 1 5319 10 5 * an imperial chest plate E 1 5324 10 8 * a pair of imperial plate boots E 1 5325 10 9 * a pair of imperial plate gloves E 1 5326 10 10 * a pair of imperial plate sleeves E 1 5320 10 11 * an imperial shield E 1 5317 -1 16 * an imperial sword M 0 5303 11 5300 1 * an imperial cityguard E 1 5321 10 4 * an imperial cloak E 1 5319 10 5 * an imperial chest plate E 1 5327 10 12 * an imperial cape E 1 5329 10 14 * an imperial metal bracer E 1 5318 -1 16 * an imperial mace M 0 5303 11 5304 1 * an imperial cityguard E 1 5321 10 4 * an imperial cloak E 1 5319 10 5 * an imperial chest plate E 1 5320 10 11 * an imperial shield E 1 5317 -1 16 * an imperial sword M 0 5303 11 5307 1 * an imperial cityguard E 1 5321 10 4 * an imperial cloak E 1 5319 10 5 * an imperial chest plate E 1 5328 10 13 * an imperial belt E 1 5329 10 14 * an imperial metal bracer E 1 5318 -1 16 * an imperial mace M 0 5303 11 5313 1 * an imperial cityguard E 1 5330 10 1 * an imperial city guard signet ring E 1 5321 10 4 * an imperial cloak E 1 5319 10 5 * an imperial chest plate E 1 5320 10 11 * an imperial shield E 1 5317 -1 16 * an imperial sword M 0 5303 11 5315 1 * an imperial cityguard E 1 5321 10 4 * an imperial cloak E 1 5319 10 5 * an imperial chest plate E 1 5327 10 12 * an imperial cape E 1 5328 10 13 * an imperial belt E 1 5318 -1 16 * an imperial mace M 0 5303 11 5324 1 * an imperial cityguard E 1 5321 10 4 * an imperial cloak E 1 5319 10 5 * an imperial chest plate E 1 5320 10 11 * an imperial shield E 1 5317 -1 16 * an imperial sword M 0 5303 11 5331 1 * an imperial cityguard E 1 5319 10 5 * an imperial chest plate E 1 5327 10 12 * an imperial cape E 1 5328 10 13 * an imperial belt E 1 5329 10 14 * an imperial metal bracer E 1 5318 -1 16 * an imperial mace M 0 5303 11 5334 1 * an imperial cityguard E 1 5330 10 1 * an imperial city guard signet ring E 1 5321 10 4 * an imperial cloak E 1 5319 10 5 * an imperial chest plate E 1 5320 10 11 * an imperial shield E 1 5317 -1 16 * an imperial sword M 0 5303 11 5341 1 * an imperial cityguard E 1 5321 10 4 * an imperial cloak E 1 5319 10 5 * an imperial chest plate E 1 5327 10 12 * an imperial cape E 1 5318 -1 16 * an imperial mace M 0 5303 11 5350 1 * an imperial cityguard E 1 5321 10 4 * an imperial cloak E 1 5319 10 5 * an imperial chest plate E 1 5320 10 11 * an imperial shield E 1 5317 -1 16 * an imperial sword M 0 5303 11 5352 1 * an imperial cityguard E 1 5330 10 1 * an imperial city guard signet ring E 1 5319 10 5 * an imperial chest plate E 1 5327 10 12 * an imperial cape E 1 5328 10 13 * an imperial belt E 1 5318 -1 16 * an imperial mace M 0 5304 9 5302 1 * a female citizen of Thalos M 0 5302 9 5304 1 * a citizen of Thalos M 0 5304 9 5307 1 * a female citizen of Thalos M 0 5302 9 5308 1 * a citizen of Thalos M 0 5304 9 5312 1 * a female citizen of Thalos M 0 5302 9 5316 1 * a citizen of Thalos M 0 5304 9 5326 1 * a female citizen of Thalos M 0 5302 9 5327 1 * a citizen of Thalos M 0 5304 9 5330 1 * a female citizen of Thalos M 0 5302 9 5330 1 * a citizen of Thalos M 0 5304 9 5332 1 * a female citizen of Thalos M 0 5302 9 5338 1 * a citizen of Thalos M 0 5304 9 5340 1 * a female citizen of Thalos M 0 5302 9 5344 1 * a citizen of Thalos M 0 5304 9 5344 1 * a female citizen of Thalos M 0 5302 9 5350 1 * a citizen of Thalos M 0 5304 9 5361 1 * a female citizen of Thalos M 0 5302 9 5367 9 * a citizen of Thalos R 0 5375 5 * The Void R 0 5376 6 * The Void R 0 5377 6 * The Void R 0 5378 5 * The Void M 0 5327 2 5368 1 * a druid G 1 5313 -1 * some bluish herbs M 0 5327 2 5371 1 * a druid G 1 5315 -1 * some grayish herbs M 0 5328 2 5374 1 * a druidess G 1 5314 -1 * some purplish herbs M 0 5328 2 5372 1 * a druidess G 1 5316 -1 * some orangish herbs M 0 5322 2 5367 2 * a doe M 0 5323 3 5370 2 * a deer M 0 5324 1 5369 1 * a stag M 0 5325 3 5373 3 * a small bunny M 0 5326 4 5372 2 * a harmless snake M 0 5334 1 5384 1 * the cityguard E 1 3365 10 0 * a war banner E 1 3364 10 1 * a city guard signet ring E 1 3350 -1 16 * a standard issue sword E 1 3353 10 5 * a standard issue vest E 1 3354 10 11 * a standard issue shield M 0 5331 1 5381 1 * the cityguard E 1 3365 10 0 * a war banner E 1 3364 10 1 * a city guard signet ring E 1 3350 -1 16 * a standard issue sword E 1 3353 10 5 * a standard issue vest E 1 3355 10 4 * a standard issue cloak M 0 5332 2 5380 2 * the janitor M 0 5333 3 5382 3 * the beastly fido M 0 5323 3 5358 2 * a deer M 0 5326 4 5356 2 * a harmless snake S #SHOPS 5310 0 0 0 0 0 120 90 0 23 * Dan the Barkeep 5311 5 17 19 0 0 110 90 6 20 * George the Butcher 5312 19 0 0 0 0 110 90 7 19 * Farmer Betty 5313 5 9 0 0 0 130 70 5 21 * Thaellor the dwarf 5314 1 8 12 13 22 135 65 8 18 * Ben the Smith 5317 2 3 4 10 0 120 50 9 17 * an old wizard 0 #SPECIALS M 5300 spec_cast_mage * the baby beholder M 5303 spec_guard * an imperial cityguard M 5305 spec_guard * Gordon the Brave M 5306 spec_cast_cleric * the fanatic priest M 5307 spec_cast_cleric * the priest of Thalos M 5317 spec_cast_mage * an old wizard M 5320 spec_guard * An imperial cityguard M 5321 spec_guard * an imperial cityguard M 5327 spec_cast_cleric * a druid M 5328 spec_cast_cleric * a druidess M 5331 spec_guard * the cityguard M 5332 spec_janitor * the janitor M 5333 spec_fido * the beastly fido M 5334 spec_guard * the cityguard S #$ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ #AREA mirkwood.are~ Mirkwood~ { 5 15} Yaegar Mirkwood~ 8800 8869 #HELPS 0 mirkwood~ Written by Yaegar using MZF and a DOS text Editor in December 1995. Based loosely on the forest mentioned in the works of Tolkien of the same name. Thanks to J.R.R. Tolkien and the gang at AM. ~ 0 $~ #MOBILES #8800 sylvan elf scout~ a sylvan elf scout~ A Sylvan Elf scout is offended at your intrusion! ~ The Sylvan Elves are a good people, but centuries of subjection to the violences and prejudices of other races have made them wary and very hostile toward outsiders. However, if you're tough enough, perhaps he'll back down. As natives of Mirkwood, they are virtually imposssible to see if they don't want to be seen. ~ human~ BDFG FJQ 400 0 5 0 1d12+59 1d1+99 1d7+0 hit 7 7 7 12 0 0 0 0 dead dead male 50 0 0 medium 0 #8801 sylvan elf warrior~ a sylvan elf warrior~ A Sylvan Elf warrior lunges at you with his sword! ~ The Sylvan Elves are a good people, but centuries of subjection to the violences and prejudices of other races have made them wary and very hostile toward outsiders. However, if you're tough enough, perhaps he'll back down. ~ human~ BDFG J 400 0 7 1 1d12+83 1d1+99 1d8+1 hit 6 6 6 11 0 0 0 0 dead dead male 70 0 0 medium 0 #8802 orc scout~ an orc scout~ An Orcish scout screams and attacks! ~ These foul creatures have been sent in advance by Orcish forces to scout out the defenses of Mirkwood. So far, their attempts have resulted only in their own demise, but eventually the Elves will be worn down by the sheer weight of numbers of the immense Orcish hordes. ~ human~ CFH J -400 0 5 0 1d12+59 1d1+99 1d7+0 hit 7 7 7 12 0 0 0 0 dead dead male 50 0 0 medium 0 #8803 orc warrior~ an orc warrior~ An Orcish warrior screams and attacks! ~ These fell minions of Sauron have been sent in an attempt to subjugate Mirkwood. So far, their attempts have resulted only in their own demise, but eventually the Elves will be worn down by the sheer weight of numbers of the immense Orcish hordes. ~ human~ CF J -400 0 5 0 1d12+59 1d1+99 1d7+0 hit 7 7 7 12 0 0 0 0 dead dead male 50 0 0 medium 0 #8804 guard~ a wood elf guard~ A Wood Elf guard angrily accosts you. ~ This angry guard is incensed at your trespass in the hall of his king, and will attempt to forcibly eject you. ~ human~ DF J 400 0 8 1 1d12+95 1d1+99 1d9+1 hit 5 5 5 10 0 0 0 0 dead dead male 80 0 0 medium 0 #8805 chief guard~ the chief of the guard~ A Wood Elf chief of the guard lunges at you with his sword! ~ The Wood Elves are a good people, but centuries of subjection to the violences and prejudices of other races have made them wary and very hostile toward outsiders. However, if you're tough enough, perhaps he'll back down. ~ human~ BDFG J 400 0 12 2 1d12+143 1d1+99 1d11+3 hit 2 2 2 7 0 0 0 0 dead dead male 120 0 0 medium 0 #8806 galion butler~ Galion the butler~ A Wood Elf butler glares at you accusingly. ~ Galion has a tremenous fondness for Dorwinion Wine, and he is now well and truly inebriated. However that does not mean he won't react to your intrusion. ~ human~ BDFG J 400 0 10 1 1d12+119 1d1+99 1d10+2 hit 4 4 4 9 0 0 0 0 dead dead male 100 0 0 medium 0 #8807 thranduil~ Thranduil, king of the Wood Elves~ Thranduil, King of the Wood Elves, eyes you suspiciously. ~ While not immune to the prejudices of his brethren, Thranduil is a trifle wiser (and more civilized) and he will not attack without provocation. ~ human~ BDG HJ 500 0 15 2 1d31+224 1d1+99 1d13+4 hit 0 0 0 5 0 0 0 0 dead dead male 150 0 0 medium 0 #8808 wood elf~ a male wood elf~ A male Wood Elf glares angrily at you. ~ This person won't attack you like the guards will, but that doesn't mean he likes you any more than they do... ~ human~ H J 400 0 6 1 1d12+71 1d1+99 1d7+1 hit 6 6 6 11 0 0 0 0 dead dead male 60 0 0 medium 0 #8809 wood elf~ a female wood elf~ A female Wood Elf glares angrily at you. ~ This person won't attack you like the guards will, but that doesn't mean ahe likes you any more than they do... ~ human~ H J 400 0 6 1 1d12+71 1d1+99 1d7+1 hit 6 6 6 11 0 0 0 0 dead dead female 60 0 0 medium 0 #8810 turnkey elf~ the turnkey~ The turnkey sleeps here. ~ This surly fellow is almost always passed out from copious alcohol consumption. ~ human~ BCG JR 0 0 9 1 1d12+107 1d1+99 1d9+2 hit 4 4 4 9 0 0 0 0 dead dead male 90 0 0 medium 0 #8811 thorin oakenshield~ Thorin Oakenshield~ Thorin Oakenshield politely bows before you. ~ This Dwarf is descended from noble blood. He and his fellows were waylaid by the Wood Elves while journeying to avenge their brethren against the dragon Smaug. ~ human~ C N 500 0 14 2 1d29+195 1d1+99 1d13+3 hit 1 1 1 6 0 0 0 0 dead dead male 140 0 0 medium 0 #0 #OBJECTS #8800 pool~ a pool~ A pool of crystal-clear water fills this clearing. ~ nothingness~ fountain 0 0 10000 10000 'water' 0 0 -4 1 -400 P E pool~ It looks tasty. Have a drink! ~ #8801 sword~ an elvish sword~ A beautiful sword has been left here. ~ nothingness~ weapon G AN dagger 0 -1 pierce 0 -4 15 -400 P A 18 2 #8802 cloak~ a plain elven cloak~ A plain, but practical, Elven cloak lies here. ~ nothingness~ armor 0 AK 0 0 0 0 1 -4 5 -400 P A 13 5 A 17 -2 #8803 boots~ a pair of plain elven boots~ A plain, but practical, pair of Elven boots. ~ nothingness~ armor 0 AG 0 0 0 0 1 -4 5 -400 P A 2 1 A 14 50 #8804 water flask~ a water flask~ An Elven water flask. It is rumored that they can provide water for days. ~ nothingness~ drink 0 AO 10 10 'water' 0 0 -4 5 -400 P #8805 shield~ a spiked metal shield~ An Orcish spiked metal shield has been left here. ~ nothingness~ armor 0 AJ 0 0 0 0 1 -4 10 -400 P #8806 scimitar~ an orcish scimitar~ An Orcish scimitar has been left here. ~ nothingness~ weapon 0 AN sword 0 -1 slash 0 -4 20 -400 P A 1 1 A 19 1 #8807 helm~ an ugly spiked helm~ An ugly Orcish spiked helm has been left here. ~ nothingness~ weapon 0 AE staff 0 -1 hit 0 -4 5 -400 P A 17 -5 #8808 flask wine~ a flask of Dorwinion wine~ A half-drunk flask of fine Dorwinion wine lies here. ~ nothingness~ drink 0 AO 4 2 'wine' 0 0 -4 5 -400 P #8809 barrel wine~ a barrel of Dorwinion wine~ A barrel of Dorwinion wine is here. ~ nothingness~ drink 0 A 10 10 'wine' 0 0 -4 25 -400 P #8810 barrel~ an empty barrel~ This empty barrel would make a fine boat. ~ nothingness~ container ST A 500 0 0 500 100 -4 25 -400 P #8811 sword~ a fine elven sword~ A fine Elven sword glimmers softly here. ~ nothingness~ weapon A AN dagger 0 -1 pierce 0 -4 18 -400 P A 2 1 A 18 2 A 19 3 #8812 key~ a key~ A key to a cell door is here. ~ nothingness~ key 0 AO 0 0 0 0 0 -4 1 -400 P #8813 key~ a key~ A key to a cave door is here. ~ nothingness~ key 0 AO 0 0 0 0 0 -4 1 -400 P #0 #ROOMS #8800 Entrance to Mirkwood~ You have entered the quasi-magical Elven forest of Mirkwood, populated by Sylvan Elves and their mysterious allies. Strangers are frowned upon here, so be on your guard. It is rumored that many different races of Elves actually inhabit this forest, in various parts and sometimes they are carefully hidden, away from the prying eyes of strangers. There is a sign tacked to a tree nearby. ~ 0 0 3 D0 ~ ~ 0 -1 8801 D2 ~ ~ 0 -1 8855 E sign~ This area serves as a connector for many areas with an Elven or Faerie flavour, favored areas of the Immortal Yaegar. Tread carefully, and remember to keep track of where you have been. --Yaegar ~ S #8801 The Path Through Mirkwood~ You are advancing along a narrow path that runs deep into the forest of Mirkwood. Giant, ancient trees tower over you to either side, and sweet songbirds sing in their lofty branches. However, despite this serene scene, you can't shake the feeling that you're being watched. ~ 0 0 3 D0 ~ ~ 0 -1 8802 D2 ~ ~ 0 -1 8800 S #8802 The Path Through Mirkwood~ You are advancing along a narrow path that runs deep into the forest of Mirkwood. Giant, ancient trees tower over you to either side, and sweet songbirds sing in their lofty branches. However, despite this serene scene, you can't shake the feeling that you're being watched. ~ 0 0 3 D0 ~ ~ 0 -1 8803 D2 ~ ~ 0 -1 8801 S #8803 A Fork in the Path~ You have reached a point where the path branches, with paths running to the east and west. A wild animal suddenly howls angrily some distance away, and you involuntarily jump. ~ 0 0 3 D1 ~ ~ 0 -1 8804 D2 ~ ~ 0 -1 8802 D3 ~ ~ 0 -1 8820 S #8804 A Broad Path~ This branch of the path widens out after a short distance, and you notice signs of heavy use, evidently by non-Elves, as Elves do not leave footprints. The trees are thinner and smaller in this part of the forest, giving the impression that it has been recently cleared. ~ 0 0 3 D1 ~ ~ 0 -1 8805 D3 ~ ~ 0 -1 8803 S #8805 Another Junction~ The path once again divides, this time into northern and southern branches. To the north an impressive-looking citadel looms over the treetops, while to the south the trail becomes significantly narrower, and overgrown. ~ 0 0 3 D0 ~ ~ 0 -1 8806 D2 ~ ~ 0 -1 8808 D3 ~ ~ 0 -1 8804 S #8806 A Bend in the Road~ The northern road bends to the east at this point, allowing you to gaze upon a wondrous Elven Fortress. Although you are more than a mile away, it still looms large ahead of you. ~ 0 0 3 D1 ~ ~ 0 -1 8807 D2 ~ ~ 0 -1 8805 S #8807 Plains~ The road opens onto an area cleared of trees here, a broad plain dotted with the occasional hedge or distant farmhouse. There is a marked path running due east toward the west gate of the distant fortress. ~ 0 0 2 D1 the plains of malathar~ ~ 0 -1 400 D3 ~ ~ 0 -1 8806 S #8808 The Southern Trail~ Progress along this narrow, overgrown path is next to impossible, and you find yourself having to stop several times for a rest. There doesn't seem to be any quick end to it either. ~ 0 0 15 D0 ~ ~ 0 -1 8805 D2 ~ ~ 0 -1 8809 S #8809 The Southern Trail~ Progress along this narrow, overgrown path is next to impossible, and you find yourself having to stop several times for a rest. There doesn't seem to be any quick end to it either. You spy a rope ladder ascending to a platform in a nearby tree. ~ 0 0 15 D0 ~ ~ 0 -1 8808 D2 ~ ~ 0 -1 8811 D4 ~ ~ 0 -1 8810 S #8810 A Guard Post~ You have stumbled into a Sylvan Elf guard post, from which they carefully watch out for intruding Orcs or Goblins. They dislike strangers in general, and detest interlopers into their personal areas even more. Expect a violent reception if there is a guard present... ~ 0 0 3 D5 ~ ~ 0 -1 8809 S #8811 The Southern Trail~ Progress along this narrow, overgrown path is next to impossible, and you find yourself having to stop several times for a rest. There doesn't seem to be any quick end to it either. At this point you may follow a side trail which runs to the east. It seems to be a little less overgrown. ~ 0 0 15 D0 ~ ~ 0 -1 8809 D1 ~ ~ 0 -1 8813 D2 ~ ~ 0 -1 8812 S #8812 A Dead End~ WHAT? After all that exertion, the path ends at a DEAD END??? Ah well, I guess you had better turn back... ~ 0 0 15 D0 ~ ~ 0 -1 8811 S #8813 The Eastern Path~ This path is certainly less overgrown than the north-south one. You actually find yourself able to move relatively quickly through the forest, stopping only occasionally to hack away an overhanging branch or vine. ~ 0 0 3 D1 ~ ~ 0 -1 8814 D3 ~ ~ 0 -1 8811 S #8814 The Eastern Path~ This path is certainly less overgrown than the north-south one. You actually find yourself able to move relatively quickly through the forest, stopping only occasionally to hack away an overhanging branch or vine. ~ 0 0 3 D1 ~ ~ 0 -1 8815 D3 ~ ~ 0 -1 8813 S #8815 A Bend in the Path~ You have reached a point where the path bends to the north. ~ 0 0 3 D0 ~ ~ 0 -1 8816 D3 ~ ~ 0 -1 8814 S #8816 The Northern Path~ The path here is fairly clear and free of vegetation. It actually looks fairly well-maintained. You think you can hear a distant singing to the north. ~ 0 0 3 D0 ~ ~ 0 -1 8817 D2 ~ ~ 0 -1 8815 S #8817 The Northern Path~ The path here is fairly clear and free of vegetation. It actually looks fairly well-maintained. You think you can hear a distant singing to the north. Another path runs to the east of here. ~ 0 0 3 D0 ~ ~ 0 -1 8819 D1 ~ ~ 0 -1 8818 D2 ~ ~ 0 -1 8816 S #8818 The End of the Path~ The path ends here in a small clearing with a small shallow pool of crystal clear water. You feel strangely at ease here. ~ 0 0 3 D3 ~ ~ 0 -1 8817 S #8819 Approaching the Holy Grove~ The singing is clearly audible here, and it is coming from a well-tended grove to the east. Dimly visible are all manner of man and beast, and although they would usually feed upon each other, they all seem to be at peace. ~ 0 0 3 D1 ~ ~ 0 -1 8904 D2 ~ ~ 0 -1 8817 S #8820 The Western Path~ This path is rather overgrown but it is still easily navigable. You fancy you can see a rope ladder ascending into the brances of a tall oak near the eastern side of the road. ~ 0 0 3 D1 ~ ~ 0 -1 8803 D3 ~ ~ 0 -1 8822 D4 ~ ~ 0 -1 8821 S #8821 A Guard Post~ You have stumbled into a Sylvan Elf guard post, from which they carefully watch out for intruding Orcs or Goblins. They dislike strangers in general, and detest interlopers into their personal areas even more. Expect a violent reception if there is a guard present... ~ 0 0 3 D5 ~ ~ 0 -1 8820 S #8822 A Bend to the North~ The path bends to the north here, running for some distance toward a stream. ~ 0 0 3 D0 ~ ~ 0 -1 8823 D1 ~ ~ 0 -1 8820 S #8823 A Northern Path~ This path is fairly even and well-used, so going is not as rough as the previous paths. There is a wide stream dead ahead. ~ 0 0 3 D0 ~ ~ 0 -1 8824 D2 ~ ~ 0 -1 8822 S #8824 A Stream~ This stream is too wide and deep to wade across. You'll need a boat or a spell. Mind you, you could always whip out your rod and start angling :) ~ 0 0 6 D0 ~ ~ 0 -1 8825 D1 ~ ~ 0 -1 8866 D2 ~ ~ 0 -1 8823 S #8825 A Northern Path~ This path is fairly even and well-used, so going is not as rough as the previous paths. There is a wide stream to the south. A broad, tree-lined path runs to the east. ~ 0 C 3 D0 ~ ~ 0 -1 8826 D1 ~ ~ 0 -1 8856 D2 ~ ~ 0 -1 8824 S #8826 A Junction~ You have reached a point where you can proceed either north or west. Your choice. You still have the feeling you're being watched... ~ 0 0 3 D0 ~ ~ 0 -1 8830 D2 ~ ~ 0 -1 8825 D3 ~ ~ 0 -1 8827 S #8827 The Western Path~ The path you are on here runs down a gently sloping hill, to the base of a beautiful valley below. ~ 0 0 4 D1 ~ ~ 0 -1 8826 D5 ~ ~ 0 -1 8828 S #8828 The Hill~ The path you are on here runs down a gently sloping hill, to the base of a beautiful valley below. ~ 0 0 4 D4 ~ ~ 0 -1 8827 D5 ~ ~ 0 -1 8829 S #8829 The Base of the Hill~ You can proceed north toward the valley from here, or return to the summit above. ~ 0 0 4 D0 ~ ~ 0 -1 7800 D4 ~ ~ 0 -1 8828 S #8830 A Northern Path~ This path is fairly even and well-used, so going is not as rough as the previous paths. There is a narrow path to the east. ~ 0 0 3 D0 ~ ~ 0 -1 8832 D1 ~ ~ 0 -1 8831 D2 ~ ~ 0 -1 8826 S #8831 A Narrow Path~ You are walking along a narrow path that runs from the major northern path through Mirkwood. Up ahead the path ends in a dead end. ~ 0 0 3 D1 ~ ~ 0 -1 29001 D3 ~ ~ 0 -1 8830 S #8832 A Northern Path~ This path is fairly even and well-used, so going is not as rough as the previous paths. ~ 0 0 3 D0 ~ ~ 0 -1 8833 D2 ~ ~ 0 -1 8830 S #8833 A Northern Path~ This path is fairly even and well-used, so going is not as rough as the previous paths. There is a broad junction to the north. ~ 0 0 3 D0 ~ ~ 0 -1 8834 D2 ~ ~ 0 -1 8832 S #8834 A Broad Junction~ You have come to another junction in the forest. The path to the east runs through some handsome aspen and pine, but the northern passage is lined by sickly-looking, dying trees of unidentifiable type. ~ 0 0 3 D0 ~ ~ 0 -1 8835 D1 ~ ~ 0 -1 8841 D2 ~ ~ 0 -1 8833 S #8835 An Evil Section of the Forest~ There is a palpable evil in this area that causes you to shiver as you pass by the blighted vegetation that lines this twisted gray path. The sky can no longer be seen overhead- instead a canopy of decaying leaves and rotten branches obscures your view. ~ 0 0 15 D0 ~ ~ 0 -1 8836 D2 ~ ~ 0 -1 8834 S #8836 An Evil Section of the Forest~ There is a palpable eveil in this area that causes you to shiver as you pass by the blighted vegetation that lines this twisted gray path. The sky can no longer be seen overhead- instead a canopy of decaying leaves and rotten branches obscures your view. ~ 0 0 15 D2 ~ ~ 0 -1 8835 D3 ~ ~ 0 -1 8837 S #8837 An Evil Section of the Forest~ There is a palpable eveil in this area that causes you to shiver as you pass by the blighted vegetation that lines this twisted gray path. The sky can no longer be seen overhead- instead a canopy of decaying leaves and rotten branches obscures your view. The dying screams of some animal can be heard. ~ 0 0 15 D1 ~ ~ 0 -1 8836 D3 ~ ~ 0 -1 8838 S #8838 An Evil Section of the Forest~ There is a palpable eveil in this area that causes you to shiver as you pass by the blighted vegetation that lines this twisted gray path. The sky can no longer be seen overhead- instead a canopy of decaying leaves and rotten branches obscures your view. Maggots crawl from a decaying Elven corpse hanging from an overhead branch. The stench is unbearable. To the north you see a shadowy area of the forest. ~ 0 0 15 D0 ~ ~ 0 -1 1300 D1 ~ ~ 0 -1 8837 D3 ~ ~ 0 -1 8839 S #8839 An Evil Section of the Forest~ There is a palpable eveil in this area that causes you to shiver as you pass by the blighted vegetation that lines this twisted gray path. The sky can no longer be seen overhead- instead a canopy of decaying leaves and rotten branches obscures your view. At this point the twisting turning path runs sharply downward toward a large gash in the side of a grey cliff face. ~ 0 0 15 D1 ~ ~ 0 -1 8838 D2 ~ ~ 0 -1 8840 S #8840 The Cliff Face~ You are standing before the gash in the cliff-face now, wondering whether you should continue into the inky darkness beyond... ~ 0 0 4 D0 ~ ~ 0 -1 8839 D5 ~ ~ 0 -1 14000 S #8841 A Bend in the Path~ You reach a bend in the path, where you can head north or west. ~ 0 0 3 D0 ~ ~ 0 -1 8842 D3 ~ ~ 0 -1 8834 S #8842 A Bend in the Path~ You reach a bend in the path, where you can head south or east. ~ 0 0 3 D1 ~ ~ 0 -1 8843 D2 ~ ~ 0 -1 8841 S #8843 A Junction~ The path once again divides, this time into northern and southern branches. To the north lies another bend in the trail, while to the south the trail becomes significantly narrower, and overgrown. ~ 0 0 3 D0 ~ ~ 0 -1 8845 D2 ~ ~ 0 -1 8844 D3 ~ ~ 0 -1 8842 S #8844 A Dead End~ The passage ends in a dead end, but you see a small rope ladder hanging down from a nearby oak tree, disappearing in its bushy branches above. ~ 0 0 15 D0 ~ ~ 0 -1 8843 D4 ~ ~ 0 -1 8846 S #8845 A Bend in the Path~ Here, the path bends sharply to the east, heading toward an area of the forest that is very different from the previous section. A second path runs to the north. ~ 0 0 3 D0 ~ ~ 0 -1 8868 D1 ~ ~ 0 -1 8847 D2 ~ ~ 0 -1 8843 S #8846 A Guard Post~ You have stumbled into a Sylvan Elf guard post, from which they carefully watch out for intruding Orcs or Goblins. They dislike strangers in general, and detest interlopers into their personal areas even more. Expect a violent reception if there is a guard present... ~ 0 0 3 D5 ~ ~ 0 -1 8844 S #8847 A T-Junction~ You have come out of Mirkwood onto a rather dusty trail. At this point you may proceed east toward some well-cultivated fields, or south and west back into the forest. ~ 0 0 2 D1 ~ ~ 0 -1 8848 D2 ~ ~ 0 -1 8849 D3 ~ ~ 0 -1 8845 S #8848 Cultivated Field~ This field borders on a neatly-tended area with several small farmhouses and a small watch-tower near a wide stream. ~ 0 0 2 D1 ~ ~ 0 -1 5600 D3 ~ ~ 0 -1 8847 S #8849 A Desolate Section of the Forest~ You have entered a rather forlorn section of the forest, littered with dead and dying trees, plus the occasional corpse. Howls and cries of pain sound far off to the south. ~ 0 0 3 D0 ~ ~ 0 -1 8847 D1 ~ ~ 0 -1 8850 S #8850 A Desolate Section of the Forest~ You have entered a rather forlorn section of the forest, littered with dead and dying trees, plus the occasional corpse. Howls and cries of pain sound far off to the south. ~ 0 0 3 D2 ~ ~ 0 -1 8851 D3 ~ ~ 0 -1 8849 S #8851 A Desolate Section of the Forest~ You have entered a rather forlorn section of the forest, littered with dead and dying trees, plus the occasional corpse. Howls and cries of pain sound far off to the south. To the south is a particularly dark patch of forest. ~ 0 0 3 D0 ~ ~ 0 -1 8850 D2 ~ ~ 0 -1 3505 S #8852 The Path to Firetop Mountain~ The path runs past the rubble and up into the foothills of an immense mountain range. far in the distance looms Firetop Mountain. ~ 0 0 4 D0 ~ ~ 0 -1 8853 D2 ~ ~ 0 -1 5649 S #8853 The Path Continues~ You continue for what seems like an eternity, drawing slowly closer to the distant peak. ~ 0 0 4 D0 ~ ~ 0 -1 8854 D2 ~ ~ 0 -1 8852 S #8854 The Path Continues~ You continue for what seems like an eternity, drawing slowly closer to the distant peak. ~ 0 0 4 D0 ~ ~ 0 -1 5735 D2 ~ ~ 0 -1 8853 S #8855 Approaching Mirkwood~ The forest begins to surround you as you step into its depths. The path abruptly turns to the north and you continue. ~ 0 0 3 D0 ~ ~ 0 -1 8800 D3 ~ ~ 0 -1 338 S #8856 A Broad Tree-Lined Path~ This path runs for some distance toward a huge cave, entrance to which is restricted by a massive, handsome door that glows with magic. Magnificent oaks tower high to either side, and everywhere there is light and beauty. However, intruders are frowned upon here, so be on your guard. ~ 0 0 3 D1 ~ ~ 0 -1 8857 D3 ~ ~ 0 -1 8825 S #8857 A Broad Tree-Lined Path~ This path runs for some distance toward a huge cave, entrance to which is restricted by a massive, handsome door that glows with magic. Magnificent oaks tower high to either side, and everywhere there is light and beauty. However, intruders are frowned upon here, so be on your guard. The entrance is directly before you. ~ 0 H 3 D1 ~ ~ 1 8813 8858 D3 ~ ~ 0 -1 8856 S #8858 Inside the Cave~ You are in the castle of the Wood Elven King Thranduil. The corridor here is usually deserted. It would be advisable to keep a low profile, as the natives are hostile... The enchantments here prohibit spellcasting of any form. ~ 0 DH 0 D0 ~ ~ 0 -1 8859 D2 ~ ~ 0 -1 8864 D3 ~ ~ 1 8813 8857 S #8859 Inside the Cave~ You are in the castle of the Wood Elven King Thranduil. The corridor here is usually deserted. It would be advisable to keep a low profile, as the natives are hostile... ~ 0 DH 0 D1 ~ ~ 1 0 8860 D2 ~ ~ 0 -1 8858 S #8860 A Guard Room~ You have stumbled into the guard room! The guards will definitely not be happy to see you. You fancy you can hear muffled cries for help. ~ 0 DH 0 D0 ~ ~ 1 8812 8867 D1 ~ ~ 1 0 8861 D3 ~ ~ 1 0 8859 S #8861 Storage Room~ In this room the Elves store their foodstuffs and beloved Dorwinion Wine. A trapdoor in the floor allows access to the river, and it is through here that the Elves deposit their empty barrels, so that the river may carry them down to Lake Town. ~ 0 DH 0 D3 ~ ~ 1 0 8860 D5 ~ ~ 1 0 8862 S #8862 The River~ You are floating along a river that will carry you back through the forest, and eventually to Lake Town. ~ 0 C 7 D2 ~ ~ 0 -1 8863 D4 ~ ~ 1 0 8861 S #8863 The River~ You are floating along a river that will carry you back through the forest, and eventually to Lake Town. ~ 0 C 7 D0 ~ ~ 0 -1 8862 D2 ~ ~ 0 -1 8866 S #8864 Inside the Cave~ You are in the castle of the Wood Elven King Thranduil. The corridor here is usually deserted. It would be advisable to keep a low profile, as the natives are hostile... ~ 0 DH 0 D0 ~ ~ 0 0 8858 D1 ~ ~ 1 0 8865 S #8865 The Throne Room of Thrandul~ Now you've blown it. You've gone and stumbled into the King's Throne Room. He is seated upon an intricately-carved wooden throne at the end of the hall. Dour guards glare at you on all sides. ~ 0 DH 0 D3 ~ ~ 1 0 8864 S #8866 The River~ You are floating along a river that will carry you back through the forest, and eventually to Lake Town. ~ 0 C 7 D0 ~ ~ 0 -1 8863 D3 ~ ~ 0 -1 8824 S #8867 A Cell~ This damp cell is small and cramped, and offers little comfort to its single inhabitant. ~ 0 ADH 0 D2 ~ ~ 1 0 8860 S #8868 A Northern Path~ This path runs more or less directly north toward a rather old-looking section of the woods. ~ 0 0 3 D0 ~ ~ 0 -1 8869 D2 ~ ~ 0 -1 8845 S #8869 A Northern Path~ You are progressing along a long, straight northern path. Up ahead, you can see some sort of clearing. ~ 0 0 3 D0 ~ ~ 0 -1 9001 D2 ~ ~ 0 -1 8868 S #0 #RESETS * D 0 8857 1 2 LOCKS DOOR TO HALL D 0 8858 3 2 LOCKS FROM OTHER SIDE D 0 8859 1 1 CLOSES DOOR TO GUARD ROOM D 0 8860 3 1 CLOSES FROM OTHER SIDE D 0 8860 0 2 LOCKS DOOR TO CELL D 0 8867 2 2 LOCKS FROM OTHER SIDE D 0 8860 1 1 CLOSES DOOR TO STORE ROOM D 0 8861 3 1 CLOSES FROM OTHER SIDE D 0 8861 5 1 CLOSES DOOR TO RIVER D 0 8862 4 1 CLOSES DOOR FROM RIVER D 0 8864 1 1 CLOSES DOOR TO THRONE ROOM D 0 8865 3 1 CLOSES FROM OTHER SIDE * M 0 8800 4 8810 4 LOADS SCOUTS E 0 8801 0 16 sword E 0 8802 0 12 cloak E 0 8803 0 8 boots G 0 8804 0 0 water flask * O 0 8800 0 8818 LOADS POOL * M 0 8801 4 8821 4 LOADS WARRIOR E 0 8801 0 16 sword E 0 8802 0 12 cloak E 0 8803 0 8 boots G 0 8804 0 0 water flask * M 0 8802 3 8836 3 LOADS ORC SCOUTS E 0 8805 0 11 shield E 0 8806 0 16 scimitar E 0 8807 0 6 helmet * M 0 8803 3 8839 3 LOADS ORC WARRIORS E 0 8805 0 11 shield E 0 8806 0 16 scimitar E 0 8807 0 6 helmet * M 0 8800 4 8846 4 LOADS SCOUTS E 0 8801 0 16 sword E 0 8802 0 12 cloak E 0 8803 0 8 boots G 0 8804 0 0 water flask * M 0 8804 4 8857 4 LOADS GUARDS E 0 8801 0 16 sword E 0 8802 0 12 cloak E 0 8803 0 8 boots G 0 8804 0 0 water flask G 0 8813 0 0 GIVES KEY TO HALL M 0 8808 2 8859 2 LOADS MALE ELVES M 0 8810 1 8860 1 LOADS TURNKEY G 0 8812 0 0 GIVES KEY TO CELL G 0 8808 0 0 GIVES WINE M 0 8805 1 8861 1 LOADS BUTLER G 0 8808 0 0 GIVES WINE M 0 8806 1 8861 1 LOADS CHIEF E 0 8801 0 16 sword E 0 8802 0 12 cloak E 0 8803 0 8 boots G 0 8804 0 0 water flask O 0 8809 0 8861 LOADS BARREL OF WINE O 0 8810 0 8861 LOADS EMPTY BARREL M 0 8809 2 8864 2 LOADS FEMALE ELVES M 0 8807 1 8865 1 LOADS THRANDUIL E 0 8811 0 16 WIELDS SWORD M 0 8804 4 8865 4 LOADS GUARDS E 0 8801 0 16 sword E 0 8802 0 12 cloak E 0 8803 0 8 boots G 0 8804 0 0 water flask M 0 8811 1 8867 1 LOADS THORIN OAKENSHIELD S #SHOPS 0 #SPECIALS M 8800 spec_elf M 8801 spec_elf M 8802 spec_thief M 8804 spec_elf M 8805 spec_elf M 8806 spec_elf M 8807 spec_elf M 8808 spec_elf M 8809 spec_elf M 8801 spec_elf S #$ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ #AREA mirkwd2.are~ Mirkwood~ { 5 15} Yaegar Mirkwood~ 8800 8899 #HELPS 0 mirkwood~ Written by Yaegar using MZF and a DOS text Editor in December 1995. Based loosely on the forest mentioned in the works of Tolkien of the same name. Thanks to J.R.R. Tolkien and the gang at AM. Converted to ROM 2.4 format by Roland. Enhanced and balanced by jaceks. Checked and beta tested by Quartz. ~ 0 $~ #MOBILES #8800 sylvan elf scout~ a sylvan elf scout~ A Sylvan Elf scout is offended at your intrusion! ~ The Sylvan Elves are a good people, but centuries of subjection to the violences and prejudices of other races have made them wary and very hostile toward outsiders. However, if you're tough enough, perhaps he'll back down. As natives of Mirkwood, they are virtually imposssible to see if they don't want to be seen. ~ elf~ ABCFG FJQ 400 0 5 0 2d6+60 1d1+99 1d6+1 punch 5 5 5 10 DF ABNI AN GH stand sit male 103 0 0 small 0 #8801 sylvan elf warrior~ a sylvan elf warrior~ A Sylvan Elf warrior lunges at you with his sword! ~ The Sylvan Elves are a good people, but centuries of subjection to the violences and prejudices of other races have made them wary and very hostile toward outsiders. However, if you're tough enough, perhaps he'll back down. ~ elf~ ABCFG J 400 0 7 2 2d6+84 1d1+99 1d8+1 slice 5 5 7 10 CEF AB 0 D rest stand male 150 0 0 small 0 #8802 orc scout~ an orc scout~ An Orcish scout screams and attacks! ~ These foul creatures have been sent in advance by Orcish forces to scout out the defenses of Mirkwood. So far, their attempts have resulted only in their own demise, but eventually the Elves will be worn down by the sheer weight of numbers of the immense Orcish hordes. ~ orc~ ABCFGH J -400 0 5 0 2d6+60 1d1+99 1d6+1 slap 10 5 10 10 CDF AB 0 CD stand stand male 211 0 0 medium 0 #8803 orc warrior~ an orc warrior~ An Orcish warrior screams and attacks! ~ These fell minions of Sauron have been sent in an attempt to subjugate Mirkwood. So far, their attempts have resulted only in their own demise, but eventually the Elves will be worn down by the sheer weight of numbers of the immense Orcish hordes. ~ orc~ ACFG J -400 0 5 1 2d6+60 1d1+99 1d6+1 grep 5 5 7 5 EIN AB 0 C stand stand male 0 0 0 medium 0 #8804 guard~ a wood elf guard~ A Wood Elf guard angrily accosts you. ~ This angry guard is incensed at your trespass in the hall of his king, and will attempt to forcibly eject you. ~ elf~ AFGTQ J 400 8807 8 0 2d7+98 1d1+99 1d7+2 smash 3 3 3 5 CKNRT ABHLN 0 0 stand stand male 50 0 0 small 0 #8805 chief guard~ the chief of the guard~ A Wood Elf chief of the guard lunges at you with his sword! ~ The Wood Elves are a good people, but centuries of subjection to the violences and prejudices of other races have made them wary and very hostile toward outsiders. However, if you're tough enough, perhaps he'll back down. ~ elf~ ABCFGQ J 400 0 12 1 2d10+150 1d1+99 1d10+3 claw 1 1 0 7 CDEFRTU HLN C 0 stand stand male 100 0 0 medium 0 #8806 galion butler~ Galion the butler~ A Wood Elf butler glares at you accusingly. ~ Galion has a tremenous fondness for Dorwinion Wine, and he is now well and truly inebriated. However that does not mean he won't react to your intrusion. ~ elf~ ABCFG J 400 0 10 0 2d7+120 1d1+99 2d4+2 punch 2 2 2 8 KN AB 0 0 stand stand male 0 0 0 medium 0 #8807 thranduil king~ Thranduil, king of the Wood Elves~ Thranduil, King of the Wood Elves, eyes you suspiciously. ~ While not immune to the prejudices of his brethren, Thranduil is a trifle wiser (and more civilized) and he will not attack without provocation. ~ elf~ BGR HJ 500 0 15 1 3d9+180 1d1+149 2d5+1 claw -1 -1 -1 2 CDEK 0 D 0 sit sit male 0 0 0 medium 0 #8808 wood elf male~ a male wood elf~ A male Wood Elf glares angrily at you. ~ This person won't attack you like the guards will, but that doesn't mean he likes you any more than they do... ~ elf~ CGQ J 400 0 6 0 2d7+70 1d1+99 1d7+1 punch 4 4 4 5 FR 0 0 0 stand stand male 0 0 0 small 0 #8809 wood elf female~ a female wood elf~ A female Wood Elf glares angrily at you. ~ This person won't attack you like the guards will, but that doesn't mean ahe likes you any more than they do... ~ elf~ CGQ J 400 0 6 0 2d7+65 1d1+99 1d7+1 punch 5 5 5 5 FR 0 0 0 stand stand female 0 0 0 small 0 #8810 turnkey elf~ the turnkey~ The turnkey sleeps here. ~ This surly fellow is almost always passed out from copious alcohol consumption. ~ elf~ BCG J 0 0 9 -1 2d6+112 1d1+99 1d8+2 slap 2 2 2 4 FJ 0 0 0 sleep sleep male 20 0 0 small 0 #8811 thorin oakenshield~ Thorin Oakenshield~ Thorin Oakenshield politely bows before you. ~ This Dwarf is descended from noble blood. He and his fellows were waylaid by the Wood Elves while journeying to avenge their brethren against the dragon Smaug. ~ elf~ CGQ O 500 0 14 0 2d10+190 1d1+99 1d12+3 punch -1 -1 -1 0 IKNR 0 ABIN 0 stand stand male 40 0 0 medium 0 #0 #OBJECTS #8800 pool~ a pool~ A pool of crystal-clear water fills this clearing. ~ air~ fountain 0 0 10000 10000 'water' 0 0 0 0 0 P E pool~ It looks tasty. Have a drink! ~ #8801 sword~ an elvish sword~ A beautiful sword has been left here.~ adamantite~ weapon G AN sword 1 5 slash 0 5 30 500 G A 18 2 #8802 cloak~ a plain elven cloak~ A plain, but practical, Elven cloak lies here.~ cloth~ armor G AC 3 3 3 0 1 5 40 200 G A 13 5 A 17 -2 #8803 boots~ a pair of plain elven boots~ A plain, but practical, pair of Elven boots.~ leather~ armor G AG 3 4 4 0 2 5 30 400 G A 2 1 A 14 50 #8804 water flask~ a water flask~ An Elven water flask. It is rumored that they can provide water for days.~ porcelain~ drink 0 A 10 10 'water' 0 0 0 15 50 G #8805 shield~ a spiked metal shield~ An Orcish spiked metal shield has been left here.~ steel~ armor 0 AJ 3 4 4 0 3 5 40 400 G #8806 scimitar~ an orcish scimitar~ An Orcish scimitar has been left here.~ iron~ weapon G AN sword 1 6 cleave 0 5 120 450 G A 1 1 A 19 1 #8807 helm~ an ugly spiked helm~ An ugly Orcish spiked helm has been left here.~ bronze~ armor G AE 4 3 3 0 2 5 140 200 G A 17 -5 #8808 flask wine~ a flask of Dorwinion wine~ A half-drunk flask of fine Dorwinion wine lies here.~ porcelain~ drink 0 A 10 5 'red wine' 0 0 5 60 150 G #8809 barrel wine~ a barrel of Dorwinion wine~ A barrel of Dorwinion wine is here.~ wood~ drink 0 A 50 50 'wine' 0 0 0 100 300 G #8810 barrel~ an empty barrel~ This empty barrel would make a fine boat.~ wood~ drink 0 A 100 0 'water' 0 0 1 140 200 G #8811 sword~ a fine elven sword~ A fine Elven sword glimmers softly here.~ metal~ weapon AL AN sword 2 12 cleave DF 14 45 600 G A 2 1 A 18 2 A 19 3 #8812 key~ a key~ A key to a cell door is here.~ iron~ key 0 AO 0 0 0 0 0 0 10 0 G #8813 key~ a key~ A key to a cave door is here.~ iron~ key 0 AO 0 0 0 0 0 0 10 0 G #0 #ROOMS #8800 Entrance to Mirkwood~ You have entered the quasi-magical Elven forest of Mirkwood, populated by Sylvan Elves and their mysterious allies. Strangers are frowned upon here, so be on your guard. It is rumored that many different races of Elves actually inhabit this forest, in various parts and sometimes they are carefully hidden, away from the prying eyes of strangers. There is a sign tacked to a tree nearby. There is a small (Glowing) (Huming) tablet. ~ 0 C 3 D 0 ~ ~ 0 -1 8801 D1 ~ ~ 0 -1 7860 D2 ~ ~ 0 -1 8855 E sign~ This area serves as a connector for many areas with an Elven or Faerie flavour, favored areas of the Immortal Yaegar. Tread carefully, and remember to keep track of where you have been. --Yaegar ~ E small tablet~ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + + + This area has been converted and adapted by + + Roland + + + + & + + + + modified, debugged (?:) slightly enhanced and balanced by + + jaceks + + + + & + + + + checked and beta tested by + + Quartz + + july'96 + ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ~ S #8801 The Path Through Mirkwood~ You are advancing along a narrow path that runs deep into the forest of Mirkwood. Giant, ancient trees tower over you to either side, and sweet songbirds sing in their lofty branches. However, despite this serene scene, you can't shake the feeling that you're being watched. ~ 0 0 3 D0 ~ ~ 0 -1 8802 D2 ~ ~ 0 -1 8800 S #8802 The Path Through Mirkwood~ You are advancing along a narrow path that runs deep into the forest of Mirkwood. Giant, ancient trees tower over you to either side, and sweet songbirds sing in their lofty branches. However, despite this serene scene, you can't shake the feeling that you're being watched. ~ 0 0 3 D0 ~ ~ 0 -1 8803 D2 ~ ~ 0 -1 8801 S #8803 A Fork in the Path~ You have reached a point where the path branches, with paths running to the east and west. A wild animal suddenly howls angrily some distance away, and you involuntarily jump. ~ 0 0 3 D1 ~ ~ 0 -1 8804 D2 ~ ~ 0 -1 8802 D3 ~ ~ 0 -1 8820 S #8804 A Broad Path~ This branch of the path widens out after a short distance, and you notice signs of heavy use, evidently by non-Elves, as Elves do not leave footprints. The trees are thinner and smaller in this part of the forest, giving the impression that it has been recently cleared. ~ 0 0 3 D1 ~ ~ 0 -1 8805 D3 ~ ~ 0 -1 8803 S #8805 Another Junction~ The path once again divides, this time into northern and southern branches. To the north an impressive-looking citadel looms over the treetops, while to the south the trail becomes significantly narrower, and overgrown. ~ 0 0 3 D0 ~ ~ 0 -1 8806 D2 ~ ~ 0 -1 8808 D3 ~ ~ 0 -1 8804 S #8806 A Bend in the Road~ The northern road bends to the east at this point, allowing you to gaze upon a wondrous Elven Fortress. Although you are more than a mile away, it still looms large ahead of you. ~ 0 0 3 D1 ~ ~ 0 -1 8807 D2 ~ ~ 0 -1 8805 S #8807 Plains~ The road opens onto an area cleared of trees here, a broad plain dotted with the occasional hedge or distant farmhouse. There is a marked path running due east toward the west gate of the distant fortress. ~ 0 0 2 D3 ~ ~ 0 -1 8806 S #8808 The Southern Trail~ Progress along this narrow, overgrown path is next to impossible, and you find yourself having to stop several times for a rest. There doesn't seem to be any quick end to it either. ~ 0 0 3 D0 ~ ~ 0 -1 8805 D2 ~ ~ 0 -1 8809 S #8809 The Southern Trail~ Progress along this narrow, overgrown path is next to impossible, and you find yourself having to stop several times for a rest. There doesn't seem to be any quick end to it either. You spy a rope ladder ascending to a platform in a nearby tree. ~ 0 0 3 D0 ~ ~ 0 -1 8808 D2 ~ ~ 0 -1 8811 D4 ~ ~ 0 -1 8810 S #8810 A Guard Post~ You have stumbled into a Sylvan Elf guard post, from which they carefully watch out for intruding Orcs or Goblins. They dislike strangers in general, and detest interlopers into their personal areas even more. Expect a violent reception if there is a guard present... ~ 0 0 3 D5 ~ ~ 0 -1 8809 S #8811 The Southern Trail~ Progress along this narrow, overgrown path is next to impossible, and you find yourself having to stop several times for a rest. There doesn't seem to be any quick end to it either. At this point you may follow a side trail which runs to the east. It seems to be a little less overgrown. ~ 0 0 3 D0 ~ ~ 0 -1 8809 D1 ~ ~ 0 -1 8813 D2 ~ ~ 0 -1 8812 S #8812 A Dead End~ WHAT? After all that exertion, the path ends at a DEAD END??? Ah well, I guess you had better turn back... ~ 0 0 3 D0 ~ ~ 0 -1 8811 S #8813 The Eastern Path~ This path is certainly less overgrown than the north-south one. You actually find yourself able to move relatively quickly through the forest, stopping only occasionally to hack away an overhanging branch or vine. ~ 0 0 3 D1 ~ ~ 0 -1 8814 D3 ~ ~ 0 -1 8811 S #8814 The Eastern Path~ This path is certainly less overgrown than the north-south one. You actually find yourself able to move relatively quickly through the forest, stopping only occasionally to hack away an overhanging branch or vine. ~ 0 0 3 D1 ~ ~ 0 -1 8815 D3 ~ ~ 0 -1 8813 S #8815 A Bend in the Path~ You have reached a point where the path bends to the north. ~ 0 0 3 D0 ~ ~ 0 -1 8816 D3 ~ ~ 0 -1 8814 S #8816 The Northern Path~ The path here is fairly clear and free of vegetation. It actually looks fairly well-maintained. You think you can hear a distant singing to the north. ~ 0 0 3 D0 ~ ~ 0 -1 8817 D2 ~ ~ 0 -1 8815 S #8817 The Northern Path~ The path here is fairly clear and free of vegetation. It actually looks fairly well-maintained. You think you can hear a distant singing to the north. Another path runs to the east of here. ~ 0 0 3 D0 ~ ~ 0 -1 8819 D1 ~ ~ 0 -1 8818 D2 ~ ~ 0 -1 8816 S #8818 The End of the Path~ The path ends here in a small clearing with a small shallow pool of crystal clear water. You feel strangely at ease here. ~ 0 0 3 D3 ~ ~ 0 -1 8817 S #8819 Approaching the Holy Grove~ The singing is clearly audible here, and it is coming from a well-tended grove to the east. Dimly visible are all manner of man and beast, and although they would usually feed upon each other, they all seem to be at peace. ~ 0 0 3 D1 ~ ~ 0 -1 8904 D2 ~ ~ 0 -1 8817 S #8820 The Western Path~ This path is rather overgrown but it is still easily navigable. You fancy you can see a rope ladder ascending into the brances of a tall oak near the eastern side of the road. ~ 0 0 3 D1 ~ ~ 0 -1 8803 D3 ~ ~ 0 -1 8822 D4 ~ ~ 0 -1 8821 S #8821 A Guard Post~ You have stumbled into a Sylvan Elf guard post, from which they carefully watch out for intruding Orcs or Goblins. They dislike strangers in general, and detest interlopers into their personal areas even more. Expect a violent reception if there is a guard present... ~ 0 0 3 D5 ~ ~ 0 -1 8820 S #8822 A Bend to the North~ The path bends to the north here, running for some distance toward a stream. ~ 0 0 3 D0 ~ ~ 0 -1 8823 D1 ~ ~ 0 -1 8820 S #8823 A Northern Path~ This path is fairly even and well-used, so going is not as rough as the previous paths. There is a wide stream dead ahead. ~ 0 0 3 D0 ~ ~ 0 -1 8824 D2 ~ ~ 0 -1 8822 S #8824 A Stream~ This stream is too wide and deep to wade across. You'll need a boat or a spell. Mind you, you could always whip out your rod and start angling :) ~ 0 0 6 D0 ~ ~ 0 -1 8825 D1 ~ ~ 0 -1 8866 D2 ~ ~ 0 -1 8823 S #8825 A Northern Path~ This path is fairly even and well-used, so going is not as rough as the previous paths. There is a wide stream to the south. A broad, tree-lined path runs to the east. ~ 0 C 3 D0 ~ ~ 0 -1 8826 D1 ~ ~ 0 -1 8856 D2 ~ ~ 0 -1 8824 S #8826 A Junction~ You have reached a point where you can proceed either north or west. Your choice. You still have the feeling you're being watched... ~ 0 0 3 D0 ~ ~ 0 -1 8830 D2 ~ ~ 0 -1 8825 D3 ~ ~ 0 -1 8827 S #8827 The Western Path~ The path you are on here runs down a gently sloping hill, to the base of a beautiful valley below. ~ 0 0 4 D1 ~ ~ 0 -1 8826 D5 ~ ~ 0 -1 8828 S #8828 The Hill~ The path you are on here runs down a gently sloping hill, to the base of a beautiful valley below. ~ 0 0 4 D4 ~ ~ 0 -1 8827 D5 ~ ~ 0 -1 8829 S #8829 The Base of the Hill~ You can proceed east toward the valley from here, or return to the summit above. ~ 0 0 4 D1 ~ ~ 0 -1 7800 D4 ~ ~ 0 -1 8828 S #8830 A Northern Path~ This path is fairly even and well-used, so going is not as rough as the previous paths. There is a narrow path to the east. ~ 0 0 3 D0 ~ ~ 0 -1 8832 D1 ~ ~ 0 -1 8831 D2 ~ ~ 0 -1 8826 S #8831 A Narrow Path~ You are walking along a narrow path that runs from the major northern path through Mirkwood. Up ahead the path ends in a dead end. ~ 0 0 3 D1 ~ ~ 0 -1 3558 D3 ~ ~ 0 -1 8830 S #8832 A Northern Path~ This path is fairly even and well-used, so going is not as rough as the previous paths. ~ 0 0 3 D0 ~ ~ 0 -1 8833 D2 ~ ~ 0 -1 8830 S #8833 A Northern Path~ This path is fairly even and well-used, so going is not as rough as the previous paths. There is a broad junction to the north. ~ 0 0 3 D0 ~ ~ 0 -1 8834 D2 ~ ~ 0 -1 8832 S #8834 A Broad Junction~ You have come to another junction in the forest. The path to the east runs through some handsome aspen and pine, but the northern passage is lined by sickly-looking, dying trees of unidentifiable type. ~ 0 0 3 D0 ~ ~ 0 -1 8835 D1 ~ ~ 0 -1 8841 D2 ~ ~ 0 -1 8833 S #8835 An Evil Section of the Forest~ There is a palpable evil in this area that causes you to shiver as you pass by the blighted vegetation that lines this twisted gray path. The sky can no longer be seen overhead- instead a canopy of decaying leaves and rotten branches obscures your view. ~ 0 0 3 D0 ~ ~ 0 -1 8836 D2 ~ ~ 0 -1 8834 S #8836 An Evil Section of the Forest~ There is a palpable eveil in this area that causes you to shiver as you pass by the blighted vegetation that lines this twisted gray path. The sky can no longer be seen overhead- instead a canopy of decaying leaves and rotten branches obscures your view. ~ 0 0 3 D2 ~ ~ 0 -1 8835 D3 ~ ~ 0 -1 8837 S #8837 An Evil Section of the Forest~ There is a palpable eveil in this area that causes you to shiver as you pass by the blighted vegetation that lines this twisted gray path. The sky can no longer be seen overhead- instead a canopy of decaying leaves and rotten branches obscures your view. The dying screams of some animal can be heard. ~ 0 0 3 D1 ~ ~ 0 -1 8836 D3 ~ ~ 0 -1 8838 S #8838 An Evil Section of the Forest~ There is a palpable eveil in this area that causes you to shiver as you pass by the blighted vegetation that lines this twisted gray path. The sky can no longer be seen overhead- instead a canopy of decaying leaves and rotten branches obscures your view. Maggots crawl from a decaying Elven corpse hanging from an overhead branch. The stench is unbearable. To the north you see a shadowy area of the forest. ~ 0 0 3 D0 ~ ~ 0 -1 1300 D1 ~ ~ 0 -1 8837 D3 ~ ~ 0 -1 8839 S #8839 An Evil Section of the Forest~ There is a palpable eveil in this area that causes you to shiver as you pass by the blighted vegetation that lines this twisted gray path. The sky can no longer be seen overhead- instead a canopy of decaying leaves and rotten branches obscures your view. At this point the twisting turning path runs sharply downward toward a large gash in the side of a grey cliff face. ~ 0 0 3 D1 ~ ~ 0 -1 8838 D2 ~ ~ 0 -1 8840 S #8840 The Cliff Face~ You are standing before the gash in the cliff-face now, wondering whether you should continue into the inky darkness beyond... ~ 0 0 4 D0 ~ ~ 0 -1 8839 D5 It is entrance to unknown area. Not implemented. Sorry (14000) ~ ~ 0 -1 0 S #8841 A Bend in the Path~ You reach a bend in the path, where you can head north or west. ~ 0 0 3 D0 ~ ~ 0 -1 8842 D3 ~ ~ 0 -1 8834 S #8842 A Bend in the Path~ You reach a bend in the path, where you can head south or east. ~ 0 0 3 D1 ~ ~ 0 -1 8843 D2 ~ ~ 0 -1 8841 S #8843 A Junction~ The path once again divides, this time into northern and southern branches. To the north lies another bend in the trail, while to the south the trail becomes significantly narrower, and overgrown. ~ 0 0 3 D0 ~ ~ 0 -1 8845 D2 ~ ~ 0 -1 8844 D3 ~ ~ 0 -1 8842 S #8844 A Dead End~ The passage ends in a dead end, but you see a small rope ladder hanging down from a nearby oak tree, disappearing in its bushy branches above. ~ 0 0 3 D0 ~ ~ 0 -1 8843 D4 ~ ~ 0 -1 8846 S #8845 A Bend in the Path~ Here, the path bends sharply to the east, heading toward an area of the forest that is very different from the previous section. A second path runs to the north. ~ 0 0 3 D0 ~ ~ 0 -1 8868 D1 ~ ~ 0 -1 8847 D2 ~ ~ 0 -1 8843 S #8846 A Guard Post~ You have stumbled into a Sylvan Elf guard post, from which they carefully watch out for intruding Orcs or Goblins. They dislike strangers in general, and detest interlopers into their personal areas even more. Expect a violent reception if there is a guard present... ~ 0 0 3 D5 ~ ~ 0 -1 8844 S #8847 A T-Junction~ You have come out of Mirkwood onto a rather dusty trail. At this point you may proceed east toward some well-cultivated fields, or south and west back into the forest. ~ 0 0 2 D1 ~ ~ 0 -1 8848 D2 ~ ~ 0 -1 8849 D3 ~ ~ 0 -1 8845 S #8848 Cultivated Field~ This field borders on a neatly-tended area with several small farmhouses and a small watch-tower near a wide stream. ~ 0 0 2 D3 ~ ~ 0 -1 8847 S #8849 A Desolate Section of the Forest~ You have entered a rather forlorn section of the forest, littered with dead and dying trees, plus the occasional corpse. Howls and cries of pain sound far off to the south. ~ 0 0 3 D0 ~ ~ 0 -1 8847 D1 ~ ~ 0 -1 8850 S #8850 A Desolate Section of the Forest~ You have entered a rather forlorn section of the forest, littered with dead and dying trees, plus the occasional corpse. Howls and cries of pain sound far off to the south. ~ 0 0 3 D2 ~ ~ 0 -1 8851 D3 ~ ~ 0 -1 8849 S #8851 A Desolate Section of the Forest~ You have entered a rather forlorn section of the forest, littered with dead and dying trees, plus the occasional corpse. Howls and cries of pain sound far off to the south. To the south is a particularly dark patch of forest. ~ 0 0 3 D0 ~ ~ 0 -1 8850 S #8852 The Path to Firetop Mountain~ The path runs past the rubble and up into the foothills of an immense mountain range. far in the distance looms Firetop Mountain. ~ 0 0 4 D0 ~ ~ 0 -1 8853 S #8853 The Path Continues~ You continue for what seems like an eternity, drawing slowly closer to the distant peak. ~ 0 0 4 D0 ~ ~ 0 -1 8854 D2 ~ ~ 0 -1 8852 S #8854 The Path Continues~ You continue for what seems like an eternity, drawing slowly closer to the distant peak. ~ 0 0 4 D0 It is entrance to Firetop Mountain - not implementyed yet. Sorry. (5735) ~ ~ 0 -1 0 D2 ~ ~ 0 -1 8853 S #8855 Approaching Mirkwood~ The forest begins to surround you as you step into its depths. The path abruptly turns to the north and you continue. ~ 0 0 3 D0 ~ ~ 0 -1 8800 D3 ~ ~ 0 -1 338 S #8856 A Broad Tree-Lined Path~ This path runs for some distance toward a huge cave, entrance to which is restricted by a massive, handsome door that glows with magic. Magnificent oaks tower high to either side, and everywhere there is light and beauty. However, intruders are frowned upon here, so be on your guard. ~ 0 0 3 D1 ~ ~ 0 -1 8857 D3 ~ ~ 0 -1 8825 S #8857 A Broad Tree-Lined Path~ This path runs for some distance toward a huge cave, entrance to which is restricted by a massive, handsome door that glows with magic. Magnificent oaks tower high to either side, and everywhere there is light and beauty. However, intruders are frowned upon here, so be on your guard. The entrance is directly before you. ~ 0 0 3 D1 ~ ~ 1 8813 8858 D3 ~ ~ 0 -1 8856 S #8858 Inside the Cave~ You are in the castle of the Wood Elven King Thranduil. The corridor here is usually deserted. It would be advisable to keep a low profile, as the natives are hostile... The enchantments here prohibit spellcasting of any form. ~ 0 D 0 D0 ~ ~ 0 -1 8859 D2 ~ ~ 0 -1 8864 D3 ~ ~ 1 8813 8857 S #8859 Inside the Cave~ You are in the castle of the Wood Elven King Thranduil. The corridor here is usually deserted. It would be advisable to keep a low profile, as the natives are hostile... ~ 0 D 0 D1 ~ ~ 1 0 8860 D2 ~ ~ 0 -1 8858 S #8860 A Guard Room~ You have stumbled into the guard room! The guards will definitely not be happy to see you. You fancy you can hear muffled cries for help. ~ 0 D 0 D0 ~ ~ 1 8812 8867 D1 ~ ~ 1 0 8861 D3 ~ ~ 1 0 8859 S #8861 Storage Room~ In this room the Elves store their foodstuffs and beloved Dorwinion Wine. A trapdoor in the floor allows access to the river, and it is through here that the Elves deposit their empty barrels, so that the river may carry them down to Lake Town. ~ 0 D 0 D3 ~ ~ 1 0 8860 D5 ~ ~ 1 0 8862 S #8862 The River~ You are floating along a river that will carry you back through the forest, and eventually to Lake Town. ~ 0 C 7 D2 ~ ~ 0 -1 8863 D4 ~ ~ 1 0 8861 S #8863 The River~ You are floating along a river that will carry you back through the forest, and eventually to Lake Town. ~ 0 C 7 D0 ~ ~ 0 -1 8862 D2 ~ ~ 0 -1 8866 S #8864 Inside the Cave~ You are in the castle of the Wood Elven King Thranduil. The corridor here is usually deserted. It would be advisable to keep a low profile, as the natives are hostile... ~ 0 D 0 D0 ~ ~ 0 0 8858 D1 ~ ~ 1 0 8865 S #8865 The Throne Room of Thrandul~ Now you've blown it. You've gone and stumbled into the King's Throne Room. He is seated upon an intricately-carved wooden throne at the end of the hall. Dour guards glare at you on all sides. ~ 0 D 0 D3 ~ ~ 1 0 8864 S #8866 The River~ You are floating along a river that will carry you back through the forest, and eventually to Lake Town. ~ 0 C 7 D0 ~ ~ 0 -1 8863 D3 ~ ~ 0 -1 8824 S #8867 A Cell~ This damp cell is small and cramped, and offers little comfort to its single inhabitant. ~ 0 AD 0 D2 ~ ~ 1 0 8860 S #8868 A Northern Path~ This path runs more or less directly north toward a rather old-looking section of the woods. ~ 0 0 3 D0 ~ ~ 0 -1 8869 D2 ~ ~ 0 -1 8845 S #8869 A Northern Path~ You are progressing along a long, straight northern path. Up ahead, you can see some sort of clearing. ~ 0 0 3 D0 ~ ~ 0 -1 9001 D2 ~ ~ 0 -1 8868 S #0 #RESETS * D 0 8857 1 2 *LOCKS DOOR TO HALL D 0 8858 3 2 *LOCKS FROM OTHER SIDE D 0 8859 1 1 *CLOSES DOOR TO GUARD ROOM D 0 8860 3 1 *CLOSES FROM OTHER SIDE D 0 8860 0 2 *LOCKS DOOR TO CELL D 0 8867 2 2 *LOCKS FROM OTHER SIDE D 0 8860 1 1 *CLOSES DOOR TO STORE ROOM D 0 8861 3 1 *CLOSES FROM OTHER SIDE D 0 8861 5 1 *CLOSES DOOR TO RIVER D 0 8862 4 1 *CLOSES DOOR FROM RIVER D 0 8864 1 1 *CLOSES DOOR TO THRONE ROOM D 0 8865 3 1 *CLOSES FROM OTHER SIDE * M 1 8800 4 8810 1 *LOADS SCOUTS (5) E 1 8801 -1 16 *sword E 1 8802 -1 12 *cloak E 1 8803 -1 8 *boots G 1 8804 -1 0 *water flask * O 0 8800 0 8818 *LOADS POOL * M 1 8801 4 8821 2 *LOADS WARRIOR (7) E 1 8801 -1 16 *sword E 1 8802 -1 12 *cloak E 1 8803 -1 8 *boots G 1 8804 -1 0 *water flask * M 1 8802 3 8836 2 *LOADS ORC SCOUTS (5) E 1 8805 -1 11 *shield E 1 8806 -1 16 *scimitar E 1 8807 -1 6 *helmet * M 1 8803 3 8839 1 *LOADS ORC WARRIORS (5) E 1 8805 -1 11 *shield E 1 8806 -1 16 *scimitar E 1 8807 -1 6 *helmet * M 1 8800 4 8846 2 *LOADS SCOUTS (5) E 1 8801 -1 16 *sword E 1 8802 -1 12 *cloak E 1 8803 -1 8 *boots G 1 8804 -1 0 *water flask * M 1 8804 4 8857 2 *LOADS GUARDS (8) E 1 8801 -1 16 *sword E 1 8802 -1 12 *cloak E 1 8803 -1 8 *boots G 1 8804 -1 0 *water flask G 1 8813 -1 0 *GIVES KEY TO HALL * M 1 8808 2 8859 1 *LOADS MALE ELVES (6) * M 1 8810 1 8860 1 *LOADS TURNKEY (9) G 1 8812 -1 0 *GIVES KEY TO CELL G 1 8808 -1 0 *GIVES WINE * M 1 8805 1 8861 1 *LOADS BUTLER (12) G 1 8808 -1 0 *GIVES WINE * M 1 8806 1 8861 1 *LOADS CHIEF (10) E 1 8801 -1 16 *sword E 1 8802 -1 12 *cloak E 1 8803 -1 8 *boots G 1 8804 -1 0 *water flask * O 0 8809 0 8861 *LOADS BARREL OF WINE O 0 8810 0 8861 *LOADS EMPTY BARREL * M 1 8809 2 8864 1 *LOADS FEMALE ELVES (6) * M 1 8807 1 8865 1 *LOADS THRANDUIL (15) E 1 8811 -1 16 *WIELDS SWORD * M 1 8804 4 8865 2 *LOADS GUARDS (8) E 1 8801 -1 16 *sword E 1 8802 -1 12 *cloak E 1 8803 -1 8 *boots G 1 8804 -1 0 *water flask * M 1 8811 1 8867 1 *LOADS THORIN OAKENSHIELD (14) S #SPECIALS M 8800 spec_poison * M 8801 spec_elf M 8802 spec_nasty M 8803 spec_nasty M 8803 spec_guard M 8805 spec_guard * M 8806 spec_elf M 8807 spec_cast_mage * M 8808 spec_elf * M 8809 spec_elf S #$ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ #AREA shire.are~ Shire~ { 5 35} Poohb The Shire~ 1100 1199 #MOBILES #1100 oldstyle elven wizard~ the Elven Wizard~ An Elven Wizard is here, creating fireworks for the festivities. ~ The Elven Wizard looks at you in a solemn sort of way. His gaze seems to penetrate through your innermost being. He is wearing a silvery cloak and holding a multi-colored staff. Although he appears to be older than the oldest man, he seems to have an inner strength which most mortals cannot overcome. ~ human~ ABGR D 500 0 18 0 3d9+258 18d9+100 2d6+3 none -3 -3 -3 4 FU 0 0 0 stand stand male 105 0 0 medium 0 #1101 oldstyle ring keeper~ the Keeper of the Ring~ The Keeper of the Ring is here, guarding his treasure jealously. ~ The Ring Keeper is a rather big but short halfling. His short stature and bulbous nose belie his true nature. An elven sword that glows with a blue light hangs from his belt, and on his finger you see the One Ring. Although usually a halfling of peace, he will fight you to the death if you attempt to take away that which belongs to him. ~ human~ ABGS BDF 0 0 20 0 3d9+308 10d9+100 2d7+5 none -4 -4 -4 6 BEFJNU 0 0 0 stand stand male 61 0 0 medium 0 #1102 oldstyle farmer gamgee~ Farmer Gamgee~ Farmer Gamgee sniffs the air, wondering if harvest time is near. ~ Farmer Gamgee is a short, stout halfling of thirty years. His skin has been tanned from working the fields night and day. He's quite a jolly chap, always ready to befriend an injured bunny rabbit. ~ human~ ABH 0 350 0 7 0 2d6+85 3d9+100 1d8+1 none 4 4 4 9 EFNU 0 0 0 rest rest male 0 0 0 medium 0 #1103 oldstyle toddler~ a toddler~ A toddler crawls about, looking for something to chew on. ~ The toddler is dressed in nothing but his birthday suit. He crawls about for he hasn't learned to walk yet. He peers up at you and asks "da da?" ~ human~ ABH 0 100 0 2 0 2d7+21 1d9+100 1d5+0 none 8 8 8 10 EFNU 0 0 0 sit sit male 0 0 0 medium 0 #1104 oldstyle nursemaid~ a nursemaid~ A nursemaid wanders about, trying to keep track of all the toddlers. ~ The nursemaid looks rather tired and worn out. Taking care of so many toddlers for too long has evidently taken its toll. She looks to you and in her eyes you can see her longing for a better life. ~ human~ AB 0 100 0 5 0 2d6+60 2d9+100 1d6+1 none 5 5 5 9 EFNU 0 0 0 stand stand female 1 0 0 medium 0 #1105 oldstyle cow~ a cow~ A cow is here, chewing her cud. ~ The cow looks like it hasn't been milked in quite some time. Although she is past her prime, you see that she still has a lot of years left, and that if provoked, her rear kick can be quite deadly. ~ human~ AGI 0 0 0 4 0 2d7+46 2d9+100 1d5+1 none 6 6 6 9 EFNU 0 0 0 rest rest none 0 0 0 medium 0 #1106 oldstyle pig~ a pig~ A pig wallows in the mud and oinks in contentment. ~ The pig appears quite happy to be a pig. He is oblivious to your presence and cares only for the care-free life that he leads. It is enormously fat and consequently cannot move around very quickly. ~ pig~ AGI 0 0 0 3 0 2d6+35 1d9+100 1d6+0 none 7 7 7 10 EFNR 0 0 0 rest rest none 0 0 0 medium 0 #1107 oldstyle chicken~ a chicken~ A chicken sits on her nest. ~ The chicken is bright and healthy. She has no weapons but her beak. ~ human~ AGI 0 0 0 2 0 2d7+21 1d9+100 1d5+0 none 8 8 8 10 EFNU 0 0 0 sit sit female 0 0 0 medium 0 #1108 oldstyle bull~ a bull~ A bull scratches at the ground and lowers his head. ~ The bull is in top condition. He looks like quite a fighter, nothing to be reckoned with. With his horns and his hooves he can attack just about anything. ~ human~ ABF 0 0 0 6 0 2d7+71 3d9+100 1d7+1 none 4 4 4 9 EFNU 0 0 0 stand stand male 0 0 0 medium 0 #1109 oldstyle horse~ a horse~ A horse becomes frightened by your presence. ~ The horse looks at you and turns away. You can tell that it is afraid of you. ~ human~ ABGI 0 0 0 4 0 2d7+46 2d9+100 1d5+1 none 6 6 6 9 EFNU 0 0 0 stand stand none 0 0 0 medium 0 #1110 oldstyle shiriff~ a shiriff~ A shiriff of the Shire looks for signs of trouble. ~ The shiriff is over waist high, quite tall for a halfling. His eyes are ever roaming, looking for signs of trouble from riff-raff like you. In his belt is a thin dagger, and on his body he wears a suit of leather armor. This is one halfling you don't want to mess with. ~ human~ ACGT 0 150 0 8 0 2d6+110 4d9+100 1d7+2 none 3 3 3 9 CDEIKLU 0 0 0 sit sit male 2 0 0 medium 0 #1111 oldstyle shiriff~ a shiriff~ A shiriff of the Shire looks for signs of trouble. ~ The shiriff is over waist high, quite tall for a halfling. His eyes are ever roaming, looking for signs of trouble from riff raff like you. In his belt is a thin dagger, and on his body he wears a suit of leather armor. This is one halfling you don't want to mess with. ~ human~ ACGT 0 150 0 8 0 2d6+110 4d9+100 1d7+2 none 3 3 3 9 CDEIKLU 0 0 0 sit sit male 2 0 0 medium 0 #1112 oldstyle thain~ the Thain~ The Thain commands respect from all Shire folk. ~ A personable yet serious halfling, the Thain looks at you and yells a deep 'Hullo'. He walks about comfortably, secure in the knowledge that as long as he's in office, the Shire will always remain a safe haven for Shire folk. ~ human~ AGT 0 400 0 14 0 3d9+208 7d9+100 1d12+3 none -1 -1 -1 8 CDEIKLU 0 0 0 sit sit male 25 0 0 medium 0 #1113 oldstyle innkeeper~ the Innkeeper~ The Innkeeper stands here awaiting your order. ~ The Innkeeper is a jolly old halfling who spends his days eavesdropping on local gossip. In his younger days, he was quite a seasoned traveller. ~ human~ ABG 0 200 0 12 0 2d10+150 6d9+100 1d10+3 none 0 0 0 8 EFNU 0 0 0 stand stand male 35 0 0 medium 0 #1114 oldstyle miller~ the Miller~ The Miller is here, overseeing his busy mill workers. ~ The Miller is an impatient young halfling, always trying to command more respect from his workers than he can get. He looks like the type of person who deserves a spanking but never got one. ~ human~ ACGH 0 50 0 6 0 2d7+71 3d9+100 1d7+1 none 4 4 4 9 EFNU 0 0 0 stand stand male 10 0 0 medium 0 #1115 oldstyle mill worker~ the mill worker~ The mill worker runs to and fro. ~ The mill worker is in fine shape from the hard labor that he does at the mill. He doesn't notice your presence, but he looks like he could break you in two without thinking about it. ~ human~ AB 0 0 0 5 0 2d6+60 2d9+100 1d6+1 none 5 5 5 9 EFNU 0 0 0 stand stand male 2 0 0 medium 0 #1116 oldstyle elven warrior~ the elven warrior~ The elven warrior watches you solemnly. ~ The tall elven warrior is light and fair-skinned. The expression that he wears on his countenance is solemn and tragic. He cares not for this world any longer and wearies of it. ~ human~ ABR 0 600 0 17 0 3d9+233 17d9+100 1d12+3 none -2 -2 -2 4 FU 0 0 0 sit sit male 25 0 0 medium 0 #1117 oldstyle dwarven prince~ the dwarven prince~ The dwarven prince sits here patiently for the return of his king. ~ Grim and cold, the dwarven prince is quite strong and bulky, even for the dwarves of his land. His glowing eyes peer out of his bushy face and stare beyond your gaze. ~ human~ ABQ 0 200 0 17 0 3d9+258 17d9+100 2d6+4 none -3 -3 -3 6 EIKU 0 0 0 sit sit male 35 0 0 medium 0 #1118 oldstyle shopkeeper~ the shopkeeper~ The shopkeeper smiles and patiently waits for you to buy something. ~ The shopkeeper will fight like a madman to protect his store from riff-raff like you. ~ human~ AB 0 600 0 21 0 4d10+360 10d9+100 4d4+5 none -5 -5 -5 7 EFNU 0 0 0 stand stand male 600 0 0 medium 0 #1119 oldstyle grocer~ the grocer~ The grocer offers you the finest breads in all the land. ~ The grocer is a large, jovial halfling who knows how to enjoy his pipeweed. However, he also knows that it's worth protecting and so will do everything in his power to prevent riff-raff like you from stealing it. ~ human~ AB 0 600 0 21 0 4d10+360 10d9+100 4d4+5 none -5 -5 -5 7 EFNU 0 0 0 stand stand male 75 0 0 medium 0 #1120 oldstyle blacksmith~ the blacksmith~ The blacksmith bids you welcome to his humble store. ~ The blacksmith is a lean and mean fighting machine. His knowledge of weapons and armour would certainly help him in any fight against riff-raff like you. ~ human~ AB 0 600 0 50 0 50d10+4500 25d9+100 5d8+19 none -20 -20 -20 3 EFNU 0 0 0 stand stand male 900 0 0 medium 0 #1121 oldstyle battle master~ the battle master~ The battle master offers you the services of his fine trainees. ~ The battle master is a wizened fighter, with many scars to prove his worth. ~ human~ ABT 0 350 0 25 0 5d10+600 12d9+100 2d10+7 none -7 -7 -7 6 CDEIKLU 0 0 0 stand stand male 75 0 0 medium 0 #1122 oldstyle halfling youth~ a halfling youth~ A halfling youth stands here, waiting for nothing in particular. ~ The halfling youth is not yet quite in the prime of his youth. He's knee high and you get the sudden urge to step on him. ~ human~ AGHS DF 0 0 3 0 2d7+21 1d9+100 1d5+0 none 8 8 8 10 BEFJNU 0 0 0 stand stand male 0 0 0 medium 0 #1123 oldstyle seasoned adventurer~ a seasoned adventurer~ A seasoned adventurer sits here, telling tales of fame and fortune. ~ The seasoned adventurer has seen his share of glory days. Although he is past his prime, he still looks like he could put up more than his share of a good fight. ~ human~ AB 0 100 0 8 0 2d7+96 4d9+100 1d7+2 none 3 3 3 9 EFNU 0 0 0 sit sit male 8 0 0 medium 0 #1124 oldstyle local gossip~ a local gossip~ A local gossip asks you, "Have you heard the latest?" ~ The gossip is all talk and no action. You're transfixed by her ability to talk so much so quickly. ~ human~ ABH 0 0 0 4 0 2d7+46 2d9+100 1d5+1 none 6 6 6 9 EFNU 0 0 0 sit sit female 1 0 0 medium 0 #1125 oldstyle halfling beauty~ a halfling beauty~ A halfling beauty stares dreamily into your eyes. ~ She is the most beautiful creature you've seen in quite some time. As you stare at her, thoughts of all else vanish. You get the sudden urge to grovel at her feet, hoping she'll take you in like a lost puppy. You wouldn't dare harm a hair on her precious little head. ~ human~ AB 0 1000 0 6 0 2d7+71 3d9+100 1d7+1 none 4 4 4 9 EFNU 0 0 0 stand stand female 3 0 0 medium 0 #1126 oldstyle trainee~ a trainee~ A trainee screams a death cry as he delivers the fatal blow to a dummy. ~ The trainee smiles smugly, aware of your interest in him. He's a little fresh, but his enthusiasm and desire to please more than make up for what he lacks in skill. ~ human~ AB 0 0 0 5 0 2d6+60 2d9+100 1d6+1 none 5 5 5 9 EFNU 0 0 0 stand stand male 0 0 0 medium 0 #1127 oldstyle chic urbanite~ a chic urbanite~ A chic urbanite sits here, enjoying his class status. ~ The urbanite seems very much at home in his surroundings. His clothes are all of the latest fashions and his manners impeccable. He offers you some coins if you'd be so good as to order a drink for him. ~ human~ ABH 0 0 0 4 0 2d7+46 2d9+100 1d5+1 none 6 6 6 9 EFNU 0 0 0 sit sit male 5 0 0 medium 0 #1128 oldstyle country bumpkin~ a country bumpkin~ A country bumpkin dreams of pipeweed and its many uses. ~ The country bumpkin snores noisily. ~ human~ AB 0 0 0 5 0 2d6+60 2d9+100 1d6+1 none 5 5 5 9 EFNU 0 0 0 sleep sleep male 3 0 0 medium 0 #1130 oldstyle innkeeper~ the Innkeeper~ The Innkeeper stands here awaiting your order. ~ The Innkeeper is a jolly old halfling who spends his days eavesdropping on local gossip. In his younger days, he was quite a seasoned traveller. ~ human~ AB 0 200 0 12 0 2d10+150 6d9+100 1d10+3 none 0 0 0 8 EFNU 0 0 0 stand stand male 50 0 0 medium 0 #1131 oldstyle receptionist~ the receptionist~ The receptionist sits here, signing forms. ~ He is a very professional looking type. ~ human~ AB 0 200 0 12 0 2d10+150 6d9+100 1d10+3 none 0 0 0 8 EFNU 0 0 0 stand stand male 3 0 0 medium 0 #1132 oldstyle shiriff~ a shiriff~ A shiriff of the Shire looks for the lost halfling youth. ~ The shiriff is over waist high, quite tall for a halfling. He looks at you, smiles and asks you if you have seen a halfling youth somewhere outside the shire. ~ human~ ABT 0 150 0 8 0 2d6+110 4d9+100 1d7+2 none 3 3 3 9 CDEIKLU 0 0 0 stand stand male 2 0 0 medium 0 #0 #OBJECTS #1100 rainbow staff~ the rainbow staff~ The rainbow staff lies here.~ oldstyle~ light G A 0 0 -1 0 0 5 80 550 P A 4 1 #1101 sting~ sting~ Sting lies here.~ mithril~ weapon ABK AN dagger 2 7 bite 0 17 10 3500 P A 2 2 #1102 sign~ a sign~ A sign demands your attention.~ oldstyle~ furniture 0 0 0 0 0 0 0 0 0 0 P E sign~ Welcome to the Shire. As you enter the Shire from Haon-Dor you come under the jurisdiction of the Thain, the peacekeeper of the Shire. Consequently, by entering these lands you agree to obey our laws. If you break these laws, you will be severely punished. We do not like riff raff in our peaceful town. The Thain Peacekeeper of the Shire ~ #1103 pipeweed bread~ a pipeweed bread~ A loaf of pipeweed bread arouses your hunger.~ oldstyle~ food 0 A 30 24 0 0 0 0 10 15 P #1104 silvery cloak~ a silvery cloak~ A silvery cloak lies here.~ oldstyle~ armor GK AK 6 6 6 2 0 15 30 1320 P A 20 -1 #1105 one ring~ the One Ring~ The One Ring is here.~ oldstyle~ jewelry G AB 0 0 0 0 0 20 30 1660 P F A 0 0 B A 1 -1 #1106 elven spear~ an elven spear~ An elven spear lies here.~ wood~ weapon BGK AN staff 2 8 thrust 0 16 50 500 P A 18 2 #1107 mithril axe~ a mithril axe~ A mithril axe lies here.~ mithril~ weapon ACMO AN axe 2 8 chop 0 17 120 1440 P A 19 2 #1108 thain girth~ the thain girth~ The girth of the thain lies here.~ oldstyle~ armor 0 AL 5 5 5 0 0 17 40 3600 P A 4 2 #1109 tiny dagger~ a tiny dagger~ A tiny dagger lies here.~ oldstyle~ weapon 0 AN dagger 1 6 pierce 0 1 30 230 P #1110 egg~ an egg~ An egg lies here.~ oldstyle~ food 0 A 12 12 0 0 0 0 10 2 P #1111 bag~ a bag~ A bag is on the floor.~ oldstyle~ container 0 A 50 0 0 5 100 0 10 11 P #1112 lantern~ a lantern~ A lantern is on the floor.~ oldstyle~ light 0 A 0 0 200 0 0 0 40 60 P #1113 bardiche~ a bardiche~ A long weapon with a sharp end is on the floor.~ wood~ weapon 0 AN polearm 2 11 cleave F 21 100 1810 P A 18 4 #1114 flail~ a flail~ A flail is on the floor.~ iron~ weapon 0 AN flail 2 4 smash 0 5 80 390 P #1115 wooden bardiche~ a wooden bardiche~ A long weapon with a wooden blade is on the floor.~ wood~ weapon 0 AN polearm 2 3 pound F 3 100 980 P A 18 4 #1116 dagger shiriff~ a shiriff's dagger~ A tiny but very sharp dagger lies here.~ steel~ weapon 0 AN dagger 2 4 pierce 0 6 10 480 P A 19 1 A 18 1 #1117 club heavy~ the Thain's club~ You see see a heavy club. Looks just right for whomping heads.~ wood~ weapon 0 AN mace 2 7 pound 0 12 30 620 P #0 #ROOMS #1100 A dimly lit path~ You tread through the deep, dark forest on a dimly lit path. Up ahead you can hear the faint sounds of a village. ~ 0 0 3 D0 The dimly lit path leads north through the dense forest. ~ ~ 0 -1 1101 D2 The dimly lit path leads south through the light forest. ~ ~ 0 -1 6000 S #1101 A dimly lit path~ You tread through the deep, dark forest on a dimly lit path. Up ahead you can hear the faint sounds of a village. ~ 0 0 3 D0 The dimly lit path leads north through the dense forest. ~ ~ 0 -1 1102 D2 The dimly lit path leads south through the dense forest. ~ ~ 0 -1 1100 S #1102 A dimly lit path~ You tread through the deep, dark forest on a dimly lit path. The forest here seems less dense than to the south. Northward you see the faint outline of a village. ~ 0 0 3 D0 The dimly lit path leads to a village. ~ ~ 0 -1 1103 D2 The dimly lit path leads south through the dense forest. ~ ~ 0 -1 1101 S #1103 Entrance to the Shire~ You stand at the entrance to the Shire. You see halflings, no more than wee tall, every which way you look. Bywater Road leads east and west. ~ 0 0 1 D1 To the east runs Bywater Road. ~ ~ 0 -1 1104 D2 To the south you see a dimly lit path which leads to a dense forest. ~ ~ 0 -1 1102 D3 To the west runs Bywater Road. ~ ~ 0 -1 1118 S #1104 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east and west while to the north lies the general store. ~ 0 0 1 D0 The general store lies to the north. ~ ~ 0 -1 1105 D1 To the east runs Bywater Road. ~ ~ 0 -1 1106 D3 To the west you see the entrance to the Shire. ~ ~ 0 -1 1103 S #1105 The General Store~ You are inside the general store. All sorts of goodies are stacked on the many shelves. Your local friendly shopkeeper is smiling patiently, waiting to serve you to the best of his abilities. The only exit is to the south. ~ 0 D 0 D2 The only exit lies to the south. ~ ~ 0 -1 1104 S #1106 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east and west. To the north, steps lead to a friendly looking weaponry/armory while a nursery lies to the south. ~ 0 0 1 D0 Steps lead to a friendly looking weaponry and armory. ~ ~ 0 -1 1107 D1 To the east runs Bywater Road. ~ ~ 0 -1 1109 D2 To the south lies Kid'n Keep, the local nursery. ~ ~ 0 -1 1108 D3 To the west runs Bywater Road. ~ ~ 0 -1 1104 S #1107 The House of Arms~ You are inside the finest weapons and armour shop in all of Shiredom. The shopkeeper proudly displays his fine wares and humbly offers the best daggers that you have ever laid eyes on. ~ 0 D 0 D2 The only exit lies to the south. ~ ~ 0 -1 1106 S #1108 Kid'n Keep~ You are inside Kid'n Keep, the convenient one-stop nursery that maintains the youth of the Shire. Toddlers run every which way while their nursemaids sigh in exasperation. The only exit lies to the north. ~ 0 D 0 D0 The only exit lies to the north. ~ ~ 0 -1 1106 S #1109 A bend in the road~ Bywater Road continues west and south. A large, imposing building lies to the east. Farther to the south, you can see an Inn of some sort. ~ 0 0 1 D1 A large, imposing building lies to the east. A sign reads 'Shiriff Post'. ~ ~ 0 -1 1110 D2 To the south runs Bywater Road. ~ ~ 0 -1 1112 D3 To the west runs Bywater Road. ~ ~ 0 -1 1106 S #1110 Shiriff Post of the Eastern Shire~ You are in the Shiriff Post which acts as the nucleus for the three shiriffs of the Eastern Shire. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. A door offers passage to the east. ~ 0 D 0 D1 A door offers passage to the office of the Thain. ~ door~ 1 0 1111 D3 To the west you can see Bywater Road. ~ ~ 0 -1 1109 S #1111 Thain's Office~ You stand inside the office of the Thain, the police protectorate of the great Shire. The Thain has sworn to protect the Shire from all thieves and murderers with his life, and so eyes you suspiciously. A door to the west leads to the Shiriff Post. ~ 0 D 0 D3 A door offers passage to the Shiriff Post. ~ door~ 1 0 1110 S #1112 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the north and south. To the east you spy the training grounds for shiriffs in training. ~ 0 0 1 D0 To the north runs Bywater Road. ~ ~ 0 -1 1109 D1 The Shiriff Training Grounds lies to the east. ~ ~ 0 -1 1117 D2 To the south runs Bywater Road. ~ ~ 0 -1 1113 S #1113 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the north. The private residences of Shire inhabitants are to the east and west while to the south lies the Ivy Bush, second only to the Green Dragon for its hospitality and service. ~ 0 0 1 D0 To the north runs Bywater Road. ~ ~ 0 -1 1112 D1 You spy the private dwelling of a Shire folk to the east. ~ ~ 0 -1 1115 D2 To the south you see the Ivy Bush, a favorite haunt of Shire urbanites and seasoned travelers. ~ ~ 0 -1 1116 D3 You spy the private dwelling of a Shire folk to the west. ~ ~ 0 -1 1114 S #1114 A smial~ You are inside a smial, a hole in the ground which serves as the proper dwelling place for halflings. As you look around this private abode, you feel as if you were intruding and so quickly cover your eyes. The only exit lies to the east. ~ 0 D 0 D1 The only exit lies to the east. ~ ~ 0 -1 1113 S #1115 A smial~ You are inside a smial, a hole in the ground which serves as the proper dwelling place for halflings. As you look around this private abode, you feel as if you were intruding and so quickly cover your eyes. The only exit lies to the west. ~ 0 D 0 D3 The only exit lies to the west. ~ ~ 0 -1 1113 S #1116 The Ivy Bush~ You are in the Ivy Bush, one of the most famous inns in all of Shiredom. Chique Shire urbanites and seasoned travelers fill the confines of the room with gay and lively talk. A jovial innkeeper stops all that he is doing to await your command. The only exit lies to the north. ~ 0 D 0 D0 The only exit lies to the north. ~ ~ 0 -1 1113 S #1117 Shiriff Training Grounds~ The sounds of mock battle and feigned death cries fill your ears. Every which way you turn you see halfling trainees at the prime of their youth. A wizened old battle instructor meets your gaze and asks if he may be of service. The only exit lies to the west. ~ 0 0 0 D3 The only exit lies to the west. ~ ~ 0 -1 1112 S #1118 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east and west. A large, imposing building lies to the south. You catch a glimpse of the Brandywine River to the north. ~ 0 0 1 D1 To the east you see the entrance to the Shire. ~ ~ 0 -1 1103 D2 A large, imposing building lies to the south. A sign reads 'Shiriff Post'. ~ ~ 0 -1 1119 D3 To the west runs Bywater Road. ~ ~ 0 -1 1120 S #1119 Shiriff Post of the Bridge~ You are in the Shiriff Post which acts as the nucleus for the three shiriffs of the Bridge. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. The only exit is to the north. ~ 0 D 0 D0 The only exit is to the north. ~ ~ 0 -1 1118 S #1120 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east and west. To the south you spy the Grocer's Delight, the premium grocer's shop in all the realm while to the north lies Brandywine Bridge. ~ 0 0 1 D0 Brandywine Bridge offers safe passage across the tumultuous river. ~ ~ 0 -1 1131 D1 To the east runs Bywater Road. ~ ~ 0 -1 1118 D2 You see the Grocer's Delight to the south. ~ ~ 0 -1 1121 D3 To the west runs Bywater Road. ~ ~ 0 -1 1122 S #1121 The Grocer's Delight~ You tremble with ecstasy as the tempting odors of freshly made pipeweed bread fill your lungs. Rumor has it that the pipeweed bread sold here can restore vitality. You look around but find no one to take your order. You then peep over the counter and discover a friendly grocer who is too short to be seen over the counter. The only exit is to the north. ~ 0 D 0 D0 The only exit is to the north. ~ ~ 0 -1 1120 S #1122 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east. A small hill lies to the west while you can see a watermill to the far south. You catch a glimpse of the Brandywine River to the north. ~ 0 0 1 D1 To the east runs Bywater Road. ~ ~ 0 -1 1120 D2 An entrance to the watermill lies to the south. ~ ~ 0 -1 1123 D3 A small hill to the west blocks your view. ~ ~ 0 -1 1126 S #1123 Entrance to Watermill~ You stand at the entrance to a watermill. You hear the bustle of busy workers and the sound of a creaking mill. Bywater Road is to the north while the watermill continues to the south. ~ 0 0 0 D0 You see Bywater Road to the north. ~ ~ 0 -1 1122 D2 A watermill meets your gaze. ~ ~ 0 -1 1124 S #1124 The Watermill~ Halfling workers are scattered everywhere, busy at work. You see the river to the west and get a compelling urge to grab the nearest worker and to toss him into the river. The entrance stands to the north while a door offers passage to the south. ~ 0 D 0 D0 You see the entrance. ~ ~ 0 -1 1123 D2 A wooden door leads to the rear of the watermill. ~ door~ 1 0 1125 S #1125 Rear of watermill~ You stand in a damp, dimly lit room. Mildew clings to the walls and it appears as if you were the first person to enter the room in ages. A barely visible portal in the ground catches your eye. ~ 0 D 0 D0 A watermill meets your gaze. ~ ~ 0 -1 1124 D5 A hidden portal reveals a passageway down. ~ ~ 0 -1 1146 S #1126 Took Hill~ You stand on top of Took Hill, named after the legendary Bandobras Took. You feel honored to be standing on a hill named after your hero. From this vantage point you can see all of shiredom. You get the feeling that with one stomp you could eliminate their great city. You can see the outline of Midgaard to the far east. Sounds of joyful celebration are heard from the fields west of here. The Brandywine flows by lazily nearby. ~ 0 0 4 D1 To the east runs Bywater Road. ~ ~ 0 -1 1122 D3 You see a grassy field to the west. ~ ~ 0 -1 1128 S #1127 Northern end of grassy field~ You stand in a grassy field--nothing to get too excited about. The field extends toward the south and the west. To the east you see Took Hill. ~ 0 0 2 D2 You see a grassy field. ~ ~ 0 -1 1128 S #1128 A grassy field~ You stand in the center of a grassy field. A great birthday party appears to be taking place. Great tables of food are spread out and a young halfling beauty offers you welcome. You are enticed by her generosity and suggestive winks. ~ 0 0 2 D0 You see a grassy field. ~ ~ 0 -1 1127 D1 A small hill to the east blocks your view. ~ ~ 0 -1 1126 D2 You see a grassy field. ~ ~ 0 -1 1129 D3 You see a grassy field. ~ ~ 0 -1 1130 S #1129 Southern end of grassy field~ You stand in a grassy field--nothing to get too excited about. The field extends toward the north and the west. To the east you see Took Hill. ~ 0 0 2 D0 You see a grassy field. ~ ~ 0 -1 1128 S #1130 Western end of grassy field~ You stand in a grassy field--nothing to get too excited about. The field extends every which way but west. ~ 0 0 2 D1 You see a grassy field. ~ ~ 0 -1 1128 S #1131 Brandywine Bridge~ You stand on a solidly built bridge. As you look down you spy gaily colored fish swimming with the current of Brandywine River. The cool water looks invitingly refreshing and you get a sudden urge to strip and bathe in the river, but you hear the laughter of women nearby and so resist the urge. Delving Lane extends to the north while Bywater Road can be seen to the south. ~ 0 0 1 D0 You see Delving Lane. ~ ~ 0 -1 1132 D2 To the south runs Bywater Road. ~ ~ 0 -1 1120 S #1132 Delving Lane~ Delving Lane runs north and south in this small borough of the Shire. To the south stands Brandywine Bridge. The Green Dragon, the undisputed leader in the art of innkeeping, offers rest and comfort to the east. You hear the bray of horses from the west. ~ 0 0 1 D0 You see Delving Lane. ~ ~ 0 -1 1133 D1 The Green Dragon offers food, drink, and above all hospitality for mere gold. ~ ~ 0 -1 1144 D2 Brandywine Bridge offers safe passage across the tumultuous river. ~ ~ 0 -1 1131 S #1133 Delving Lane~ Delving Lane runs north and south in this small borough of the Shire. A large, imposing building lies to the east. You hear the bray of horses from the west. ~ 0 0 1 D0 You see Delving Lane. ~ ~ 0 -1 1134 D1 A large, imposing building lies to the east. A sign reads 'Shiriff Post'. ~ ~ 0 -1 1145 D2 You see Delving Lane. ~ ~ 0 -1 1132 D3 You see a grassy field. ~ ~ 0 -1 1138 S #1134 Delving Lane~ Delving Lane runs north and south in this small borough of the Shire. There is a small house to the west, nothing to the east, and up ahead you see a round door which leads to a rather impressive abode. ~ 0 0 1 D0 A large, magnificent house meets your steady gaze. Above the round door a sign reads 'Bag End'. ~ ~ 1 -1 1135 D2 You see Delving Lane. ~ ~ 0 -1 1133 S #1135 Bag End~ You stand in a comfortably well-equipped house, a palace by humble halfling standards. On the wall you see a banner which reads "Home Sweet Home". A solid oak door to the east leads to a pantry while you see a cozy bedroom to the west. ~ 0 D 0 D1 Through the keyhole you see what looks like a well stocked pantry. ~ door~ 1 -1 1137 D2 You see Delving Lane. ~ ~ 0 -1 1134 D3 You see a bedroom. It looks like the beds have recently been slept in. ~ ~ 0 -1 1136 S #1136 Bedroom~ You stand in the private bedroom of Bag End. There are two beds to the side, neither of which are made. Portraits of halflings hang on the wall, and as you gaze upon them you come to the conclusion that the owner of Bag End comes from a long line of distinguished halflings. A cozy fire in the fireplace keeps the room warm and comfortable. ~ 0 D 0 D1 Through the doorway you see the main room of Bag End. ~ ~ 0 -1 1135 S #1137 Pantry~ You are inside the pantry. Shelves filled with food and drink surround you on all sides. You wonder why a halfling would need so much to eat. The presence of something unseen chills you to your bones. On the floor you spy a trapdoor. ~ 0 D 0 D3 Beyond the door you see the main room of Bag End. ~ door~ 1 -1 1135 D5 It's anyone's guess as to where the trapdoor leads. ~ ~ 0 -1 1156 S #1138 A grassy field~ You stand upon a grassy field. A bull stands grazing not far away and out of the corner of your eye you can see him considering you. The sound of animals fill the air from the north. To the south you see a pig pen. ~ 0 0 2 D0 You see a large barn. ~ ~ 0 -1 1142 D1 You see Delving Lane. ~ ~ 0 -1 1133 D2 A rather large pig pen is to the south. ~ ~ 0 -1 1139 S #1139 Pig pen~ You feel your boots sinking into the mud. Numerous pigs roam about, oblivious to your company. A grassy field is to the north while you see a small path winding to the west. ~ 0 0 1 D0 You see a grassy field. ~ ~ 0 -1 1138 D3 A small path winds its way eastward. ~ ~ 0 -1 1140 S #1140 A stony path~ You walk on a stony path which leads to a small residence to the north. From the east you hear the noisy din of pigs. ~ 0 0 1 D0 To the north you see a modest house. ~ ~ 0 -1 1141 D1 A rather large pig pen is to the east. ~ ~ 0 -1 1139 S #1141 Gamgee Residence~ You stand inside a modest home. You deduce that this is indeed the home of whomever owns the surrounding lands. The air is somewhat musty and the smell reminds you of a stable. As you look around disdainfully, you think to yourself that this is more of a shack than a proper residence and you long for the urban riches of the Shire proper. ~ 0 D 0 D2 You see a small path winding its way southward. ~ ~ 0 -1 1140 S #1142 A barn~ Animals of every sort fill the small barn. You feel the hot breath of horses and cows on your neck and you feel the sudden need for fresh air. Other than that, you feel cozy and protected and don't mind staying for a bit longer. All the warmth and good vibes remind you of the days when your mother would hold you in her arms and sing you to sleep. You find yourself wanting to cradle all the animals. ~ 0 D 0 D0 You see a chicken coop to the north. ~ ~ 0 -1 1143 D2 You see a grassy field. ~ ~ 0 -1 1138 S #1143 A chicken coop~ You stand inside a rather crowded chicken coop. The cackle of hens fill the air. The only exit is to the south. ~ 0 D 0 D2 You see a large barn. ~ ~ 0 -1 1142 S #1144 The Green Dragon~ Welcome to the Green Dragon, the undisputed leader in the art of innkeeping. A rather charming and friendly hostess stands to the side, ready to offer you food and drink. While most of the patrons are halfling locals, you spy an occasional human or two. As you listen more closely to the conversations that fill the inn, you hear the tales of great and seasoned adventurers as well as the usual gossip. You feel as if you've found your second home in the Green Dragon. You see a stairway leading upwards. ~ 0 D 0 D3 You see Delving Lane. ~ ~ 0 -1 1132 D4 You see the reception. ~ ~ 0 -1 1157 S #1145 Shiriff Post of Delving Lane~ You are in the Shiriff Post which acts as the nucleus for the three shiriffs of Delving Lane. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. The only exit is to the west. ~ 0 D 0 D3 You see Delving Lane. ~ ~ 0 -1 1133 S #1146 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. You see light from a small hole in the ceiling while to the east you see nothing but darkness. ~ 0 AD 0 D1 You see a dark tunnel. ~ ~ 0 -1 1147 D4 You see a portal which leads to a small room. ~ ~ 0 -1 1125 S #1147 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues east and west. All you can see is darkness. ~ 0 AD 0 D1 You see a dark tunnel. ~ ~ 0 -1 1148 D3 You see a dark tunnel. ~ ~ 0 -1 1146 S #1148 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues east and west. All you can see is darkness. ~ 0 AD 0 D1 You see a dark tunnel. ~ ~ 0 -1 1149 D3 You see a dark tunnel. ~ ~ 0 -1 1147 S #1149 A three way intersection~ You stand at an intersection. The tunnel continues east and west while to the north you can barely make out a smaller trail. ~ 0 AD 0 D0 You see a dark tunnel. ~ ~ 0 -1 1151 D1 You see a dark tunnel. ~ ~ 0 -1 1150 D3 You see a dark tunnel. ~ ~ 0 -1 1148 S #1150 End of a dark tunnel~ You stand at the end of a dark tunnel. The underground tunnel continues to the west. From a trapdoor in the ceiling you can hear the din of adventurers. ~ 0 AD 0 D3 You see a dark tunnel. ~ ~ 0 -1 1149 D4 You hear the din of adventurers. ~ ~ 0 -1 3001 S #1151 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues north and south. To the west you see a Shirriff Post while to the east lies a small home. All you can see is darkness. ~ 0 AD 0 D0 You see a dark tunnel. ~ ~ 0 -1 1152 D1 You see a halfling hole. ~ ~ 0 -1 1154 D2 You see a dark tunnel. ~ ~ 0 -1 1149 D3 Above a great oak door you see a sign which reads 'Shirriff Post'. ~ ~ 0 -1 1153 S #1152 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues north and south. To the west lies a small home. All you can see is darkness. ~ 0 AD 0 D0 You see a dark tunnel. ~ ~ 0 -1 1156 D2 You see a dark tunnel. ~ ~ 0 -1 1151 D3 You see a halfling hole. ~ ~ 0 -1 1155 S #1153 Shiriff Post of the Lower Shire~ You are in the shiriff Post which acts as the nucleus for the three shiriffs of the Lower Shire. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. The only exit is to the east. ~ 0 AD 0 D1 You see a dark tunnel. ~ ~ 0 -1 1151 S #1154 A halfling hole~ You stand inside a rather crudely built halfling hole. The many passageways and winding paths remind you of a rodent's lair. The air is musty and damp and you feel the need for fresh air. ~ 0 AD 0 D3 You see a dark tunnel. ~ ~ 0 -1 1151 S #1155 A halfling hole~ You stand inside a rather crudely built halfling hole. The many passageways and winding paths remind you of a rodent's lair. The air is musty and damp and you feel the need for fresh air. ~ 0 AD 0 D1 You see a dark tunnel. ~ ~ 0 -1 1152 S #1156 End of a dark tunnel~ You are at one end of a dark tunnel. The tunnel continues to the south while on the ceiling you can make out a trapdoor. ~ 0 AD 0 D2 You see a dark tunnel. ~ ~ 0 -1 1152 D4 A trapdoor on the ceiling reveals a passageway. ~ ~ 0 -1 1137 S #1157 The Inn of the Green Dragon~ You are standing in the Inn of the Green dragon. Large paintings of halflings at work, and halflings at play adorn the walls. Comfortable benches and seats line the walls. A stairway leads down. ~ 0 DE 0 D5 ~ ~ 0 -1 1144 S #0 #RESETS O 0 1102 1 1103 * a sign M 0 1118 1 1105 1 * the shopkeeper G 1 1111 999 * a bag G 1 1112 999 * a lantern M 0 1120 1 1107 1 * the blacksmith M 0 1104 2 1108 2 * a nursemaid M 0 1104 2 1108 2 * a nursemaid M 0 1103 6 1108 6 * a toddler M 0 1103 6 1108 6 * a toddler M 0 1103 6 1108 6 * a toddler M 0 1103 6 1108 6 * a toddler M 0 1103 6 1108 6 * a toddler M 0 1103 6 1108 6 * a toddler M 0 1110 8 1110 2 * a shiriff E 1 1116 9 16 * a shiriff's dagger E 1 616 100 5 * a leather vest M 0 1110 8 1110 2 * a shiriff E 1 616 100 5 * a leather vest M 0 1111 4 1110 1 * a shiriff E 1 616 100 5 * a leather vest M 0 1112 1 1111 1 * the Thain E 1 1117 100 16 * the Thain's club E 1 616 100 5 * a leather vest E 1 1108 5 13 * the thain girth M 0 1128 4 1114 1 * a country bumpkin G 1 1103 99 * a pipeweed bread M 0 1128 4 1115 1 * a country bumpkin G 1 1103 99 * a pipeweed bread M 0 1113 1 1116 1 * the Innkeeper G 1 1110 999 * an egg G 1 648 999 * a shot of whiskey G 1 649 999 * a quart of ale G 1 650 999 * a quart of port brew M 0 1123 5 1116 2 * a seasoned adventurer M 0 1123 5 1116 2 * a seasoned adventurer M 0 1124 2 1116 2 * a local gossip M 0 1124 2 1116 2 * a local gossip M 0 1127 7 1116 3 * a chic urbanite M 0 1127 7 1116 3 * a chic urbanite M 0 1127 7 1116 3 * a chic urbanite M 0 1121 1 1117 1 * the battle master E 1 1113 100 16 * a bardiche M 0 1126 3 1117 3 * a trainee E 1 1115 100 16 * a wooden bardiche M 0 1126 3 1117 3 * a trainee E 1 1115 100 16 * a wooden bardiche M 0 1126 3 1117 3 * a trainee E 1 1115 100 16 * a wooden bardiche M 0 1110 8 1119 2 * a shiriff E 1 1116 3 16 * a shiriff's dagger E 1 616 100 5 * a leather vest M 0 1110 8 1119 2 * a shiriff E 1 616 100 5 * a leather vest M 0 1111 4 1119 1 * a shiriff E 1 616 100 5 * a leather vest M 0 1119 1 1121 1 * the grocer G 1 1103 999 * a pipeweed bread M 0 1115 6 1123 6 * the mill worker M 0 1115 6 1123 6 * the mill worker M 0 1115 6 1124 6 * the mill worker M 0 1115 6 1124 6 * the mill worker M 0 1115 6 1124 6 * the mill worker M 0 1114 1 1124 1 * the Miller M 0 1115 6 1125 6 * the mill worker M 0 1122 9 1127 3 * a halfling youth M 0 1122 9 1127 3 * a halfling youth M 0 1122 9 1127 3 * a halfling youth M 0 1122 9 1129 3 * a halfling youth M 0 1122 9 1129 3 * a halfling youth M 0 1122 9 1129 3 * a halfling youth M 0 1122 9 1130 3 * a halfling youth M 0 1122 9 1130 3 * a halfling youth M 0 1122 9 1130 3 * a halfling youth M 0 1125 1 1128 1 * a halfling beauty M 0 1100 1 1128 1 * the Elven Wizard E 1 1104 1 12 * a silvery cloak E 1 1100 1 0 * the rainbow staff M 0 1116 1 1136 1 * the elven warrior E 1 1106 1 16 * an elven spear E 1 622 25 6 * a brass helm M 0 1117 1 1136 1 * the dwarven prince E 1 1107 1 16 * a mithril axe E 1 621 10 5 * brass plate M 0 1101 1 1137 1 * the Keeper of the Ring E 1 1101 1 16 * sting E 1 1105 1 1 * the One Ring E 1 623 15 7 * brass leggings M 0 1108 1 1138 1 * a bull M 0 1106 5 1139 5 * a pig M 0 1106 5 1139 5 * a pig M 0 1106 5 1139 5 * a pig M 0 1106 5 1139 5 * a pig M 0 1106 5 1139 5 * a pig M 0 1102 1 1141 1 * Farmer Gamgee M 0 1105 3 1142 3 * a cow M 0 1105 3 1142 3 * a cow M 0 1105 3 1142 3 * a cow M 0 1109 4 1142 4 * a horse M 0 1109 4 1142 4 * a horse M 0 1109 4 1142 4 * a horse M 0 1109 4 1142 4 * a horse M 0 1107 6 1143 6 * a chicken G 1 1110 100 * an egg M 0 1107 6 1143 6 * a chicken G 1 1110 100 * an egg M 0 1107 6 1143 6 * a chicken G 1 1110 100 * an egg M 0 1107 6 1143 6 * a chicken G 1 1110 100 * an egg M 0 1107 6 1143 6 * a chicken G 1 1110 100 * an egg M 0 1107 6 1143 6 * a chicken G 1 1110 100 * an egg M 0 1130 1 1144 1 * the Innkeeper G 1 1110 999 * an egg G 1 648 999 * a shot of whiskey G 1 649 999 * a quart of ale G 1 650 999 * a quart of port brew M 0 1131 1 1157 1 * the receptionist M 0 1123 5 1144 3 * a seasoned adventurer M 0 1123 5 1144 3 * a seasoned adventurer M 0 1123 5 1144 3 * a seasoned adventurer M 0 1127 7 1144 4 * a chic urbanite M 0 1127 7 1144 4 * a chic urbanite M 0 1127 7 1144 4 * a chic urbanite M 0 1127 7 1144 4 * a chic urbanite M 0 1110 8 1145 2 * a shiriff E 1 1116 3 16 * a shiriff's dagger E 1 616 100 5 * a leather vest M 0 1110 8 1145 2 * a shiriff E 1 616 100 5 * a leather vest M 0 1111 4 1145 1 * a shiriff E 1 616 100 5 * a leather vest M 0 1110 8 1153 2 * a shiriff E 1 1116 3 16 * a shiriff's dagger E 1 616 100 5 * a leather vest M 0 1110 8 1153 2 * a shiriff E 1 616 100 5 * a leather vest M 0 1111 4 1153 1 * a shiriff E 1 616 100 5 * a leather vest M 0 1128 4 1154 1 * a country bumpkin M 0 1128 4 1155 1 * a country bumpkin S #SHOPS 1113 17 0 0 0 0 150 50 0 23 * the Innkeeper 1118 13 5 15 1 17 150 50 0 23 * the shopkeeper 1119 13 5 15 1 17 150 50 0 23 * the grocer 1120 9 5 0 0 0 150 50 0 23 * the blacksmith 1130 17 0 0 0 0 150 50 0 23 * the Innkeeper 0 #SPECIALS M 1100 spec_cast_mage * the Elven Wizard M 1101 spec_thief * the Keeper of the Ring M 1110 spec_guard * a shiriff M 1111 spec_guard * a shiriff M 1112 spec_guard * the Thain M 1116 spec_cast_mage * the elven warrior M 1117 spec_cast_cleric * the dwarven prince M 1121 spec_guard * the battle master M 1122 spec_thief * a halfling youth M 1132 spec_guard * a shiriff S #$ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ #AREA wyvern.are~ Wyvern's Tower~ { 5 30} Tyrst Wyvern's Tower~ 1600 1799 #MOBILES #1601 oldstyle killer frog~ a killer frog~ A killer frog rises up out of the water. ~ The killer frog looks ravenous. ~ human~ ABFG 0 -300 0 5 0 2d6+60 2d9+100 1d6+1 none 5 5 5 9 EFNU 0 0 0 stand stand none 1 0 0 medium 0 #1602 oldstyle stone gargoyle~ the stone gargoyle~ A stone gargoyle looms over you. ~ As you look, the figure seems to shift and move ... ~ human~ ABFGH 0 -400 0 9 0 2d6+110 4d9+100 1d8+2 none 2 2 2 8 EFNU 0 0 0 stand stand male 20 0 0 medium 0 #1603 oldstyle angry gargoyle~ an angry gargoyle~ An angry gargoyle glares at you. ~ He looks ready to attack! ~ human~ ACFG 0 -600 0 10 0 2d7+121 5d9+100 2d4+2 none 1 1 1 8 EFNU 0 0 0 stand stand male 25 0 0 medium 0 #1604 oldstyle elite gargoyle~ the elite gargoyle~ An elite gargoyle guards this room against intrusion. ~ He snarls at you and says LEAVE OR DIE! ~ human~ ABC 0 -600 0 12 0 2d10+150 6d9+100 1d10+3 none 0 0 0 8 EFNU 0 0 0 stand stand male 40 0 0 medium 0 #1605 oldstyle gargoyle shaman~ the gargoyle shaman~ The gargoyle shaman is here, preparing to do battle. ~ She says 'I can SEE you! I have been waiting ...'. ~ human~ ABCGQ DF -900 0 13 0 2d10+170 13d9+100 1d10+3 none -1 -1 -1 7 EIKU 0 0 0 stand stand female 150 0 0 medium 0 #1606 oldstyle carnivorous plant~ a carnivorous plant~ Amidst the jungle here, a huge Carnivorous plant reaches out to grab you! ~ The plant looks something like a Venus fly-trap, only MUCH larger. ~ human~ ABFG 0 0 0 9 0 2d6+110 4d9+100 1d8+2 none 2 2 2 8 EFNU 0 0 0 stand stand none 0 0 0 medium 0 #1607 oldstyle gruesome ogre~ a gruesome ogre~ A huge, gruesome ogre is sprawled here, gnawing some strange meat. ~ It thinks that perhaps you would make a better meal. ~ human~ ABCFG 0 -200 0 10 0 2d7+121 5d9+100 2d4+2 none 1 1 1 8 EFNU 0 0 0 sit stand none 60 0 0 medium 0 #1608 oldstyle shadow~ a shadow~ A dark shadow moves about the room. ~ The Shadow is vaguely humanoid. Two glowing pinpoints look at you. ~ human~ ACFG BDF -1000 0 10 0 2d7+121 5d9+100 2d4+2 none 1 1 1 8 EFNU 0 0 0 stand stand none 45 0 0 medium 0 #1609 oldstyle evil wight~ an evil wight~ An evil wight lurks in the shadows! ~ He glares at you savagely and charges! ~ human~ ABCFG DF -1000 0 12 0 2d10+150 6d9+100 1d10+3 none 0 0 0 8 EFNU 0 0 0 stand stand male 110 0 0 medium 0 #1610 oldstyle burly minotaur~ A burly minotaur~ A burly minotaur watches you solemnly. ~ This powerful creature wonders whether to kill you or not ... ~ human~ ACG D -600 0 14 0 2d10+190 7d9+100 1d12+3 none -1 -1 -1 8 EFNU 0 0 0 stand stand male 75 0 0 medium 0 #1612 oldstyle savage minotaur~ the savage minotaur~ A bloodthirsty minotaur slowly counts his loot ~ He looks up at you and screams 'SO! Coming to steal my hoard!' ~ human~ ABCFG D -600 0 15 0 3d9+208 7d9+100 2d6+3 none -2 -2 -2 7 EFNU 0 0 0 stand stand male 0 0 0 medium 0 #1613 oldstyle minotaur captain~ the captain~ Sitting here in this room is the Minotaur Captain. ~ He looks at you, and a sinister grin slowly spreads on his face ... ~ human~ ABCFG D -900 0 17 0 3d9+258 8d9+100 3d4+4 none -3 -3 -3 7 EFNU 0 0 0 stand stand male 0 0 0 medium 0 #1614 oldstyle black pudding~ the black pudding~ A huge black pudding fills the center of the room!! ~ It is a huge black blob that oozes about the room. Its heading toward YOU! ~ human~ ACFG 0 -1000 0 15 0 3d9+208 7d9+100 2d6+3 none -2 -2 -2 7 EFNU 0 0 0 stand stand none 0 0 0 medium 0 #1615 oldstyle lesser golem~ a lesser golem~ A lesser Golem stands guarding the entrance. ~ The golem appears to be made of some kind of clay, enchanted to come to life! ~ human~ ABG D 0 0 16 0 3d9+233 8d9+100 2d6+4 none -2 -2 -2 7 EFNU 0 0 0 stand stand none 0 0 0 medium 0 #1616 oldstyle ancient wyvern~ the ancient wyvern~ An enormous, ancient wyvern stares down at your tiny form... ~ It thunders loudly 'I must protect my Master's wealth!' ~ human~ ACFG DF -1000 0 18 0 3d9+283 9d9+100 2d7+4 none -3 -3 -3 7 EFNU 0 0 0 stand rest male 0 0 0 medium 0 #1617 oldstyle spectre~ the spectre~ A spectre has begun to materialize in front of you! ~ Terror fills your heart as you view this master of the undead. ~ human~ ACFG BDH -1000 0 19 0 3d9+308 9d9+100 2d7+5 none -4 -4 -4 7 EFNU 0 0 0 stand stand male 0 0 0 medium 0 #1702 oldstyle trapper~ a trapper~ A trapper stands here, bartering his pelts. ~ The trapper is clad mostly in the fur of various animals he's caught. ~ human~ AC 0 0 0 6 0 2d7+71 3d9+100 1d7+1 none 4 4 4 9 EFNU 0 0 0 stand stand male 6 0 0 medium 0 #1704 oldstyle hunter~ a hunter~ A hunter rests in here, carrying a fresh kill. ~ The hunter is rugged and sturdy from his occupation. ~ human~ AC 0 0 0 8 0 2d7+96 4d9+100 1d7+2 none 3 3 3 9 EFNU 0 0 0 rest stand male 6 0 0 medium 0 #1706 oldstyle ranger~ a ranger~ A grim ranger reclines at a table. ~ The years of wanderings have left the ranger hardened and strong. ~ human~ ACG D 200 0 12 0 2d10+150 6d9+100 1d10+3 none 0 0 0 8 EFNU 0 0 0 rest stand male 0 0 0 medium 0 #1707 oldstyle ranger leader~ a ranger leader~ A leader of the Rangers is watching you solemnly. ~ This individual has quite a reputation at the local trading posts! ~ human~ ABC D 300 0 15 0 3d9+208 7d9+100 2d6+3 none -2 -2 -2 7 EFNU 0 0 0 stand stand male 0 0 0 medium 0 #1708 oldstyle ranger lord~ the Lord of the Rangers~ The Lord of the Rangers catches your eye. ~ ~ human~ ABC D 400 0 20 0 3d9+333 10d9+100 2d8+5 none -4 -4 -4 7 EFNU 0 0 0 stand stand male 0 0 0 medium 0 #1710 oldstyle male centaur~ a centaur~ A male centaur wanders about this area. ~ The centaur has the upper torso of a man and lower body of a horse. ~ human~ AC 0 200 0 7 0 2d6+85 3d9+100 1d8+1 none 4 4 4 9 EFNU 0 0 0 stand stand male 6 0 0 medium 0 #1711 oldstyle female centaur~ a centaur~ A female centaur wanders about this area. ~ The centaur has the upper torso of a woman and lower body of a horse. ~ human~ AC 0 200 0 7 0 2d6+85 3d9+100 1d8+1 none 4 4 4 9 EFNU 0 0 0 stand stand female 5 0 0 medium 0 #1712 oldstyle old centaur~ an old centaur~ An old centaur is resting in a corner. ~ This centaur has lived a full life. ~ human~ AC 0 200 0 6 0 2d7+71 3d9+100 1d7+1 none 4 4 4 9 EFNU 0 0 0 rest rest male 5 0 0 medium 0 #1714 oldstyle centaur elder~ an elder centaur~ One of the centaur elders is here, watching you. ~ The elders act as counselors and advisors to the chief. ~ human~ ABC B 200 0 9 0 2d6+110 4d9+100 1d8+2 none 2 2 2 8 EFNU 0 0 0 stand stand male 0 0 0 medium 0 #1715 oldstyle centaur guard~ a centaur guard~ A strong centaur is standing guard here. ~ He appears to be blocking entrance to the next room. ~ human~ AB B 200 0 10 0 2d7+121 5d9+100 2d4+2 none 1 1 1 8 EFNU 0 0 0 stand stand male 0 0 0 medium 0 #1716 oldstyle centaur chief~ the centaur chief~ The chief of the centaur villagers reclines here. ~ He has been the leader of this tribe for many years, and has acquired much wisdom. ~ human~ ABC B 200 0 12 0 2d10+150 6d9+100 1d10+3 none 0 0 0 8 EFNU 0 0 0 rest stand male 0 0 0 medium 0 #1720 oldstyle displacer beast~ a displacer beast~ A displacer beast is grazing nearby. ~ As you watch this strange creature, its position seems to flicker and shift. ~ human~ AH 0 0 0 10 0 2d7+121 5d9+100 2d4+2 none 1 1 1 8 EFNU 0 0 0 stand stand none 0 0 0 medium 0 #0 #OBJECTS #1601 rusty cleaver~ a rusty cleaver~ A rusty cleaver lies on a counter top.~ oldstyle~ weapon 0 AN dagger 1 6 chop 0 1 20 230 P #1602 fine mace~ the fine mace~ There is a large mace of fine quality here.~ oldstyle~ weapon G AN mace 2 6 pound 0 10 110 570 P A 18 1 #1603 elven dagger~ a long elven dagger~ A long elven dagger made of adamantite is here.~ oldstyle~ weapon AG AN dagger 2 5 pierce 0 8 20 700 P A 18 2 #1604 steel broad sword~ a steel broad sword~ A fine steel broad sword is lying on the ground.~ oldstyle~ weapon AG AN sword 2 6 slash 0 11 120 910 P A 19 1 A 18 1 #1605 steel broad sword~ a steel broad sword~ A very fine steel broad sword is lying on the ground.~ steel~ weapon AG AN sword 2 7 slash 0 15 120 1510 P A 19 2 A 18 2 #1606 rod might~ the rod of might~ A Rod of Might is lying here.~ oldstyle~ weapon BG AN mace 2 7 blast 0 14 130 1550 P A 1 1 A 18 2 #1612 black kite shield~ a black kite shield~ There is a large black kite shield lying here.~ oldstyle~ armor AG AJ 6 6 6 2 0 13 60 1530 P A 20 1 #1614 helm~ a commander's helm~ A commander's helm rests on a table here.~ oldstyle~ armor AG AE 7 7 7 2 0 20 40 2300 P A 4 1 E helm~ This elegant helm is plated in mithril and silver.~ #1615 bracer~ a mithril bracer~ A magical bracer made from mithril lies on the ground!~ oldstyle~ armor BG AM 4 6 6 2 0 12 20 1540 P A 1 1 #1616 dark blue cloak~ a dark blue cloak~ A valuable cloak of dark blue cloth lies on the floor.~ oldstyle~ clothing AG AC 0 0 0 0 0 0 20 100 P A 17 6 #1621 dark red potion~ a dark red potion~ A dark red potion rests on the ground.~ oldstyle~ potion AG AO 9 'cure blindness' 'cure critical' '' '' 5 10 320 P #1651 bronze chest~ a bronze chest~ There is a sturdy bronze chest in the corner.~ oldstyle~ container 0 A 30 AC 0 10 100 0 100 100 P #1652 ale barrel~ a barrel of ale~ There is a small barrel in one corner.~ oldstyle~ drink 0 A 150 2 'ale' 0 0 0 80 10 P #1691 key twin towers~ the twin towers key~ There is a shiny skeleton key on the ground here.~ oldstyle~ key 0 A 1 0 0 0 0 0 10 0 P #1692 strange key~ a strange key~ There is a very strange-looking key on the ground here.~ oldstyle~ key AG AO 2 0 0 0 0 12 10 750 P A 17 -3 E strange key~ This key is of an unusual shape ... must go to an unusual lock!~ #1701 short bow~ a short bow~ A short bow has been carelessly left here.~ oldstyle~ weapon 0 AN exotic 2 4 pierce 0 5 50 730 P E short bow~ It looks like the bows used by rustin hunters. ~ #1702 long bow~ a long bow~ A long bow has been foolishly abandoned here.~ oldstyle~ weapon AG AN staff 2 6 pound 0 12 70 220 P A 13 5 #1704 ancient sword~ an ancient long sword~ An ancient long sword has been left here.~ oldstyle~ weapon BG AN sword 2 8 slash 0 19 100 2500 P A 19 3 A 18 3 #1711 fur cap~ a fur cap~ A fur cap lies here on the ground.~ oldstyle~ armor 0 AE 2 2 2 0 0 0 10 168 P #1712 travelling boots~ a pair of travelling boots~ A sturdy pair of travelling boots lies here.~ oldstyle~ armor G AG 5 5 5 0 0 12 20 880 P A 14 10 #1713 bronze ring~ a bronze ring~ A ring of etched bronze gleams dimly on the ground.~ oldstyle~ jewelry G AB 0 0 0 0 0 5 10 55 P A 12 5 #0 #ROOMS #1601 Rough East-West Path~ You are on a very rough and overgrown path heading east-west over rugged terrain. To the east the path passes between low hills. ~ 0 0 4 D1 The road heads into low hills this way. ~ ~ 0 0 1602 D3 The cross-roads and a trading post lie in this direction. ~ ~ 0 0 1702 S #1602 Rough Path Between the Hills~ Here the path passes between low hills. The going is very rough, but to the east the ground is smoother. In that direction a pair of tower looms above the hills. ~ 0 0 4 D1 You see a pair of tall towers in the distance. ~ ~ 0 0 1603 D3 The road continues. ~ ~ 0 0 1601 S #1603 Path through an Open Area~ You are on a path through an open area. East of here loom two tall towers, joined by a barbican and surrounded by a murky moat. West the path passes between low hills. ~ 0 0 2 D1 Two fantastic towers surrounded by a moat rise before you. ~ ~ 0 0 1604 D3 The road continues. ~ ~ 0 0 1602 S #1604 West Side of Moat~ You stand on the west side of a moat that encircles two towers, each over 50 feet high. You will need a boat to go east across the moat. A rugged path heads west, and another one heads north to a cluster of low buildings. ~ 0 0 2 D0 A worn path leads to a cluster of low buildings. ~ ~ 0 0 1605 D1 The Towers loom directly over you, just beyond the moat. ~ ~ 0 0 1620 D3 An old ill-kept roads leads away to the west. ~ ~ 0 0 1603 S #1605 Path North of Moat~ You walk on a faint path heading south toward the west side of the moat, and north to three small buildings. ~ 0 0 2 D0 Several low buildings lie this way. ~ ~ 0 0 1606 D2 The path ends west of the moat. ~ ~ 0 0 1604 S #1606 Cluster of Buildings~ You are in the middle of a cluster of small buildings. There is a building to the north, east, and west. A sign over the eastern building says 'House of Pancakes'. ~ 0 0 1 D0 There is an entrance to a building. ~ ~ 0 0 1609 D1 A sign over the door reads 'House of Pancakes'. ~ ~ 0 0 1607 D2 A path heads south toward the west side of the towers. ~ ~ 0 0 1605 D3 There is an entrance to a building here. ~ ~ 0 0 1608 S #1607 House of Pancakes~ The moment you enter this room, the ceiling descends and crushes you into a pancake. Don't you hate it when that happens? ~ 0 BC 0 S #1608 Old Store Room~ You have entered what appears to be an old storeroom. Most of the items that were in here appear to have been ruined long ago. ~ 0 AD 0 D1 ~ ~ 0 0 1606 S #1609 Empty Room~ This room appears to be completely empty. The only exit seems to be the way you came. There are some scratches around the floor. ~ 0 AD 0 D2 ~ ~ 0 0 1606 D5 You see a concealed opening leading down. ~ ~ 0 0 1610 S #1610 Minotaur's Room~ You have entered a secret chamber under the empty room. In this room is the worn but cared-for gear and trappings of some large humanoid. ~ 0 ACD 0 D4 ~ ~ 0 0 1609 S #1620 Western Moat~ You are in the middle of the moat, on the west side of the tower. There is a landing on both sides of the moat. Deep throated 'ribbids' come from the water all around you. ~ 0 0 7 D0 ~ ~ 0 0 1621 D1 ~ ~ 0 0 1623 D2 ~ ~ 0 0 1622 D3 ~ ~ 0 0 1604 S #1621 Northern Moat~ You are in the middle of the moat, on the north side of the tower. There is no place to land here. Deep throated 'ribbids' come from the water all around you. ~ 0 0 7 D2 ~ ~ 0 0 1620 S #1622 Southern Moat~ You are in the middle of the moat, on the south side of the tower. There is no place to land here. Deep throated 'ribbids' come from the water all around you. ~ 0 0 7 D0 ~ ~ 0 0 1620 S #1623 Tower Foyer~ You are on a foyer on the west side of the structure. The moat is west of here. There is also a large door eastward into the structure. You notice that the walls are ornately decorated with very life-like stone gargoyles. ~ 0 AD 0 D1 ~ ~ 0 0 1624 D3 ~ ~ 0 0 1620 S #1624 The Grand Lobby~ You have entered a vast lobby. This lobby appears to have once been very ornately furnished, but now everything is decayed and moldering. A highly ornate balcony surrounds the lobby. To the east, below the balcony, is an opening. The door leading out is west. You notice that the balcony is covered in highly ornate and life-like stone gargoyles. ~ 0 AD 0 D1 ~ ~ 0 0 1625 D3 ~ ~ 0 0 1623 S #1625 Base of the Western Tower~ You stand in the center of the Western tower's base. Torch brackets occupy the four corners of this huge room. Above each torch is a lifelike ornate stone gargoyle. There are doors north and south, and passages east and west. ~ 0 D 0 D0 ~ ~ 0 0 1627 D1 ~ ~ 0 0 1626 D2 ~ ~ 0 0 1628 D3 ~ ~ 0 0 1624 S #1626 The Musty Corridor~ You are walking along a musty east-west corridor joining the two towers. There are room on each side of the corridor, and openings at each end. ~ 0 AD 0 D0 ~ ~ 0 0 1629 D1 ~ ~ 0 0 1631 D2 ~ ~ 0 0 1630 D3 ~ ~ 0 0 1625 S #1627 Kitchen~ You have entered what must once have been a kitchen. The rusting remains of various utensils lie on countertops. There is also an old wash basin and a pot-belly stove. There is a door south, and a serving hatch east. ~ 0 AD 0 D2 ~ ~ 0 0 1625 S #1628 Conservatory~ You are in the tower's private conservatory. However, through years of neglect, the plants have grown into a hideous jungle. The only exit is north. ~ 0 AD 0 D0 ~ ~ 0 0 1625 S #1629 The Dining Hall~ You have entered a fabulous dining hall. The wrecked remains of a long table dominate the room. A horrible odor pervades the room, like some foul-smelling beast has been eating and shitting in here. There is a serving hatch west and a door south. ~ 0 AD 0 D2 ~ ~ 0 0 1626 S #1630 Art Gallery~ You are in the ruined remains of an art gallery. Everything appears to have been stolen long ago, however. The only exit is north. ~ 0 AD 1 D0 ~ ~ 0 0 1626 S #1631 Base of the Eastern Tower~ You stand in the center of the Eastern tower's base. Torch brackets occupy the four corners of this huge room. Above each torch is a lifelike ornate stone gargoyle. There are are open doors to the north and south, and passages east and west. In addition, a spiral staircase leads up to the next level of this tower. ~ 0 D 1 D0 ~ ~ 0 0 1632 D2 ~ ~ 0 0 1633 D3 ~ ~ 0 0 1626 D4 You see a spiral staircase leading up. ~ ~ 0 0 1635 S #1632 The Common Room~ You are in what must once have been a common room for all residents of the tower. There is a huge fire pit with a chimney in the center, and the smashed remains of a great many table and chairs. The exit is south. ~ 0 D 0 D2 ~ ~ 0 0 1631 D5 You notice a grate in the bottom of the fire pit. Maybe it's an opening ... ~ ~ 1 -1 1634 S #1633 Servant's Quarters~ You are in what once was the servant's quarters, as evidenced by the shabby belongings and decor. What little remains is rotting and of little value anyway. The only exit is north. ~ 0 AD 0 D0 ~ ~ 0 0 1631 S #1634 A Large Murky Cellar~ You are in a large, murky cellar. An almost tangible air of horror pervades the room. A thin layer of nitre covers the walls and ceiling. Rotting furniture looms obliquely about the room. ~ 0 AD 1 D4 ~ ~ 1 -1 1632 S #1635 On the First Staircase~ You are on a Spiral staircase connecting the first and second levels of the eastern tower. You can go up or down. ~ 0 AD 2 D4 ~ ~ 0 0 1636 D5 ~ ~ 0 0 1631 S #1636 Second Level of the Eastern Tower~ You are in the center of the second level of the Eastern tower. This large room appears quite empty, except for the candle abras firmly fixed to the walls. An opening leads westward, and a spiral staircase leads down. ~ 0 AD 1 D3 ~ ~ 0 0 1637 D5 ~ ~ 0 0 1635 S #1637 The Elegant Hall~ You are in what was once a elegant hall, although everything is moldering now. The rotted remains of a plush carpet covers the floor, while several moldy tapestries adorn the each side of the hall. There are door north and south, and openings east and west. ~ 0 AD 0 D0 ~ ~ 0 0 1638 D1 ~ ~ 0 0 1636 D2 ~ ~ 0 0 1639 D3 ~ ~ 0 0 1640 S #1638 The Shaman's Room~ You have entered an elegantly furnished room that looks to be still in use! Costly paintings and pieces of furniture are tastefully situated. On the north wall is an altar to Knar, the ghastly patron of Gargoyles. The only exit is south. ~ 0 D 0 D2 ~ ~ 0 0 1637 S #1639 The Library~ This room appears to have been a library. Empty book shelves line each wall. The only exit is north. ~ 0 AD 0 D0 ~ ~ 0 0 1637 S #1640 Second Level of the Western Tower~ You are in the center of the western tower's second floor. A large spiral staircase of 29 steps connects this level with the third. There are doors to the east and west. Except for a torch bracket in each corner, the room is barren. ~ 0 D 1 D1 ~ ~ 0 0 1637 D3 ~ ~ 0 0 1641 D4 You see the spiral staircase leading up. ~ ~ 0 0 1642 S #1641 On the Balcony~ You are on the balcony overlooking the Grand lobby. You have a fabulous view of the entire room. The only exit is the way you came in. ~ 0 D 2 D1 ~ ~ 0 0 1640 S #1642 The Spiral Stairs~ You are on a large spiral staircase of 29 steps, leading between the second and third floors. You can go up or down. ~ 0 D 2 D4 ~ ~ 0 0 1643 D5 ~ ~ 0 0 1640 S #1643 Third Level of Western Tower~ You stand in the center of the western tower's third floor. This large room glows mysteriously with a strange light all its own. From a door to the east comes a strange inky blackness. A spiral staircase leads down. ~ 0 D 1 D1 ~ ~ 1 -1 1644 D5 ~ ~ 0 0 1642 S #1644 It's too dark to see anything!~ ~ 0 AD 3 D0 ~ ~ 1 -1 1645 D1 ~ ~ 1 -1 1647 D2 ~ ~ 1 -1 1646 D3 ~ ~ 1 -1 1643 S #1645 The Armory~ In this room, which has somehow evaded the ravages of time, are neatly stored racks of common weapons. They appear to be quite ordinary; however, a chest in one corner catches your eye. The only exit is the way you came in. ~ 0 AD 0 D2 ~ ~ 1 -1 1644 S #1646 The Officer's Quarters~ You have entered a lavish but functional room decked out in a military style. Murals on the wall show battle scenes in gargoyles, minotaurs, and huge, flying snake-like reptiles with poisonous tails fight humans and dwarves. Various objects in the room give evidence that it is occupied by individuals of authority. The only door is north. ~ 0 AD 0 D0 ~ ~ 1 -1 1644 S #1647 Third Level of Eastern Tower~ You are in the center of the Eastern Tower's third floor. The room you are in glows with a mysterious light that has no source. In the center of the room a ladder climbs up to a hatchway in the ceiling. The hatchway is a strange looking keyhole. There is also a door to the west. ~ 0 D 1 D3 ~ ~ 1 -1 1644 D4 The hatchway appears securely fastened. In it is a strange keyhole. ~ ~ 1 -1 1648 S #1648 Turret of the Eastern Tower~ You stand in the turret of the eastern tower. A huge hole has been made in the roof by some enormous beast, letting the daylight (or moonlight) in. There is a hatchway in the floor, and an opening to the west leading out onto a catwalk. ~ 0 0 1 D3 There is a small opening this way. ~ ~ 0 0 1649 D5 ~ ~ 1 -1 1647 S #1649 On the Catwalk~ You are outdoors on a catwalk between the turrets of the eastern and western towers. There is a 40 foot drop to the north and south. You have a fabulous view of the surrounding countryside, which consists of a bleak wilderness. At the east end of the catwalk is a small opening leading inside the eastern turret. At the western end, a strange mirror-like portal leads into the western turret. ~ 0 0 3 D1 ~ ~ 0 0 1648 D3 A mirror-like portal glimmers, allowing entry into the western turret. ~ ~ 0 0 1650 S #1650 Turret of the Western Tower~ You are in the turret of the western tower. You feel very strange here. Scattered about this room are a great many coins and valuable articles. Yet you can't get rid of a feeling of dread! A mirror-like portal is in the western wall. ~ 0 AD 0 D1 ~ ~ 0 0 1649 D3 A mirror-like portal glimmers in this wall. ~ ~ 0 0 1651 S #1651 On the Other Side~ You are outdoors on a catwalk between the turrets of the Eastern and Western towers. There is no opening into the western tower of any kind. You have a fabulous view of your surroundings, a murky city partially obscured by strange smoke that creeps along the ground instead of rising. The city stretches as far as the eye can see under the conditions. ~ 0 0 3 D1 ~ ~ 0 0 1650 D3 ~ ~ 0 0 1652 S #1652 The Chamber~ You are in a small carpeted chamber. The chamber is empty except for a single chair facing a mirror on the wall. ~ 0 0 0 D1 ~ ~ 0 0 1651 S #1701 Main Eastern Road~ You are on the old Eastern Road. The crossroads to the east joins ANOTHER northern route to this road, which continues east. South of the crossroads is an old building. The area around here is lightly timbered. ~ 0 C 3 D1 You see a cross roads and an old building. ~ ~ 0 0 1702 D3 ~ ~ 0 0 5267 S #1702 Crossroads to the Wilderness~ You are at a crossroads to the wilderness areas east and north of here, and the more civilized areas to the west. The main road is west, an older road continues east, and a simple trail heads north. To the south, an old ram-shackle building is being used as a trading post for the surrounding wilderness. ~ 0 0 3 D0 You see a trail leading north. ~ ~ 0 0 1704 D1 The old Eastern road continues this way. ~ ~ 0 0 1601 D2 An old, ram-shackle building serves as a trading post here. ~ ~ 0 0 1703 D3 ~ ~ 0 0 1701 S #1703 Trading Post~ You are in a trading post just south of the crossroads, where rangers, trappers and hunters from the surrounding area come to buy, sell, and barter goods. ~ 0 D 0 D0 The door opens out on the crossroads. ~ ~ 0 0 1702 S #1704 Trail north of crossroads~ You are on a primitive north-south trail. South of here is a major cross- roads and an old building. To the north the trail continues toward a deep, dark forest. ~ 0 0 3 D0 The trail continues toward a deep, dark, forest. ~ ~ 0 0 1705 D2 A major crossroads and a building lie in this direction. ~ ~ 0 0 1702 S #1705 Trail south of forest~ You are on a primitive north-south trail. Just north of here looms the entrance to a deep, dark forest. To the south the trail continues. ~ 0 0 3 D0 The trail enters a dark forest of thick oaks this way. ~ ~ 0 0 1706 D2 The trail continues. ~ ~ 0 0 1704 S #1706 Entrance to the forest~ You are at the entrance to dark forest comprised mostly of huge black oak and towering firs. A trail from the south continues north on into the woods at this point. ~ 0 0 3 D0 You see the trail continuing into the forest. ~ ~ 0 0 1707 D2 You see the trail head back on south. ~ ~ 0 0 1705 S #1707 Trail in Dark Oak Forest~ The trail here passes through groves of closely knit Black Oak. Some of these trees are of enormous size. Rustling and other low noises come from the forest on either side of the trail. The trail continues on north and south. ~ 0 0 4 D0 You see the trail continue into thick, dark forest. ~ ~ 0 0 1708 D2 The edge of the forest is visible in this direction. ~ ~ 0 0 1706 S #1708 Junction in Dark Forest~ You are in the midst of a deep dark forest of huge oak trees. There is a junction of trails here, with paths leading south, west and east. ~ 0 0 4 D1 A path disappears into thick forest. ~ ~ 0 0 1720 D2 A path disappears into thick forest. ~ ~ 0 0 1707 D3 You see the path to the Centaur village. ~ ~ 0 0 1709 S #1709 Path to Centaur Village~ You are on an east-west path in the forest. Here the forest is mostly towering firs, not quite as dense as the oak groves that can be seen eastward. Westward, the trail heads toward a small clearing. ~ 0 0 3 D1 A path disappears into thick forest. ~ ~ 0 0 1708 D3 There is a small clearing in this direction. ~ ~ 0 0 1710 S #1710 The East side of the Centaur Clearing~ You are on the east side of a clearing. Small primitive huts are scattered about the edges of this clearing. Beyond these on all sides are towering fir trees. A path leads east out of the clearing. The clearing continues to the west. ~ 0 0 2 D0 There is a hut here. ~ ~ 0 0 1712 D1 A path leads away through the forest. ~ ~ 0 0 1709 D2 There is a hut here. ~ ~ 0 0 1713 D3 You see the west side of the clearing. ~ ~ 0 0 1711 S #1711 West side of the Centaur Clearing~ You are on the west side of the clearing in the center of the Centaur village. Huts surround the clearing on all sides, and beyond are towering firs. The clearing continues to the east. To the west is a very large hut. ~ 0 0 2 D0 There is a hut here. ~ ~ 0 0 1714 D1 You see the east side of the clearing. ~ ~ 0 0 1710 D2 There is a hut here. ~ ~ 0 0 1715 D3 There is a hut here. ~ ~ 0 0 1716 S #1712 A Centaur's Hut~ You are inside a smallish hut, the home of a family of Centaurs. The hut is sparsely furnished, mostly the trappings of survival. ~ 0 D 0 D2 The opening leads out onto the clearing. ~ ~ 0 0 1710 S #1713 A Centaur's Hut~ You are inside a smallish hut, the home of a family of Centaurs. The hut is sparsely furnished, mostly the trappings of survival. ~ 0 D 0 D0 The opening leads out onto the clearing. ~ ~ 0 0 1710 S #1714 A Centaur's Hut~ You are inside a smallish hut, the home of a family of Centaurs. The hut is sparsely furnished, mostly the trappings of survival. ~ 0 D 0 D2 The opening leads out onto the clearing. ~ ~ 0 0 1711 S #1715 A Centaur's Hut~ You are inside a smallish hut, the home of a family of Centaurs. The hut is sparsely furnished, mostly the trappings of survival. ~ 0 D 0 D0 The opening leads out onto the clearing. ~ ~ 0 0 1711 S #1716 Entrance to a Large Hut~ You are in the entry foyer of a large hut. A curtain separates this section of the hut from the next section to the west. To the east is an opening out onto the clearing. ~ 0 D 0 D1 The opening leads out onto the clearing. ~ ~ 0 0 1711 D3 There is a curtain here separating this section from the next. ~ ~ 0 0 1717 S #1717 Back of a Large Hut~ You are in the back of a large hut. A curtain separates this section from the front of the hut to the east. This room is finely decorated, if somewhat primitive. The decor suggests someone of authority lives here. ~ 0 D 0 D1 There is a curtain here separating this room from the front of the hut. ~ ~ 0 0 1716 S #1720 Eastern Path in Dark Forest~ You are on an east-west path through extremely old growths of oak. The path is fairly faint here. Undergrowth closes in so closely that little can be seen in any direction. ~ 0 0 4 D3 The path continues west through thick forest. ~ ~ 0 0 1708 S #0 #RESETS R 0 1644 0 * It's too dark to see anything! O 0 1652 2 1608 * a barrel of ale O 0 1601 2 1627 * a rusty cleaver O 0 1651 1 1645 * a bronze chest P 1 1603 1 1651 1 * a long elven dagger M 0 1601 4 1620 2 * a killer frog M 0 1601 4 1620 2 * a killer frog M 0 1601 4 1621 2 * a killer frog M 0 1601 4 1622 2 * a killer frog M 0 1602 6 1623 2 * the stone gargoyle M 0 1602 6 1623 2 * the stone gargoyle M 0 1602 6 1624 2 * the stone gargoyle M 0 1602 6 1624 2 * the stone gargoyle M 0 1602 6 1625 1 * the stone gargoyle M 0 1602 6 1631 1 * the stone gargoyle M 0 1603 3 1630 1 * an angry gargoyle M 0 1603 3 1632 1 * an angry gargoyle M 0 1603 3 1637 1 * an angry gargoyle M 0 1604 4 1636 2 * the elite gargoyle E 1 1604 10 16 * a steel broad sword M 0 1604 4 1636 2 * the elite gargoyle E 1 1604 10 16 * a steel broad sword M 0 1604 4 1639 2 * the elite gargoyle M 0 1604 4 1639 2 * the elite gargoyle M 0 1605 1 1638 1 * the gargoyle shaman E 1 1602 6 16 * the fine mace E 1 1621 3 13 * a dark red potion M 0 1606 1 1628 1 * a carnivorous plant M 0 1607 1 1629 1 * a gruesome ogre M 0 1608 4 1644 4 * a shadow M 0 1609 1 1634 1 * an evil wight E 1 1692 1 17 * a strange key M 0 1610 2 1645 2 * A burly minotaur M 0 1610 2 1645 2 * A burly minotaur M 0 1612 1 1610 1 * the savage minotaur E 1 1604 5 16 * a steel broad sword E 1 1612 3 11 * a black kite shield M 0 1613 1 1646 1 * the captain E 1 1605 5 16 * a steel broad sword E 1 1614 3 6 * a commander's helm M 0 1614 1 1643 1 * the black pudding M 0 1615 2 1647 2 * a lesser golem E 1 1606 2 16 * the rod of might M 0 1616 1 1648 1 * the ancient wyvern E 1 1615 2 14 * a mithril bracer G 1 1621 5 * a dark red potion M 0 1617 1 1650 1 * the spectre E 1 1616 2 3 * a dark blue cloak M 0 1702 2 1703 2 * a trapper E 1 1711 5 6 * a fur cap M 0 1702 2 1703 2 * a trapper E 1 1711 5 6 * a fur cap M 0 1704 2 1703 2 * a hunter M 0 1704 2 1703 2 * a hunter E 1 1701 10 16 * a short bow M 0 1706 1 1703 1 * a ranger E 1 1702 5 16 * a long bow G 1 1621 5 * a dark red potion M 0 1710 3 1704 1 * a centaur E 1 1701 10 16 * a short bow M 0 1710 3 1708 1 * a centaur E 1 1701 10 16 * a short bow M 0 1710 3 1710 1 * a centaur M 0 1711 2 1706 1 * a centaur M 0 1711 2 1709 1 * a centaur M 0 1712 3 1710 1 * an old centaur M 0 1712 3 1712 1 * an old centaur M 0 1712 3 1713 1 * an old centaur M 0 1714 3 1711 1 * an elder centaur M 0 1714 3 1714 1 * an elder centaur M 0 1714 3 1715 3 * an elder centaur M 0 1715 2 1716 2 * a centaur guard E 1 1604 10 16 * a steel broad sword M 0 1715 2 1716 2 * a centaur guard E 1 1604 10 16 * a steel broad sword M 0 1716 1 1717 1 * the centaur chief E 1 1713 1 2 * a bronze ring S #SHOPS 0 #SPECIALS M 1605 spec_cast_cleric * the gargoyle shaman M 1609 spec_cast_undead * an evil wight M 1614 spec_breath_acid * the black pudding M 1616 spec_breath_any * the ancient wyvern M 1617 spec_cast_undead * the spectre M 1716 spec_cast_undead * the centaur chief S #$ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ #AREADATA Name Apartments~ Builders Grehyton Argoesh~ VNUMs 9900 9999 Credits { 5 35} Grehyton Keyroom~ Security 8 End #MOBILES #9900 The Butler~ A thin butler~ A thin butler with white hair is here. ~ ~ unique~ AY 0 500 0 15 0 5d30+161 15d10+100 3d5+8 punch 0 0 0 0 N 0 0 I stand stand male 100 AHMV ABCDEFGHIJK medium unknown M EXIT 9902 3~ M EXIT 9902 1~ M EXIT 9902 0~ M GRALL 9901 100~ #0 #OBJECTS #9900 key~ a key~ A key is here for the doors east and west of the entranceway~ brass~ key 0 AO 0 0 0 0 0 0 5 0 P #9901 A huge birchwood chair~ a huge birchwood chair~ A huge birchwood chair is here~ wood~ furniture 0 0 A DFGHIJ E BEF BD 0 1000 100 P #0 #ROOMS #9900 Entrance Hall~ You are in an entrance hall to a large house. To the east and west are doors. ~ 0 8 0 D0 ~ ~ 0 0 9904 D1 there is a door here. ~ door~ 1 9900 9901 D2 ~ ~ 0 0 9905 D3 A door~ door~ 1 9900 9902 S #9901 East Of Entranceway~ You are standing east of the entranceway. Its kind of odd, there is a door west. ~ 0 0 0 D3 a door is here ~ door~ 1 9900 9900 S #9902 West Of EntranceWay~ You are standing west of the entranceway. There is a door east. ~ 0 0 0 D1 there is a door here. ~ door~ 1 9900 9900 S #9904 The Foyer~ You are standing in a huge marble foyer. A large stone fireplace shaped into a dragon's mouth is on the far wall. There appear to be no exits from this room except the one you entered. On the walls are long red velvet curtains. Other items of interest include stuffed animal heads of a large variety of creatures. ~ 0 9216 0 D2 ~ ~ 0 0 9900 S #9905 The trail to the house~ You are standing on a thin trail leading up to a large house. The path on the east is flanked by the city wall, while on the west is a thin forest. To the north you see the door of the house which is open. To the south is the checkpoint of Calinth. ~ 0 0 3 D0 ~ ~ 0 0 9900 S #9909 Game room~ You are standing in what appears to be some type of recreation room. Then you notice that most of the "equiptment" consists of chains and leather things you have trouble identifying. For instance you are sure that the large wooden table with all the straps, hooks and knife marks is not for cooking. You are not sure what anyone would use a ball on a string for, but there are several hanging from a hook next to an equally confusing collection of leather straps. Probably the most confusing item in the room is what looks to be some sort of swing made of black silk hanging from the ceiling over the table. ~ 0 1032 0 D1 ~ ~ 2 1703 9910 D2 ~ ~ 2 1703 9911 S #9910 Master bedroom~ You are standing in a huge lavish bedroom. The floor is covered in thick forest green carpet. The walls are some sort of polished wood that is so shiny it looks wet. Huge glass doors open onto a balcony to the east. A large window overlooks the lake to the north. The most striking feature of the room however is the bed which takes up most of one corner of the room, and is covered with thick pillows and blankets. Doors lead to the west south and east. ~ 0 0 0 D1 ~ ~ 0 0 1831 D2 ~ ~ 0 0 9912 D3 ~ ~ 2 1703 9909 S #9911 Foyer~ You are standing in the entry way of a large apartment. Stairs lead down to the third floor. The room blends into a large parlor to the east. A sturdy looking door leads to a room to the north. ~ 0 0 0 D0 ~ ~ 2 1703 9909 D1 ~ ~ 0 0 9912 D5 ~ ~ 2 1703 1823 S #9912 Salon~ You are standing in a large tastefully decorated parlor. Couches and overstuffed chairs dominate this room. A huge glass door leads out to the balcony to the east, a door leads to the north and the room continues to the west. ~ 0 0 0 D0 ~ ~ 0 0 9910 D1 ~ ~ 0 0 1832 D3 ~ ~ 0 0 9911 D5 ~ ~ 0 0 1823 S #0 #SPECIALS S #RESETS D 0 9900 1 2 D 0 9900 3 2 D 0 9901 3 2 D 0 9902 1 2 D 0 9909 1 2 D 0 9909 2 2 D 0 9910 3 2 D 0 9911 0 2 D 0 9911 5 2 M 0 9900 1 9900 1 E 0 9900 0 17 O 0 9901 0 9904 S #SHOPS 0 #MOBPROGS #9901 bow say The master is not in right now. ~ #9902 if money $n > 100000 say Say this is not your house Let me escort you out, do come again. else say I know you are wealthy, but the master isnt in. Please return later. endif mob transfer $n 9905 ~ #0 #$ ~~~~~~~~~~~~~~~~~~~~~~~~~~~ #AREADATA Name Apartments~ Builders Grehyton Argoesh~ VNUMs 9900 9999 Credits { 5 35} Grehyton Keyroom~ Security 8 End #MOBILES #9900 The Butler~ A thin butler~ A thin butler with white hair is here. ~ ~ unique~ AY 0 500 0 15 0 5d30+161 15d10+100 3d5+8 punch 0 0 0 0 N 0 0 I stand stand male 100 AHMV ABCDEFGHIJK medium unknown M EXIT 9902 3~ M EXIT 9902 1~ M EXIT 9902 0~ M GRALL 9901 100~ #0 #OBJECTS #9900 key~ a key~ A key is here for the doors east and west of the entranceway~ brass~ key 0 AO 0 0 0 0 0 0 5 0 P #9901 A huge birchwood chair~ a huge birchwood chair~ A huge birchwood chair is here~ wood~ furniture 0 0 A DFGHIJ E BEF BD 0 1000 100 P #0 #ROOMS #9900 Entrance Hall~ You are in an entrance hall to a large house. To the east and west are doors. ~ 0 8 0 D0 ~ ~ 0 0 9904 D1 there is a door here. ~ door~ 1 9900 9901 D2 ~ ~ 0 0 9905 D3 A door~ door~ 1 9900 9902 S #9901 East Of Entranceway~ You are standing east of the entranceway. Its kind of odd, there is a door west. ~ 0 0 0 D3 a door is here ~ door~ 1 9900 9900 S #9902 West Of EntranceWay~ You are standing west of the entranceway. There is a door east. ~ 0 0 0 D1 there is a door here. ~ door~ 1 9900 9900 S #9904 The Foyer~ You are standing in a huge marble foyer. A large stone fireplace shaped into a dragon's mouth is on the far wall. There appear to be no exits from this room except the one you entered. On the walls are long red velvet curtains. Other items of interest include stuffed animal heads of a large variety of creatures. ~ 0 9216 0 D2 ~ ~ 0 0 9900 S #9905 The trail to the house~ You are standing on a thin trail leading up to a large house. The path on the east is flanked by the city wall, while on the west is a thin forest. To the north you see the door of the house which is open. To the south is the checkpoint of Calinth. ~ 0 0 3 D0 ~ ~ 0 0 9900 S #9909 Game room~ You are standing in what appears to be some type of recreation room. Then you notice that most of the "equiptment" consists of chains and leather things you have trouble identifying. For instance you are sure that the large wooden table with all the straps, hooks and knife marks is not for cooking. You are not sure what anyone would use a ball on a string for, but there are several hanging from a hook next to an equally confusing collection of leather straps. Probably the most confusing item in the room is what looks to be some sort of swing made of black silk hanging from the ceiling over the table. ~ 0 1032 0 D1 ~ ~ 2 1703 9910 D2 ~ ~ 2 1703 9911 S #9910 Master bedroom~ You are standing in a huge lavish bedroom. The floor is covered in thick forest green carpet. The walls are some sort of polished wood that is so shiny it looks wet. Huge glass doors open onto a balcony to the east. A large window overlooks the lake to the north. The most striking feature of the room however is the bed which takes up most of one corner of the room, and is covered with thick pillows and blankets. Doors lead to the west south and east. ~ 0 0 0 D1 ~ ~ 0 0 1831 D2 ~ ~ 0 0 9912 D3 ~ ~ 2 1703 9909 S #9911 Foyer~ You are standing in the entry way of a large apartment. Stairs lead down to the third floor. The room blends into a large parlor to the east. A sturdy looking door leads to a room to the north. ~ 0 0 0 D0 ~ ~ 2 1703 9909 D1 ~ ~ 0 0 9912 D5 ~ ~ 2 1703 1823 S #9912 Salon~ You are standing in a large tastefully decorated parlor. Couches and overstuffed chairs dominate this room. A huge glass door leads out to the balcony to the east, a door leads to the north and the room continues to the west. ~ 0 0 0 D0 ~ ~ 0 0 9910 D1 ~ ~ 0 0 1832 D3 ~ ~ 0 0 9911 D5 ~ ~ 0 0 1823 S #0 #SPECIALS S #RESETS D 0 9900 1 2 D 0 9900 3 2 D 0 9901 3 2 D 0 9902 1 2 D 0 9909 1 2 D 0 9909 2 2 D 0 9910 3 2 D 0 9911 0 2 D 0 9911 5 2 M 0 9900 1 9900 1 E 0 9900 0 17 O 0 9901 0 9904 S #SHOPS 0 #MOBPROGS #9901 bow say The master is not in right now. ~ #9902 if money $n > 100000 say Say this is not your house Let me escort you out, do come again. else say I know you are wealthy, but the master isnt in. Please return later. endif mob transfer $n 9905 ~ #0 #$ ~~~~~~~~~~~~~~~~~~~~~~~~~`` #AREADATA Name Apartments~ Builders Grehyton Argoesh~ VNUMs 9900 9999 Credits { 5 35} Grehyton Keyroom~ Security 8 End #MOBILES #9900 The Butler~ A thin butler~ A thin butler with white hair is here. ~ ~ unique~ AY 0 500 0 15 0 5d30+161 15d10+100 3d5+8 punch 0 0 0 0 N 0 0 I stand stand male 100 AHMV ABCDEFGHIJK medium unknown M EXIT 9902 3~ M EXIT 9902 1~ M EXIT 9902 0~ M GRALL 9901 100~ #0 #OBJECTS #9900 key~ a key~ A key is here for the doors east and west of the entranceway~ brass~ key 0 AO 0 0 0 0 0 0 5 0 P #9901 A huge birchwood chair~ a huge birchwood chair~ A huge birchwood chair is here~ wood~ furniture 0 0 A DFGHIJ E BEF BD 0 1000 100 P #0 #ROOMS #9900 Entrance Hall~ You are in an entrance hall to a large house. To the east and west are doors. ~ 0 8 0 D0 ~ ~ 0 0 9904 D1 there is a door here. ~ door~ 1 9900 9901 D2 ~ ~ 0 0 9905 D3 A door~ door~ 1 9900 9902 S #9901 East Of Entranceway~ You are standing east of the entranceway. Its kind of odd, there is a door west. ~ 0 0 0 D3 a door is here ~ door~ 1 9900 9900 S #9902 West Of EntranceWay~ You are standing west of the entranceway. There is a door east. ~ 0 0 0 D1 there is a door here. ~ door~ 1 9900 9900 S #9904 The Foyer~ You are standing in a huge marble foyer. A large stone fireplace shaped into a dragon's mouth is on the far wall. There appear to be no exits from this room except the one you entered. On the walls are long red velvet curtains. Other items of interest include stuffed animal heads of a large variety of creatures. ~ 0 9216 0 D2 ~ ~ 0 0 9900 S #9905 The trail to the house~ You are standing on a thin trail leading up to a large house. The path on the east is flanked by the city wall, while on the west is a thin forest. To the north you see the door of the house which is open. To the south is the checkpoint of Calinth. ~ 0 0 3 D0 ~ ~ 0 0 9900 S #9909 Game room~ You are standing in what appears to be some type of recreation room. Then you notice that most of the "equiptment" consists of chains and leather things you have trouble identifying. For instance you are sure that the large wooden table with all the straps, hooks and knife marks is not for cooking. You are not sure what anyone would use a ball on a string for, but there are several hanging from a hook next to an equally confusing collection of leather straps. Probably the most confusing item in the room is what looks to be some sort of swing made of black silk hanging from the ceiling over the table. ~ 0 1032 0 D1 ~ ~ 2 1703 9910 D2 ~ ~ 2 1703 9911 S #9910 Master bedroom~ You are standing in a huge lavish bedroom. The floor is covered in thick forest green carpet. The walls are some sort of polished wood that is so shiny it looks wet. Huge glass doors open onto a balcony to the east. A large window overlooks the lake to the north. The most striking feature of the room however is the bed which takes up most of one corner of the room, and is covered with thick pillows and blankets. Doors lead to the west south and east. ~ 0 0 0 D1 ~ ~ 0 0 1831 D2 ~ ~ 0 0 9912 D3 ~ ~ 2 1703 9909 S #9911 Foyer~ You are standing in the entry way of a large apartment. Stairs lead down to the third floor. The room blends into a large parlor to the east. A sturdy looking door leads to a room to the north. ~ 0 0 0 D0 ~ ~ 2 1703 9909 D1 ~ ~ 0 0 9912 D5 ~ ~ 2 1703 1823 S #9912 Salon~ You are standing in a large tastefully decorated parlor. Couches and overstuffed chairs dominate this room. A huge glass door leads out to the balcony to the east, a door leads to the north and the room continues to the west. ~ 0 0 0 D0 ~ ~ 0 0 9910 D1 ~ ~ 0 0 1832 D3 ~ ~ 0 0 9911 D5 ~ ~ 0 0 1823 S #0 #SPECIALS S #RESETS D 0 9900 1 2 D 0 9900 3 2 D 0 9901 3 2 D 0 9902 1 2 D 0 9909 1 2 D 0 9909 2 2 D 0 9910 3 2 D 0 9911 0 2 D 0 9911 5 2 M 0 9900 1 9900 1 E 0 9900 0 17 O 0 9901 0 9904 S #SHOPS 0 #MOBPROGS #9901 bow say The master is not in right now. ~ #9902 if money $n > 100000 say Say this is not your house Let me escort you out, do come again. else say I know you are wealthy, but the master isnt in. Please return later. endif mob transfer $n 9905 ~ #0 #$ ~~~~~~~~~~~~~~~~~~~~~ #AREA haven2.are~ Haven Lake~ { 5 25} Genjuro Haven Lake~ 10600 10699 #MOBILES #10600 logger Bernard~ Bernard the Logger~ Bernard the Logger is here, selling logs. ~ Bernard is a large burly man who cuts logs all day long. Shouldering his large axe, he smiles gruffly at you and asks whether you would like to purchase one of his fine logs. ~ human~ ABT DFJZ 0 0 50 50 2000d1+10 50d10+100 5d11+25 none -21 -21 -21 -10 CEFHI ABCD 0 0 stand stand male 0 0 0 medium unknown #10601 duck~ a duck~ A curious duck is here, quacking at you. ~ This duck quacks loudly at you as you approach. It spreads its wings hesitantly, gauging you as a minor threat, then relaxes. ~ human~ ABT JZb 0 10601 5 0 2d6+60 49d1+1 1d6+1 peck 5 5 5 9 FKM 0 0 0 stand stand none 0 0 0 medium unknown #10602 fish small~ a small fish~ A small fish is swimming here. ~ This fish is rather small, but it can swim at speeds you could not hope to imitated. Thrashing its tail back and forth, it darts out of sight, then returns, flashing by you in a streak of silver. ~ human~ ABT JZb 0 10602 5 0 2d6+60 49d1+1 1d6+1 none 5 5 5 9 FKM A 0 0 stand stand none 0 0 0 medium unknown #10603 eel silver~ the silver eel~ A long silverscaled eel lurks about here. ~ This eel is at least three times your height long. Its silver scales glint sharply as it coils about, preparing to strike against whomever intrudes upon its home. ~ human~ ABT JZ 0 0 10 0 2d7+121 99d1+1 2d4+2 bite 1 1 1 8 FKM A 0 0 stand stand none 2 0 0 medium unknown #10604 turtle alligator~ the alligator turtle~ A grumpy old alligator turtle swims about here. ~ This alligator turtle is looks very old. It swims about with stiff jerky movements and snaps viciously at the fish nearby, trying to catch a decent meal for itself. ~ human~ ABT JZ 0 0 10 0 2d7+121 99d1+1 2d4+2 none 1 1 1 8 FKM A I 0 stand stand none 5 0 0 medium unknown #10605 goat mountain~ the mountain goat~ A mountain goat is here, nibbling at a plant. ~ This mountain goat looks shaggy and thin. With the sparse food and thin air, its every day is a struggle to survive. It bleat plaintively at you and bounds away in long leaps. ~ human~ ABT JZ 0 0 15 0 3d9+208 149d1+1 2d6+3 bite -2 -2 -2 7 FIK A 0 0 stand stand none 0 0 0 medium unknown #10606 roc giant~ the giant roc~ A giant roc is here, angry at your intrusion. ~ This mother roc is HUGE. Huge is an understatement. Its entire wing span could place your home town in shadow. And it seem rather perturbed about what you are doing in its nest. A BAD idea to be here. ~ human~ ABFT JTZ 0 0 20 0 3d9+333 199d1+1 2d8+5 peck -4 -4 -4 7 EFKM AB C 0 stand stand female 20 0 0 medium unknown #10607 hermit mountain~ the mountain hermit~ A mountain dwelling hermit is standing here, sputtering incoherently at you. ~ This mountain hermit has been secluded from any intelligent society so long that he has lost any concept of coherent speech. Instead he cackles at you, making strange clicks with his tongue, mingled with hoots and imitations of birdcalls. He is dressed in grimy rags, obviously in need of repair, and smells as if he hasn't had a bath in ages. ~ human~ ABT JZ 0 0 15 0 3d9+208 149d1+1 2d6+3 scratch -2 -2 -2 7 FIK B 0 0 stand stand male 0 0 0 medium unknown #10608 snake water~ the water snake charmer~ A water snake charmer is swimming here. ~ Swimming towards you is a large water snake. It looks to be about five feet long and well adapted to swimming as it manages to reach the distance between itself and you quickly. It is covered with small reddish scales, and as it opens its mouth to strike, you can see long fangs gleaming. ~ human~ ABT JZb -100 0 10 0 2d7+121 99d1+1 2d4+2 slap 1 1 1 8 FKM L 0 0 stand stand none 0 0 0 medium unknown #10609 frogman citizen~ the frogman citizen~ A Frogman citizen is here, staring at you. ~ This Frogman citizen regards you with curiosity mixed with disdain. It is a commoner Frogman, and not quite used to dealing with anything out of the ordinary. It goes about its life, searching for food and looking for meaning in exisiting. ~ human~ ACT JZ -6000 0 15 0 3d9+208 149d1+1 2d6+3 slap -2 -2 -2 7 FIM 0 0 I stand stand either 0 0 0 medium unknown #10610 guard frogman~ the Frogman guard~ A Frogman guard is here, watching you. ~ This Frogman guard watches you carefully, waiting to see you make one suspicious move before attacking you. ~ human~ ABCT JZ -800 0 18 0 3d9+283 179d1+1 2d7+4 none -3 -3 -3 7 FIK 0 0 I stand stand either 0 0 0 medium unknown #10611 shaman frogman~ the Frogman shaman~ The Frogman shaman is here, chanting a mantra. ~ This Frogman is the shaman of the village. Chanting a mantra in a speech not unlike the croak of a toad, he mixes a potion slowly, pausing only to look at you and grimace. ~ human~ ABR JZ -1000 0 20 0 3d9+333 199d1+1 2d8+5 none -4 -4 -4 7 FIK A H I stand stand male 0 0 0 medium unknown #10612 chief frogman~ the Chief Frogman~ The Chief Frogman is here, eating some fish. ~ This is the largest Frogman you have seen. A full human height, his greenish skin is mottled with spots of gold and you can see large strong muscles evident as he moves. This is NOT a Frogman to be messed with. ~ human~ ABT JZ 0 0 25 0 5d10+550 249d1+1 2d10+7 punch -7 -7 -7 6 0 A H I stand stand male 0 0 0 medium unknown #10613 pelican~ a pelican~ A pelican is catching fish here. ~ This pelican is happily scooping fish up by the beakful and gobbling them down. ~ human~ ABT JTZ 1 10613 10 0 2d7+121 99d1+1 2d4+2 none 1 1 1 8 FK 0 0 0 stand stand either 0 0 0 medium unknown #0 #OBJECTS #10600 log~ a log~ A log is here. ~ wood~ boat 0 A 0 0 0 0 0 1 700 40 P #10601 statue goddess dawn~ a Statue of the Goddess of Dawn~ A statue of the goddess of dawn is here. ~ stone~ container A 0 10000 AC 0 10000 100 0 1 1 P #10602 scales silver~ silver scales~ A pile of silver scales lies here. ~ silver~ armor AG AL 4 5 5 1 4 8 250 760 P A 5 2 #10603 shell turtle~ a turtle shell~ A turtle shell lies here. ~ shell~ armor BG AE 5 5 4 1 4 8 350 610 P A 4 2 #10604 a large pool of water~ a pool of water~ A large pool of fresh cold water is here. ~ water~ fountain 0 0 100000 100000 'water' 0 0 0 1000 0 P #10605 egg roc~ a roc egg~ A roc egg is here. ~ stone~ treasure A A 0 0 0 0 0 0 1000 934 P #10606 feather roc~ a roc feather~ A roc's huge feather lies here. ~ air~ armor G AO 7 7 7 3 1 18 10 2377 P A 3 2 A 4 2 #10607 leggings goat~ goat leggings~ A pair of leggings made from goat skin lies here. ~ leather~ armor ABG AF 6 6 7 5 3 13 150 1277 P A 5 2 #10608 ring snake eye~ a snake eye ring~ A ring with a snake's eye lies here. ~ snakeskin~ armor BG AB 6 6 5 4 0 8 40 977 P A 3 1 A 1 1 #10609 crown fishbone~ a fishbone crown~ A crown made from fishbones lies here. ~ bone~ armor AG AE 8 8 7 3 2 23 255 3303 P A 5 2 A 13 25 #10610 cloak fishskin~ a fishskin cloak~ A smelly cloak made of strange skins lies here. ~ leather~ armor G AK 8 8 8 4 4 23 305 3033 P A 3 2 #10611 mace turtleshell~ a turtleshell mace~ A mace made from a turtle's shell lies here. ~ shell~ weapon 0 AN mace 5 5 pound 0 23 210 2511 P A 18 3 A 19 3 #10612 bracer bark~ a bark bracer~ A bracer made from bark lies here. ~ bark~ armor G AI 7 7 6 3 2 18 149 2150 P A 18 1 A 13 10 #0 #ROOMS #10600 Entrance to the Valley of Dawn~ You stand before the entrance to a large valley, covered with mist and low grayish clouds heavy with moisture. There are large strange trees here, burdened with massive leaves easily man-sized. As you gaze about, you notice the valley sprawls before you to the north while the way back lays south. ~ 0 C 2 D0 ~ ~ 0 0 10601 D2 ~ ~ 0 0 3503 S #10601 Inside the Valley of Dawn~ You are in the Valley of Dawn. All about you strange vegetation grows of a type you have never seen. A carpet of lush purplish grass covers the ground, and the low fog that hangs in this valley is rather light here. You feel rather peaceful here, listening to the sounds of birds chirping and the mourning and lonely caw of a bluejay flying around you. You can see a lake to the north. ~ 0 D 2 D0 ~ ~ 0 0 10602 D2 ~ ~ 0 0 10600 S #10602 The South Shore of Haven Lake~ You are at the south shore of Haven Lake. The view of the lake here is breathtaking as the clear water spans your entire vision before you. The reflection of the sky upon the calm water and the deep woods that surround the lake bring the power and beauty of nature into sharp focus, and you can only smile at its splendor. ~ 0 D 2 D0 ~ ~ 0 0 10605 D1 ~ ~ 0 0 10603 D2 ~ ~ 0 0 10601 D3 ~ ~ 0 0 10604 S #10603 The Southeast Shore of Haven Lake~ You are on the southeast shore of Haven Lake. The water laps gently against the rocks and dirt, its rythmic sounds relaxing you. The clouds in the sky part slowly, their mellow misty edges letting in the light. A melody of woodland sounds emanates from the forest about you, adding to the sound of the gentle waves to produce a soft symphony of light music. ~ 0 D 2 D0 ~ ~ 0 0 10606 D1 ~ ~ 0 0 10626 D3 ~ ~ 0 0 10602 S #10604 The Southwest Shore of Haven Lake~ You are at the southwest shore of Haven Lake. The water here is darker as the shades of the nearby forest overcast the sunlight that reflects of the lake. A few ducks quack merrily at you from their hiding place amound the reeds and rocks. A cool breeze blows softly against your skin and a small dragonfly buzzes up against your ear. ~ 0 D 2 D0 ~ ~ 0 0 10607 D1 ~ ~ 0 0 10602 D3 ~ ~ 0 0 10625 S #10605 On Haven Lake~ You are on Haven Lake. The air here is rather peaceful and the water is cool and clear, the waves rocking gently against you. You can make out a wide variety of fish and other creatures that reside in Haven Lake, but you cannot make out the bottom of the lake, implying that the water is rather deep here. A few ducks quack happily as they swim about. You can make out the south shore of the lake to the south. ~ 0 D 6 D0 ~ ~ 0 0 10608 D1 ~ ~ 0 0 10606 D2 ~ ~ 0 0 10602 D3 ~ ~ 0 0 10607 D5 ~ ~ 0 0 10630 S #10606 On Haven Lake~ You are on Haven Lake. The air here is rather peaceful and the water is cool and clear, the waves rocking gently against you. You can make out a wide variety of fish and other creatures that reside in Haven Lake, but you cannot make out the bottom of the lake, implying that the water is rather deep here. A few ducks quack happily as they swim about. You can make out the southeast shore of the lake to the south and the eastern shore to the east. ~ 0 D 6 D0 ~ ~ 0 0 10609 D1 ~ ~ 0 0 10622 D2 ~ ~ 0 0 10603 D3 ~ ~ 0 0 10605 D5 ~ ~ 0 0 10634 S #10607 On Haven Lake~ You are on Haven Lake. The air here is rather peaceful and the water is cool and clear, the waves rocking gently against you. You can make out a wide variety of fish and other creatures that reside in Haven Lake, but you cannot make out the bottom of the lake, implying that the water is rather deep here. A few ducks quack happily as they swim about. You can see the shores of the lake to the west and south. ~ 0 D 6 D0 ~ ~ 0 0 10610 D1 ~ ~ 0 0 10605 D2 ~ ~ 0 0 10604 D3 ~ ~ 0 0 10619 D5 ~ ~ 0 0 10637 S #10608 The Center of Haven Lake~ You are on Haven Lake. The air here is rather peaceful and the water is cool and clear, the waves rocking gently against you. You can make out a wide variety of fish and other creatures that reside in Haven Lake, but you cannot make out the bottom of the lake, implying that the water is rather deep here. A few ducks quack happily as they swim about. ~ 0 D 6 D0 ~ ~ 0 0 10611 D1 ~ ~ 0 0 10609 D2 ~ ~ 0 0 10605 D3 ~ ~ 0 0 10610 D5 ~ ~ 0 0 10629 S #10609 On Haven Lake~ You are on Haven Lake. The air here is rather peaceful and the water is cool and clear, the waves rocking gently against you. You can make out a wide variety of fish and other creatures that reside in Haven Lake, but you cannot make out the bottom of the lake, implying that the water is rather deep here. A few ducks quack happily as they swim about. ~ 0 D 6 D0 ~ ~ 0 0 10612 D1 ~ ~ 0 0 10621 D2 ~ ~ 0 0 10606 D3 ~ ~ 0 0 10608 D5 ~ ~ 0 0 10633 S #10610 On Haven Lake~ You are on Haven Lake. The air here is rather peaceful and the water is cool and clear, the waves rocking gently against you. You can make out a wide variety of fish and other creatures that reside in Haven Lake, but you cannot make out the bottom of the lake, implying that the water is rather deep here. A few ducks quack happily as they swim about. ~ 0 D 6 D0 ~ ~ 0 0 10613 D1 ~ ~ 0 0 10608 D2 ~ ~ 0 0 10607 D3 ~ ~ 0 0 10618 D5 ~ ~ 0 0 10636 S #10611 On Haven Lake~ You are on Haven Lake. The air here is rather peaceful and the water is cool and clear, the waves rocking gently against you. You can make out a wide variety of fish and other creatures that reside in Haven Lake, but you cannot make out the bottom of the lake, implying that the water is rather deep here. A few ducks quack happily as they swim about. The northern shore is to the north. ~ 0 D 6 D0 ~ ~ 0 0 10614 D1 ~ ~ 0 0 10612 D2 ~ ~ 0 0 10608 D3 ~ ~ 0 0 10613 D5 ~ ~ 0 0 10631 S #10612 On Haven Lake~ You are on Haven Lake. The air here is rather peaceful and the water is cool and clear, the waves rocking gently against you. You can make out a wide variety of fish and other creatures that reside in Haven Lake, but you cannot make out the bottom of the lake, implying that the water is rather deep here. A few ducks quack happily as they swim about. To the north and east you can see the shore. ~ 0 D 6 D0 ~ ~ 0 0 10615 D1 ~ ~ 0 0 10620 D2 ~ ~ 0 0 10609 D3 ~ ~ 0 0 10611 D5 ~ ~ 0 0 10632 S #10613 On Haven Lake~ You are on Haven Lake. The air here is rather peaceful and the water is cool and clear, the waves rocking gently against you. You can make out a wide variety of fish and other creatures that reside in Haven Lake, but you cannot make out the bottom of the lake, implying that the water is rather deep here. A few ducks quack happily as they swim about. You can see the shore of the lake to the north and west. ~ 0 D 6 D0 ~ ~ 0 0 10616 D1 ~ ~ 0 0 10611 D2 ~ ~ 0 0 10610 D3 ~ ~ 0 0 10617 D5 ~ ~ 0 0 10635 S #10614 The Northern Shore of Haven Lake~ You have reached the northern shore of Haven Lake. The dangers that may lurk in the forest north of here cannot reach this far into the calm of the lakeside view. A swarm of pinkish butterflies float gently upon the breeze and you can smell the faint scent of jasmine in the air. You start to feel relaxed and rather sleepy. ~ 0 D 2 D1 ~ ~ 0 0 10615 D2 ~ ~ 0 0 10611 D3 ~ ~ 0 0 10616 S #10615 The Northeast Shore of Haven Lake~ You have reached the northern shore of Haven Lake. The ground slopes up gently from the waterfront, gradually changing from the brownish dirt in the water into a thick carpet of lavender grass. The forest trees to the north are visible from here, dark and mysterious, and you decide it would be much safer to stay by the lake. ~ 0 D 2 D1 ~ ~ 0 0 10627 D2 ~ ~ 0 0 10612 D3 ~ ~ 0 0 10614 S #10616 The Northwest Shore of Haven Lake~ You have reached the northwest shore of Haven Lake. This part of the shore is covered by the shade of the massive trees nearby to the north, which supplies you with shelter from the light. Large lilypads are visible in the lake from here, filled with frogs and toads of every size. The occasional fish leaps into the air and can be heard splashing back into the water with evident glee. ~ 0 D 2 D1 ~ ~ 0 0 10614 D2 ~ ~ 0 0 10613 D3 ~ ~ 0 0 10628 S #10617 The Western Shore of Haven Lake~ You are at the western shore of Haven Lake. The shade of the forest stretches out to cover you here, and you can hear the loud chirping of crickets resting near the lake. A large flat stone is here, making a perfect resting place where you can relax and enjoy the view. ~ 0 D 2 D0 ~ ~ 0 0 10628 D1 ~ ~ 0 0 10613 D2 ~ ~ 0 0 10618 S #10618 On Haven Lake~ You are on Haven Lake. The air here is rather peaceful and the water is cool and clear, the waves rocking gently against you. You can make out a wide variety of fish and other creatures that reside in Haven Lake, but you cannot make out the bottom of the lake, implying that the water is rather deep here. A few ducks quack happily as they swim about. To the north, west, and south, you can see the western shore. ~ 0 D 6 D0 ~ ~ 0 0 10617 D1 ~ ~ 0 0 10610 D2 ~ ~ 0 0 10619 D3 ~ ~ 0 0 10623 D5 ~ ~ 0 0 10661 S #10619 The Western Shore of Haven Lake~ You are on the western shore of Haven Lake. To the east lies Haven Lake, not more than a few feet from you. A fish leaps out from the water, seeming to almost smile at you before diving back with a loud splash. A burst of cricket chirps ensues, almost as if the lake is inviting you in. ~ 0 D 2 D0 ~ ~ 0 0 10618 D1 ~ ~ 0 0 10607 D2 ~ ~ 0 0 10625 S #10620 The Eastern Shore of Haven Lake~ You are at the Eastern Shore of Haven Lake. There are a number of large flat rocks here, next to the water, perfect for sunbathing upon. In fact, it looks as if a group of frogs have taken that idea into their heads as well, and are croaking in satisfaction as they warm themselves. ~ 0 D 2 D0 ~ ~ 0 0 10627 D2 ~ ~ 0 0 10621 D3 ~ ~ 0 0 10612 S #10621 On Haven Lake~ You are on Haven Lake. The air here is rather peaceful and the water is cool and clear, the waves rocking gently against you. You can make out a wide variety of fish and other creatures that reside in Haven Lake, but you cannot make out the bottom of the lake, implying that the water is rather deep here. A few ducks quack happily as they swim about. To the north, east, and south you can see the eastern shore of the lake. ~ 0 D 6 D0 ~ ~ 0 0 10620 D1 ~ ~ 0 0 10624 D2 ~ ~ 0 0 10622 D3 ~ ~ 0 0 10609 S #10622 The Eastern Shore of Haven Lake~ You are at the Eastern Shore of Haven Lake. There are a number of large flat rocks here, next to the water, perfect for sunbathing upon. In fact, it looks as if a group of frogs have taken that idea into their heads as well, and are croaking in satisfaction as they warm themselves. ~ 0 D 2 D0 ~ ~ 0 0 10621 D2 ~ ~ 0 0 10626 D3 ~ ~ 0 0 10606 S #10623 The Far West Shore of Haven Lake~ You have reached the far west short of Haven Lake. This area is shrouded by the trees of the forest which grow nearby, encasing the waterfront in light shade. A virtual crowd of reeds grows in the water nearby here, obstructing your view of the magnificent lake. ~ 0 D 2 D1 ~ ~ 0 0 10618 S #10624 The Far East Shore of Haven Lake~ You have reached the far east shore of Haven Lake. From here, you can view the majestic lake to the west, and the large trees of the forest begin appearing to the east. A grand statue has been placed here, carved from a beautiful white marble flecked with gold. This is be a wonderful place for a picnic. ~ 0 K 2 D3 ~ ~ 0 0 10621 S #10625 The Southwest Corner of Haven Lake~ You are on the southwest shore of Haven Lake. It is rather peaceful here, with the calm waters lapping at your feet and cool air brushing against your skin. A happy little frog crawls out of the water and croaks at you curiously before leaping back in. ~ 0 D 2 D0 ~ ~ 0 0 10619 D1 ~ ~ 0 0 10604 S #10626 The Southeast Corner of Haven Lake~ You are at the southeast corner of Haven Lake. The air is crisp and cool here, and the light shines brightly upon you. The ground is covered with a rich purplish grass and the view of the lake from here is fantastic. A flock of geese honk at you from above, and you feel as if this would be a great place to relax. ~ 0 D 2 D0 ~ ~ 0 0 10622 D3 ~ ~ 0 0 10603 S #10627 The Northeast Corner of Haven Lake~ You are at the northeast corner of Haven Lake. The view of the lake is slightly obstructed here by the towering reeds that grow in this corner. The bass croaking of a bullfrog is loud in the quiet air, and a gentle mist covers the water in a light glaze. ~ 0 D 2 D2 ~ ~ 0 0 10620 D3 ~ ~ 0 0 10615 S #10628 The Northwest Corner of Haven Lake~ You are at the northwest corner of Haven Lake. This area is more woodland than waterfront, and the light is barely visible through the shade of the trees which surround you. You can barely make out the lake to the southeast, and ponder whether you should retreat to an area closer to the safety of the lake. ~ 0 D 2 D1 ~ ~ 0 0 10616 D2 ~ ~ 0 0 10617 S #10629 Inside Haven Lake~ You are swimming in the cool waters of Haven Lake. Various forms of aquatic life roam about here, swimming about with glee. Strange schools of fish flee as you draw near them, but a few playful frogs seem curious about your presence here and draw closer for a better look. ~ 0 D 6 D0 ~ ~ 0 0 10631 D1 ~ ~ 0 0 10633 D2 ~ ~ 0 0 10630 D3 ~ ~ 0 0 10636 D4 ~ ~ 0 0 10608 D5 ~ ~ 0 0 10638 S #10630 Inside Haven Lake~ You are swimming in the cool waters of Haven Lake. Various forms of aquatic life roam about here, swimming about with glee. Strange schools of fish flee as you draw near them, but a few playful frogs seem curious about your presence here and draw closer for a better look. ~ 0 D 6 D0 ~ ~ 0 0 10629 D1 ~ ~ 0 0 10634 D3 ~ ~ 0 0 10637 D4 ~ ~ 0 0 10605 S #10631 Inside Haven Lake~ You are swimming in the cool waters of Haven Lake. Various forms of aquatic life roam about here, swimming about with glee. Strange schools of fish flee as you draw near them, but a few playful frogs seem curious about your presence here and draw closer for a better look. ~ 0 D 6 D0 ~ ~ 0 0 10663 D1 ~ ~ 0 0 10632 D2 ~ ~ 0 0 10629 D3 ~ ~ 0 0 10635 D4 ~ ~ 0 0 10611 S #10632 Inside Haven Lake~ You are swimming in the cool waters of Haven Lake. Various forms of aquatic life roam about here, swimming about with glee. Strange schools of fish flee as you draw near them, but a few playful frogs seem curious about your presence here and draw closer for a better look. ~ 0 D 6 D2 ~ ~ 0 0 10633 D3 ~ ~ 0 0 10631 D4 ~ ~ 0 0 10612 S #10633 Inside Haven Lake~ You are swimming in the cool waters of Haven Lake. Various forms of aquatic life roam about here, swimming about with glee. Strange schools of fish flee as you draw near them, but a few playful frogs seem curious about your presence here and draw closer for a better look. ~ 0 D 6 D0 ~ ~ 0 0 10632 D2 ~ ~ 0 0 10634 D3 ~ ~ 0 0 10629 D4 ~ ~ 0 0 10609 S #10634 Inside Haven Lake~ You are swimming in the cool waters of Haven Lake. Various forms of aquatic life roam about here, swimming about with glee. Strange schools of fish flee as you draw near them, but a few playful frogs seem curious about your presence here and draw closer for a better look. ~ 0 D 6 D0 ~ ~ 0 0 10633 D3 ~ ~ 0 0 10630 D4 ~ ~ 0 0 10606 S #10635 Inside Haven Lake~ You are swimming in the cool waters of Haven Lake. Various forms of aquatic life roam about here, swimming about with glee. Strange schools of fish flee as you draw near them, but a few playful frogs seem curious about your presence here and draw closer for a better look. ~ 0 D 6 D1 ~ ~ 0 0 10631 D2 ~ ~ 0 0 10636 D4 ~ ~ 0 0 10613 S #10636 Inside Haven Lake~ You are swimming in the cool waters of Haven Lake. Various forms of aquatic life roam about here, swimming about with glee. Strange schools of fish flee as you draw near them, but a few playful frogs seem curious about your presence here and draw closer for a better look. ~ 0 D 6 D0 ~ ~ 0 0 10635 D1 ~ ~ 0 0 10629 D2 ~ ~ 0 0 10637 D4 ~ ~ 0 0 10610 S #10637 Inside Haven Lake~ You are swimming in the cool waters of Haven Lake. Various forms of aquatic life roam about here, swimming about with glee. Strange schools of fish flee as you draw near them, but a few playful frogs seem curious about your presence here and draw closer for a better look. ~ 0 D 6 D0 ~ ~ 0 0 10636 D1 ~ ~ 0 0 10630 D4 ~ ~ 0 0 10607 S #10638 The Bottom of Haven Lake~ You are on the bottom of Haven Lake. The water here is rather murky from silt of the lake floor. As you gaze around, you can make out twisted shapes of submerged trees, aquatic plant and animal life, and the odd sunken craft or two. ~ 0 D 6 D0 ~ ~ 0 0 10639 D1 ~ ~ 0 0 10643 D2 ~ ~ 0 0 10641 D4 ~ ~ 0 0 10629 S #10639 On the Bottom of Haven Lake~ You are on the bottom of Haven Lake. To the east you can make out the shape of a sunken rowboat, turned over and slightly rotted and covered with water moss. There is a slight motion under the boat which you glimpse, and you wonder if you should swim over and see what made the movement.. Or who. ~ 0 D 6 D1 ~ ~ 0 0 10640 D2 ~ ~ 0 0 10638 S #10640 The Sunken Rowboat~ You are inside a small sunken rowboat. It is very dark in here, the shadow of the rowboat blocking any light that might have filtered through the water. The temperature here is colder as well, and you think you can make out the shape of something sliding through the water at you. ~ 0 D 6 D3 ~ ~ 0 0 10639 S #10641 By the Submerged Trunk~ You are on the bottom of Haven Lake. The silt here is thicker, perhaps disturbed by the thrashing your legs make as you swim to and fro. To the west you can make out the submerged trunk of a fallen tree, now hollowed out into a empty shell of bark. Green water moss covers the entire trunk and it looks rather dark inside. ~ 0 D 6 D0 ~ ~ 0 0 10638 D3 ~ ~ 0 0 10642 S #10642 Inside the Trunk~ You are inside the hollowed out shell of a submerged tree inside Haven Lake. The water here is freezing, and there is no light visible at all. You sense a motion in the water, a quicking of the current, and realize that something is swimming toward you. The way out of the trunk is to the east, a welcome sight in this dark water. ~ 0 A 6 D1 ~ ~ 0 0 10641 S #10643 The Undercurrent~ You are on the bottom of Haven Lake. You can feel a strong cool undercurrent here, forcing the silt of the lake flying in all directions, obscuring your vision. Closing your eyes, you pinpoint the direction from which the current is coming from, the east. ~ 0 D 6 D1 ~ ~ 0 0 10644 D3 ~ ~ 0 0 10638 S #10644 The Stream Outlet~ You are at the outlet of an underwater spring. The water here is cooler and tastes fresher than the rest of the lake. There is a wide variety of fish swimming about here, taking simple delight in the pure water. You cautious feel about yourself, and find that the source of the cooler water is coming from a small tunnel to the east. ~ 0 D 6 D1 ~ ~ 0 0 10645 D3 ~ ~ 0 0 10643 S #10645 The Spring Tunnel~ You are inside a dark tunnel that serves as the channel this underwater spring takes to fill Haven Lake. It is rather dark in here, as this tunnel has burrowed its way through dirt, mud, and rock. The water here is chill and cold, but feels rather refreshing against your skin and provides an excellent source of water for you. ~ 0 D 6 D1 ~ ~ 0 0 10646 D3 ~ ~ 0 0 10644 S #10646 The Spring Tunnel~ You are inside a dark tunnel that serves as the channel this underwater spring takes to fill Haven Lake. It is rather dark in here, as this tunnel has burrowed its way through dirt, mud, and rock. The water here is chill and cold, but feels rather refreshing against your skin and provides an excellent source of water for you. ~ 0 D 6 D1 ~ ~ 0 0 10647 D3 ~ ~ 0 0 10645 S #10647 The Spring Tunnel~ You are inside a dark tunnel that serves as the channel this underwater spring takes to fill Haven Lake. It is rather dark in here, as this tunnel has burrowed its way through dirt, mud, and rock. The water here is chill and cold, but feels rather refreshing against your skin and provides an excellent source of water for you. ~ 0 D 6 D1 ~ ~ 0 0 10648 D3 ~ ~ 0 0 10646 S #10648 The Spring Source~ You are at the source of an underwater spring that supplies water to Haven Lake. This source is a large cold pool, replenished by a waterfall that spills from higher up, perhaps from the snowcaps that cover the mountain, which you are at the base of. Around the pool is a thich carpet of greenery, spotted by random flowers and a few sparse trees. In this secluded spot, you feel a bond with the forces of nature which surround you. ~ 0 D 6 D1 ~ ~ 0 0 10649 D3 ~ ~ 0 0 10647 S #10649 The Base of the Mountain~ You are at the base of Haven Mountain, a large monstrosity of rock and gravel. The mountain reaches far up into the sky, and wonder if anyone would be able to climb it to its top. There is evidence of plentiful animal life around here, as the tracks and spoor left by various animals are scattered about, visible to the trained eye. A small trail of hooves leads up the mountain from here. ~ 0 D 5 D3 ~ ~ 0 0 10648 D4 ~ ~ 0 0 10650 S #10650 Climbing Haven Mountain~ You are climbing Haven Mountain. The loose rubble and sparse mountain plants make your footing here highly questionable. The ground is not far below, yet you know that if you fell from here, the odds would be slim that you would escape injury. The mountain tops are high above you, mocking your efforts to reach them. ~ 0 D 5 D4 ~ ~ 0 0 10651 D5 ~ ~ 0 0 10649 S #10651 Climbing Haven Mountain~ You are climbing Haven Mountain. The rocks here are larger than those below, and the wind chiseled ledges makes climbing here a bit easier. You notice that the vegetation here has been eaten at, and examining the leaves shows evidence of some type of mountain herbivore, most likely goats of some type. As you look about, enjoying the crisp mountain air, you notice that a fall at the point would most likely result in death. You grimly clutch the mountain face tighter. ~ 0 D 5 D4 ~ ~ 0 0 10652 D5 ~ ~ 0 0 10650 S #10652 The Ledge~ You are resting upon a large ledge on Haven Mountain. This is the ideal spot for a break, as the energy you have spent climbing this mountain has almost been spent. The view here is spectacular, the whole of the valley and lakes being spread about you. Low clouds drift by you, and the occasional bird wings by and regards you with caution. ~ 0 D 5 D4 ~ ~ 0 0 10653 D5 ~ ~ 0 0 10651 S #10653 Climbing Haven Mountain~ You are climbing Haven Mountain. The winds here are treacherous as they attempt to pry you from the mountain face by force. Small rocks, disturbed by your efforts, fall away, their echoes clattering far beneath you. You begin to wonder if climbing this mountain was a good idea. ~ 0 D 5 D4 ~ ~ 0 0 10654 D5 ~ ~ 0 0 10652 S #10654 Climbing Haven Mountain~ You can see the top of Haven Mountain not too far above you, and a ledge where you may rest somewhere beneath you. The air here is thin, and you manage to grab a lungfull of thin oxygen to replenish your body's scant supply. Gathering strength, you continue. ~ 0 D 5 D1 ~ ~ 0 0 10659 D4 ~ ~ 0 0 10655 D5 ~ ~ 0 0 10653 S #10655 Near the Top of Haven Mountain~ You are on a cliff near the top of Haven Mountain. There is not much here except an expanse of barren rock and a cover of loose dirt that makes your grip tenuous at best. The heights here are dizzying and you wonder how flat of a pancake you would make if you fell. ~ 0 D 5 D4 ~ ~ 0 0 10656 D5 ~ ~ 0 0 10654 S #10656 The Top of Haven Mountain~ You have reached the top of Haven Mountain. There view here.. Is simply breathtaking. From this awesome height, you can see almost everywhere. The main city is far away, but you manage to glimpse your home city by its distinguishable walls. Looking down, the world spins around you, and you pitch forward, almost falling down the mountain face. Maybe that was not such a good idea. Regaining your balance, you look about yourself and notice a large structure to the east, made from twigs. ~ 0 D 5 D1 ~ ~ 0 0 10657 D5 ~ ~ 0 0 10655 S #10657 The Roc's Nest~ You are in a large round nest that could easily double the size of your own home. It is composed of large "twigs" roughly the size of a tree each, and stuck together with a sticky substance which you cannot identify. There are several large eggs here, and you shiver to think of the monsters that will hatch from them, since they are easily twice your size. ~ 0 D 5 D1 ~ ~ 0 0 10658 D3 ~ ~ 0 0 10656 S #10658 The Roc's Nest~ You are in the center of the roc's nest. The trunks of the trees that make up this nest could easily crush you if one was dropped upon you. You shiver as you wonder how large the roc must be... And begin to swear as you hear the sounds of a pair of huge, powerful wings beating the area about you. A large shadow appears, covering the entire nest. The roc must be home! ~ 0 D 5 D3 ~ ~ 0 0 10657 S #10659 The Cave Entrance~ You are in the entrance to a cave in Haven Mountain. This cave is small, and there are various objects laying around, indicating a creature with intelligence lives here. You wonder what type of person would want to live so high in Haven Mountain. ~ 0 D 5 D1 ~ ~ 0 0 10660 D3 ~ ~ 0 0 10654 S #10660 Inside the Cave~ You are inside the cave etched in Haven Mountain. There is a small hard bed here, made from dried scrub and twigs. Other crude objects made from wood and stone are randomly scattered about the room. A pile of clothes made from leaves and animal hides is sitting in the west corner, and a small pit for fire has been dug into the floor. ~ 0 D 5 D3 ~ ~ 0 0 10659 S #10661 Inside Haven Lake~ You are swimming inside Haven Lake. This part of the lake is secluded from the rest of the lake by a barrier of water reeds. The water here is dark and murky, and you cannot make out much more than clinging vegetation which surrounds you and threatens to ensnare you in loops of strange vines. ~ 0 0 6 D3 ~ ~ 0 0 10662 D4 ~ ~ 0 0 10618 S #10662 The Water Cave~ You are inside a small cave in the west side of Haven Lake. Surrounded by walls of mud, you wonder if this is the best place to be. The darkness and coldness of the water closes in on you, making you feel VERY uncomfortable. A motion in the water does nothing to help your confidence either. ~ 0 0 6 D1 ~ ~ 0 0 10661 S #10663 The Reeds~ You are in a part of Haven Lake filled with water reeds. They are everywhere, obstructing both your vision and swimming. The lightning here is dim at best, and you can only wonder what is ahead of you. ~ 0 0 6 D0 ~ ~ 0 0 10664 D2 ~ ~ 0 0 10631 S #10664 Lost Inside the Reeds~ You are lost inside what seems to be a virtual maze of water reeds. They obstruct your vision, disorientating you and making you feel rather lost. The water here is chill and somewhat slimy as the dank vegetation clings to you. ~ 0 0 6 D0 ~ ~ 0 0 10665 D2 ~ ~ 0 0 10663 S #10665 The Reeds~ You are wandering in the water reeds inside Haven Lake. As you reach about yourself, you feel nothing but reeds surrounding you. The reeds close off any more motion to the north, east, and west, leaving you with the option of going back towards Haven Lake to the south, or up to the surface. ~ 0 0 6 D2 ~ ~ 0 0 10664 D4 ~ ~ 0 0 10666 S #10666 The Haven Marshes~ You are in the Haven Marshes. Your feet can only move in small paces due to the bog that you are stepping in, and a low methane mist covers the swamp floor. A number of strange and gnarled trees can be seen here and there, lending a freaky atmosphere to these marshes. ~ 0 0 2 D0 ~ ~ 0 0 10667 D5 ~ ~ 0 0 10665 S #10667 Entrance to the Village of Frogmen~ You are standing before the lost village of the Frogmen. The entire village is surrounded by a thatched wall, and the huts you can view inside from here seem made from the same materials. The road here seems composed of a sticky mud that clings to your boots as you walk, and the entire area smells of bog gas and methane. The way back to Haven Lake is down through the reeds and you may enter the village to the north. ~ 0 0 1 D0 ~ gate~ 1 0 10668 D2 ~ ~ 0 0 10666 S #10668 Inside the Village of the Frogmen~ You are standing inside the lost village of the Frogmen. You have heard rumours of this lost city and its denizens, supposed half man half frog creatures, but had dismissed the tale as a myth. All around you are thatched huts, covered in slimy mud, and other various abode of a primitive nature. You wonder if this is a good place to explore. ~ 0 0 1 D0 ~ ~ 0 0 10669 D1 ~ ~ 0 0 10685 D2 ~ ~ 1 0 10667 D3 ~ ~ 0 0 10686 S #10669 The Mud Road~ You are on the main road that travels through this strange village. Mud and straw huts that serve as homes and shops for these frogmen surround you to the east and west, showing that these creatures have their own society and culture, no matter how primitive. As you walk around, observing everything with awe, the citizens of the village stare back at you, some with curiosity, some with distrust. ~ 0 0 1 D0 ~ ~ 0 0 10670 D2 ~ ~ 0 0 10668 S #10670 The Mud Road~ You are on the main road that travels through this strange village. Mud and straw huts that serves as homes and shops for these frogment surround you to the east and west, showing that these creatures have their own society and culture, no matter how primitive. As you walk around, observing everything with awe, the citizens of the village stare back at you, some with curiousity, some with distrust. ~ 0 0 1 D0 ~ ~ 0 0 10671 D2 ~ ~ 0 0 10669 S #10671 The Mud Road~ You are on the main road that travels through this strange village. Mud and straw huts that serves as homes and shops for these frogment surround you to the east and west, showing that these creatures have their own society and culture, no matter how primitive. As you walk around, observing everything with awe, the citizens of the village stare back at you, some with curiousity, some with distrust. ~ 0 0 1 D0 ~ ~ 0 0 10672 D2 ~ ~ 0 0 10670 S #10672 The Mud Road~ You are on the main road that travels through this strange village. Mud and straw huts that serves as homes and shops for these frogment surround you to the east and west, showing that these creatures have their own society and culture, no matter how primitive. As you walk around, observing everything with awe, the citizens of the village stare back at you, some with curiousity, some with distrust. ~ 0 0 1 D0 ~ ~ 0 0 10673 D2 ~ ~ 0 0 10671 S #10673 The Mud Road~ You are on the main road that travels through this strange village. Mud and straw huts that serves as homes and shops for these frogment surround you to the east and west, showing that these creatures have their own society and culture, no matter how primitive. As you walk around, observing everything with awe, the citizens of the village stare back at you, some with curiousity, some with distrust. ~ 0 0 1 D0 ~ ~ 0 0 10674 D2 ~ ~ 0 0 10672 S #10674 The Mud Road~ You are on the main road that travels through this strange village. Mud and straw huts that serves as homes and shops for these frogment surround you to the east and west, showing that these creatures have their own society and culture, no matter how primitive. As you walk around, observing everything with awe, the citizens of the village stare back at you, some with curiousity, some with distrust. ~ 0 0 1 D0 ~ ~ 0 0 10697 D1 ~ ~ 0 0 10675 D2 ~ ~ 0 0 10673 D3 ~ ~ 0 0 10696 S #10675 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D1 ~ ~ 0 0 10676 D3 ~ ~ 0 0 10674 S #10676 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D1 ~ ~ 0 0 10677 D3 ~ ~ 0 0 10675 S #10677 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D2 ~ ~ 0 0 10678 D3 ~ ~ 0 0 10676 S #10678 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D0 ~ ~ 0 0 10677 D2 ~ ~ 0 0 10679 S #10679 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D0 ~ ~ 0 0 10678 D2 ~ ~ 0 0 10680 S #10680 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D0 ~ ~ 0 0 10679 D2 ~ ~ 0 0 10681 S #10681 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D0 ~ ~ 0 0 10680 D2 ~ ~ 0 0 10682 S #10682 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D0 ~ ~ 0 0 10681 D2 ~ ~ 0 0 10683 S #10683 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D0 ~ ~ 0 0 10682 D3 ~ ~ 0 0 10684 S #10684 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D1 ~ ~ 0 0 10683 D3 ~ ~ 0 0 10685 S #10685 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D1 ~ ~ 0 0 10684 D3 ~ ~ 0 0 10668 S #10686 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D1 ~ ~ 0 0 10668 D3 ~ ~ 0 0 10687 S #10687 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D1 ~ ~ 0 0 10686 D3 ~ ~ 0 0 10688 S #10688 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D0 ~ ~ 0 0 10689 D1 ~ ~ 0 0 10687 S #10689 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D0 ~ ~ 0 0 10690 D2 ~ ~ 0 0 10688 S #10690 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D0 ~ ~ 0 0 10691 D2 ~ ~ 0 0 10689 S #10691 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D0 ~ ~ 0 0 10692 D2 ~ ~ 0 0 10690 S #10692 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D0 ~ ~ 0 0 10693 D2 ~ ~ 0 0 10691 S #10693 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D0 ~ ~ 0 0 10694 D2 ~ ~ 0 0 10692 S #10694 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D1 ~ ~ 0 0 10695 D2 ~ ~ 0 0 10693 S #10695 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D1 ~ ~ 0 0 10696 D3 ~ ~ 0 0 10694 S #10696 The Mud Road~ You are travelling along the mud road that surrounds this village. The air here smells rather foul, and you see piles of refuse spread about the thatched walls. In the corners of the numerous huts are frogs and toads of every kind, which seem to be the household pets of these mysterious people that inhabit the village. You wonder how long this society has existed here undiscovered. ~ 0 0 1 D1 ~ ~ 0 0 10674 D3 ~ ~ 0 0 10695 S #10697 Entrance to the Grand Hut~ You are standing before a thatched hut easily the size of three of the other ruglar huts in this village. Outside of the hut there are strange ritualistic markings painted with colored mud upon the walls of this edifice. A few strange totems and assorted marked amulets have been placed around the house, marking it as the living quarters of a shaman or chief. ~ 0 0 1 D0 ~ ~ 0 0 10698 D2 ~ ~ 0 0 10674 S #10698 Inside the Grand Hut~ You are inside the largest hut in this village. It is rather dark in here, but a strange greenish fire burns brightly in the center of the room. Various animal bones and skins have been scattered about and the smell of decaying flesh is strong here. A large spear made from wood and tipped with obisidian is hanging upon the wall and strange paintings of rituals have been hung everywhere. ~ 0 0 1 D0 ~ ~ 0 0 10699 D2 ~ ~ 0 0 10697 S #10699 The Back Room of the Grand Hut~ You are inside the Grand Hut of the Frogmen. This room is furnished well, with a large sponge bed and leaf sheets. A rough table has been made and stands in the center of this room, and a few clay mugs sit on it. A large rug made from fish skins covers the mud floor and utensils made from bone are neatly stacked on a bark shelf in the corner. ~ 0 0 1 D2 ~ ~ 0 0 10698 S #0 #RESETS D 0 10667 0 1 * Entrance to the Village of Frogmen D 0 10668 2 1 * Inside the Village of the Frogmen * M 0 10600 1 10602 1 * Bernard the Logger (S) G 0 10600 -1 * a log * M 0 10601 30 10603 5 * A duck (5) M 0 10601 30 10604 5 * A duck M 0 10601 30 10606 5 * A duck M 0 10613 20 10607 5 * A pelican (10) M 0 10601 30 10607 5 * A duck M 0 10613 20 10608 5 * A pelican M 0 10601 30 10608 5 * A duck M 0 10613 20 10609 5 * A pelican M 0 10601 30 10609 5 * A duck M 0 10613 20 10610 5 * A pelican M 0 10601 30 10610 5 * A duck M 0 10601 30 10612 5 * A duck M 0 10601 30 10612 5 * A duck M 0 10601 30 10613 5 * A duck M 0 10601 30 10614 5 * A duck M 0 10601 30 10618 5 * A duck M 0 10601 30 10618 5 * A duck M 0 10601 30 10618 5 * A duck M 0 10601 30 10619 5 * A duck M 0 10601 30 10619 5 * A duck M 0 10601 30 10621 5 * A duck M 0 10601 30 10622 5 * A duck * O 1 10601 1 10624 1 * A Statue of the Goddess of Dawn * M 0 10601 30 10626 5 * A duck * M 0 10602 30 10629 5 * A small fish (5) M 0 10602 30 10630 5 * A small fish M 0 10602 30 10630 5 * A small fish M 0 10602 30 10630 5 * A small fish M 0 10602 30 10631 5 * A small fish M 0 10602 30 10632 5 * A small fish M 0 10602 30 10632 5 * A small fish M 0 10602 30 10633 5 * A small fish M 0 10602 30 10633 5 * A small fish M 0 10602 30 10633 5 * A small fish M 0 10602 30 10634 5 * A small fish M 0 10602 30 10634 5 * A small fish M 0 10602 30 10635 5 * A small fish M 0 10602 30 10635 5 * A small fish M 0 10602 30 10636 5 * A small fish M 0 10602 30 10636 5 * A small fish M 0 10602 30 10637 5 * A small fish M 0 10602 30 10638 5 * A small fish M 0 10602 30 10639 5 * A small fish * M 0 10603 1 10640 1 * The silver eel (10) G 0 10602 -1 * silver scales * M 0 10604 1 10642 1 * The alligator turtle (10) G 0 10603 -1 * a turtle shell * M 0 10602 30 10643 5 * A small fish M 0 10602 30 10643 5 * A small fish M 0 10602 30 10644 5 * A small fish * O 0 10604 1 10648 1 * a pool of water * M 0 10605 10 10651 2 * The mountain goat (15) M 0 10605 10 10651 2 * The mountain goat M 0 10605 10 10652 2 * The mountain goat M 0 10605 10 10652 2 * The mountain goat M 0 10605 10 10653 2 * The mountain goat M 0 10605 10 10654 2 * The mountain goat * O 0 10605 1 10657 1 * a roc egg * M 0 10606 1 10658 1 * The giant roc (20) G 0 10606 -1 * a roc feather * M 0 10607 1 10660 1 * The mountain hermit (15) E 0 10607 -1 7 * Goat leggings * M 0 10608 1 10662 1 * The water snake charmer ;) (10) G 0 10608 -1 * a snake eye ring * M 0 10610 30 10668 5 * The Frogman guard M 0 10610 30 10669 5 * The Frogman guard * M 0 10609 30 10669 5 * The frogman citizen M 0 10609 30 10669 5 * The frogman citizen M 0 10609 30 10669 5 * The frogman citizen M 0 10610 30 10670 5 * The Frogman guard M 0 10609 30 10670 5 * The frogman citizen M 0 10609 30 10670 5 * The frogman citizen M 0 10609 30 10671 5 * The frogman citizen M 0 10610 30 10672 5 * The Frogman guard M 0 10609 30 10672 5 * The frogman citizen M 0 10609 30 10673 5 * The frogman citizen M 0 10610 30 10674 5 * The Frogman guard M 0 10610 30 10674 5 * The Frogman guard M 0 10609 30 10675 5 * The frogman citizen M 0 10609 30 10675 5 * The frogman citizen M 0 10610 30 10677 5 * The Frogman guard M 0 10609 30 10677 5 * The frogman citizen M 0 10609 30 10678 5 * The frogman citizen M 0 10609 30 10679 5 * The frogman citizen M 0 10610 30 10680 5 * The Frogman guard M 0 10610 30 10680 5 * The Frogman guard M 0 10609 30 10680 5 * The frogman citizen M 0 10609 30 10681 5 * The frogman citizen M 0 10609 30 10682 5 * The frogman citizen M 0 10609 30 10682 5 * The frogman citizen M 0 10610 30 10683 5 * The Frogman guard M 0 10610 30 10683 5 * The Frogman guard M 0 10609 30 10683 5 * The frogman citizen M 0 10609 30 10686 5 * The frogman citizen M 0 10609 30 10686 5 * The frogman citizen M 0 10610 30 10688 5 * The Frogman guard M 0 10610 30 10688 5 * The Frogman guard M 0 10609 30 10689 5 * The frogman citizen M 0 10609 30 10689 5 * The frogman citizen M 0 10610 30 10691 5 * The Frogman guard M 0 10609 30 10691 5 * The frogman citizen M 0 10609 30 10691 5 * The frogman citizen M 0 10609 30 10693 5 * The frogman citizen M 0 10610 30 10694 5 * The Frogman guard M 0 10610 30 10694 5 * The Frogman guard M 0 10609 30 10694 5 * The frogman citizen M 0 10609 30 10695 5 * The frogman citizen M 0 10609 30 10695 5 * The frogman citizen M 0 10609 30 10696 5 * The frogman citizen M 0 10609 30 10698 5 * The frogman citizen * M 0 10611 1 10698 1 * The Frogman shaman (20) E 0 10612 -1 10 * A bark bracer * M 0 10612 1 10699 1 * The Chief Frogman (25) E 0 10610 -1 12 * A fishskin cloak E 0 10609 -1 6 * A fishbone crown E 0 10611 -1 16 * A turtleshell mace S #SHOPS 10600 22 0 0 0 0 110 65 1 23 * Bernard the Logger 0 #SPECIALS M 10608 spec_snake_charm * snake charmer /* by jaceks */ M 10611 spec_cast_mage * The Frogman shaman S #$ ~~~~~~~~~~~~~~~~~~~~~~~~~~ #AREA gtown.are~ Ghost Town~ {40 65} Yaegar Ghost Town~ 8100 8199 #HELPS 0 'GHOST TOWN'~ This is purely a simple hack-n-slash area with the interesting added feature that you can't recall... You have to fight your way through the many powerful high level undead that populate this place. To a good mudder its heaven. To someone who flees when fighting the children in Mud School, its probably gonna be considered impossible. Either way, have fun. - Yaegar Dec 1995 ~ 0 $~ #MOBILES #8100 spectre~ a spectre~ A Spectre screams at you and attacks! ~ The spirit of some former minion of this place, this foul Undead creature will do its best you meet the same fate as all previous intruders in this fell domain- DEATH. ~ human~ FG DFHT -1000 0 48 8 1d97+2303 1d1+99 1d35+15 hit -22 -22 -22 -17 0 0 0 0 stand stand none 480 0 0 medium 0 #8101 wraith~ a wraith~ A Wraith strides silently toward you, death in its glowing red eyes. ~ The spirit of some former minion of this place, this foul Undead creature will do its best you meet the same fate as all previous intruders in this fell domain- DEATH. ~ human~ FG DFHJT -1000 0 47 7 1d95+2208 1d1+99 1d35+14 hit -21 -21 -21 -16 0 0 0 0 stand stand none 470 0 0 medium 0 #8102 wight~ a wight~ A ghastly wight, still clad in the armor it wore in life, strikes at you. ~ The spirit of some former minion of this place, this foul Undead creature will do its best you meet the same fate as all previous intruders in this fell domain- DEATH. ~ human~ FG DFHJ -1000 0 45 7 1d91+2024 1d1+99 1d33+14 hit -20 -20 -20 -15 0 0 0 0 stand stand none 450 0 0 medium 0 #8103 ghost~ a ghost~ The ghost of some long-dead adventurer howls maniacally at you. ~ The spirit of some former minion of this place, this foul Undead creature will do its best you meet the same fate as all previous intruders in this fell domain- DEATH. ~ human~ FG DFHTU -1000 0 48 8 1d97+2303 1d1+99 1d35+15 hit -22 -22 -22 -17 0 0 0 0 stand stand none 480 0 0 medium 0 #8104 vampire~ a vampire~ An evil vampire rises from the sarcophagus, bares its fangs and attacks! ~ The Evil Baron and his two brothers were vampires imprisoned here by Xanan centuries ago, who had not the power to slay them utterly, and now thanks to your disturbance they have risen again! ~ human~ BFGM DFHJN -1000 0 54 9 1d109+2915 1d1+99 1d39+17 hit -26 -26 -26 -21 0 0 0 0 stand stand none 540 0 0 medium 0 #8105 lich~ a lich~ An insane Lich cackles hideously and unleashes a volley of spells. ~ This powerful Undead is actually Xantharus' former master, whom he betrayed and slew. But he underestimated his master's power, and now he as returned as a Lich, seeking revenge! ~ human~ BFGM DFHT -1000 0 58 9 1d117+3363 1d1+99 1d42+18 hit -28 -28 -28 -23 0 0 0 0 stand stand none 580 0 0 medium 0 #8106 demon~ a lesser demon~ A Lesser Demon slobbers, drools and cackles insanely! ~ This grotesque is a minion of the lower planes drawn here by the intense concentration of negative material energy. ~ human~ FGH DFHJ -1000 0 52 8 1d105+2703 1d1+99 1d38+16 hit -24 -24 -24 -19 0 0 0 0 stand stand none 520 0 0 medium 0 #8107 spirit revenant~ a revenant~ The spirit of a mortal horribly wronged has returned as a Revenant. ~ This poor soul was once a powerful, good priest of Soleil who was betrayed by agents of the evil Gomez and tortured and slain by them. His spirit has returned here, seeking out the long-dead fellows who slew him. He will ignore all else in his quest, but will not hesitate to attack you if you interfere. ~ human~ DGM DFHJN 0 0 57 9 1d115+3248 1d1+99 1d41+18 hit -28 -28 -28 -23 0 0 0 0 stand stand none 570 0 0 medium 0 #8108 spirit haunt~ a haunt~ The spirit of an adventurer slain here long ago is now bound here as a Haunt. ~ This spirit was once a powerful warrior who, on a wager, entered Ghost Town. He was quickly slain by the inhabitants, but such was his distress at his death, his spirit remained behind to haunt the area where he met his end. ~ human~ BDG DFHTU 0 0 48 8 1d97+2303 1d1+99 1d35+15 hit -22 -22 -22 -17 0 0 0 0 stand stand none 480 0 0 medium 0 #8109 crypt thing~ a crypt thing~ A Crypt Thing cackles evilly and taunts you. ~ This fell creature will not attack you, despite its evil- it will merely taunt you, though it will not hesitate to defend itself. ~ human~ BDGM DFHJN -1000 0 55 9 1d111+3024 1d1+99 1d40+17 hit -26 -26 -26 -21 0 0 0 0 stand stand none 550 0 0 medium 0 #8110 greater demon~ a greater demon~ A Greater demon spews forth fire and gas! ~ This grotesque is a minion of the lower planes drawn here by the intense concentration of negative material energy. ~ human~ BFG DFHJNT -1000 0 58 9 1d117+3363 1d1+99 1d42+18 hit -28 -28 -28 -23 0 0 0 0 stand stand none 580 0 0 medium 0 #8111 undead dragon~ an undead dragon~ An Undead Dragon belches forth poisonous fumes! ~ This foul Dracolich is the undead spirit of a dragon that served Xantharus so well in life that he animated it to continue serving him after its death. ~ human~ BFG DFHJT -1000 0 62 10 1d125+3843 1d1+99 1d45+19 hit -31 -31 -31 -26 0 0 0 0 stand stand none 620 0 0 medium 0 #8112 undead monster~ an undead monster~ An undead monster shambles forth and attacks! ~ The spirit of some former minion of this place, this foul Undead creature will do its best you meet the same fate as all previous intruders in this fell domain- DEATH. ~ human~ FG DF -1000 0 45 7 1d91+2024 1d1+99 1d33+14 hit -20 -20 -20 -15 0 0 0 0 stand stand none 450 0 0 medium 0 #8113 giant rat~ a giant rat~ A GIANT Rat savagely charges you! ~ When I say GIANT, I am talking ten feet high... ~ human~ CFGH DFQ -1000 0 40 6 1d81+1599 1d1+99 1d30+12 hit -16 -16 -16 -11 0 0 0 0 stand stand none 400 0 0 medium 0 #8114 giant spider~ a giant spider~ A GIANT Spider drops down on you! ~ When I say GIANT, I am talking ten feet high... ~ human~ CFGH DFQ -1000 0 45 7 1d91+2024 1d1+99 1d33+14 hit -20 -20 -20 -15 0 0 0 0 stand stand none 450 0 0 medium 0 #8115 lurker above~ a lurker above~ A Lurker Above seeks to enfold and suffocate you! ~ This foul abberration feeds on any and all that enter its lair- even the corporeal undead avoid it... ~ human~ BFGH JT 0 0 50 8 1d101+2499 1d1+99 1d37+15 hit -23 -23 -23 -18 0 0 0 0 stand stand none 500 0 0 medium 0 #8116 succubus~ a succubus~ A beautiful female smiles charmingly at you, revealing sharp fangs... ~ OUCH! Its a Succubus. She will charm you, then waste you. FIGHT! ~ human~ BDG DFHJT -1000 0 50 8 1d101+2499 1d1+99 1d37+15 hit -23 -23 -23 -18 0 0 0 0 stand stand female 500 0 0 medium 0 #8117 necromancer xantharus~ Xantharus~ A timid-looking Necromancer begs to be freed. ~ This pathetic wretch is none other than Xantharus, the evil mage that brought the Undead to this town, destroying it, before losing control of them. He has fled here, in the hopes that they won't find him before he finds a way to escape his terrible mistake. ~ human~ BGHM K -400 0 50 8 1d101+2499 1d1+99 1d37+15 hit -23 -23 -23 -18 0 0 0 0 stand stand male 500 0 0 medium 0 #8118 rotting corpse~ a rotting corpse~ A Rotting Corpse staggers clumsily toward you. ~ This thing and its fellows are what remains of the citizens of this once- fine town, reduced to a horrid state of undeath. Slaying them would be the best thing you could do for them... ~ human~ FG J 0 0 40 6 1d81+1599 1d1+99 1d30+12 hit -16 -16 -16 -11 0 0 0 0 stand stand none 400 0 0 medium 0 #8119 master~ the master~ The Master surveys his domain and laughs evilly. ~ Little is known of this mysterious stranger who came here and took control after the weak Xantharus lost control of his creations. He is a powerful, diabolically evil mage, and will not hesitate to destroy you. ~ human~ BDFGHM CDEFHN -1000 0 60 10 1d121+3599 1d1+99 1d43+19 hit -30 -30 -30 -25 0 0 0 0 stand stand male 600 0 0 medium 0 #8120 shambling mound~ a shambling mound~ A Shambling Mound... well... shambles toward you. ~ RUN! A twelve-foot high pile of garbage is attacking you! ~ human~ FG N 0 0 45 7 1d91+2024 1d1+99 1d33+14 hit -20 -20 -20 -15 0 0 0 0 stand stand none 450 0 0 medium 0 #8121 kampflut~ a kampflut~ A Kampflut attacks! ~ This hideous, animated tree resembles an ancient oak with tentacle-like branches and a huge toothed maw. Despite its nasty demeanour, it is not evil- it is simply hungry. ~ human~ FG N 0 0 50 8 1d101+2499 1d1+99 1d37+15 hit -23 -23 -23 -18 0 0 0 0 stand stand none 500 0 0 medium 0 #8122 black pudding~ a black pudding~ A Black Pudding slowly rolls toward you. ~ This huge black blob will dissolve weapons and armor it gets the chance, then it will devour you! ~ human~ FG N 0 0 52 8 1d105+2703 1d1+99 1d38+16 hit -24 -24 -24 -19 0 0 0 0 stand stand none 520 0 0 medium 0 #8123 green slime~ green slime~ A patch of Green Slime drips on you, burning your skin! ~ Green Slime can dissolve even metal, so imagine what it would do to your skin... ~ human~ BFG 0 0 0 40 6 1d81+1599 1d1+99 1d30+12 hit -16 -16 -16 -11 0 0 0 0 stand stand none 400 0 0 medium 0 #8124 gray ooze~ a gray ooze~ A pile of gray liquid oozes toward you. ~ "Oh," I hear you say. "How threatening". Well, just you wait! ~ human~ FG HJN -1000 0 58 9 1d117+3363 1d1+99 1d42+18 hit -28 -28 -28 -23 0 0 0 0 stand stand none 580 0 0 medium 0 #8125 animated tree~ an animated tree~ An Animated Tree bashes you with its branches. ~ This tree is bad and evil- it is an anti-treant :) ~ human~ FG 0 0 0 45 7 1d91+2024 1d1+99 1d33+14 hit -20 -20 -20 -15 0 0 0 0 stand stand none 450 0 0 medium 0 #8126 tree spirit~ a tree spirit~ A Tree Spirit offers you shelter in this place of evil. ~ This spirit is the only good creature in this place. She can guard you while you rest, and perhaps heal your wounds if you pay her enough... ~ human~ BDGL BCDFHJN 400 0 65 10 1d131+4224 1d1+99 1d47+20 hit -33 -33 -33 -28 0 0 0 0 stand stand female 650 0 0 medium 0 #8127 death knight~ a death knight~ A Death Knight salutes you then attacks! ~ This is the spirit of a Paladin corrupted by the evil of the Master, doomed to an eternity as an undead servant. Clad in ornate, ancient armor and wielding a shiny silver sword, he would look as he did in life save for his rotting face... ~ human~ BDFG DFHJ -1000 0 60 10 1d121+3599 1d1+99 1d43+19 hit -30 -30 -30 -25 0 0 0 0 stand stand none 600 0 0 medium 0 #8128 nightmare~ a nightmare~ A Nightmare, loyal steed of the denizens of the Lower Planes, rests here. ~ This black, winged equine hell-steed waits patiently for its master to finish its business here before bearing it to its next destination. ~ human~ BG FJT -1000 0 45 7 1d91+2024 1d1+99 1d33+14 hit -20 -20 -20 -15 0 0 0 0 stand stand none 450 0 0 medium 0 #8129 retriever~ a retriever~ A retriever rears on four of its legs and strikes. ~ This demonic steed resembles a huge spider with razor sharp blades for legs and glowing gems for eyes. ~ human~ BFG DFHJ -1000 0 58 9 1d117+3363 1d1+99 1d42+18 hit -28 -28 -28 -23 0 0 0 0 stand stand none 580 0 0 medium 0 #8130 cambion scout~ a cambion scout~ A Cambion Scout eyes you cautiously. ~ This half-man, half-demon creature is a scout for Orcus, Prince of the Undead. He is here on a covert mission, and thus will avoid trouble if at all possible. He is attempting to ascertain the degree of power of the master, and inform his master if the strange man poses a significant threat to his domination of all things Undead. ~ human~ CDGH DEFHJQ -1000 0 50 8 1d101+2499 1d1+99 1d37+15 hit -23 -23 -23 -18 0 0 0 0 stand stand male 500 0 0 medium 0 #8131 orcus~ Orcus~ Orcus, Prince of the Undead, glowers menacingly at you. ~ Whoa. You are standing before Orcus. He resembles a bloated man twenty feet tall with a bull's nose and eyes, and goat's horns and hooves. He grips a rod with a goat's head in one hoof, and glares suspiciously at you. He is not really meant to be here, and thus will avoid attracting attention of the powers of the Prime Material Plane by avoiding combat. ~ human~ BDGH BCDEFHJN -1000 0 65 10 1d131+4224 1d1+99 1d47+20 hit -33 -33 -33 -28 0 0 0 0 stand stand none 650 0 0 medium 0 #8132 water weird~ a water weird~ A Water Weird lunges at you! ~ This watery snake resides in the well, which it will fight to defend. ~ human~ BFG HN 0 0 50 8 1d101+2499 1d1+99 1d37+15 hit -23 -23 -23 -18 0 0 0 0 stand stand none 500 0 0 medium 0 #8133 giant spider~ a giant spider~ A GIANT Spider drops down on you! ~ When I say GIANT, I am talking ten feet high... ~ human~ BCFGH DFQ -1000 0 48 8 1d97+2303 1d1+99 1d35+15 hit -22 -22 -22 -17 0 0 0 0 stand stand none 480 0 0 medium 0 #8134 baron vampire~ a baron vampire~ The Baron vampire rises from the sarcophagus, bares its fangs and attacks! ~ The Evil Baron and his two brothers were vampires imprisoned here by Xanan centuries ago, who had not the power to slay them utterly, and now thanks to your disturbance they have risen again! ~ human~ BFGM DFHJN -1000 0 60 10 1d121+3599 1d1+99 1d43+19 hit -30 -30 -30 -25 0 0 0 0 stand stand none 600 0 0 medium 0 #0 #OBJECTS #8100 rod orcus~ the Rod of Orcus~ The Rod of Orcus glows evilly here. ~ nothingness~ staff BEGH AO -39 100 100 'invis' 0 -39 500 -3900 P A 1 2 A 2 2 A 3 2 A 4 2 A 5 2 A 12 250 A 17 -50 A 18 25 A 19 25 A 23 -10 A 24 -10 #8101 hand vecna~ the Hand of Vecna~ The Hand of Vecna lies here. ~ nothingness~ armor EHJMQ AH 0 0 0 0 1 -39 5 -3900 P A 2 3 A 3 3 A 12 100 A 18 3 A 19 3 A 24 -3 A 25 -5 #8102 eye vecna~ the Eye of Vecna~ The Eye of Vecna glows evilly here. ~ nothingness~ armor AEJM AE 0 0 0 0 1 -39 1 -3900 P A 3 3 A 4 3 A 12 50 A 25 -5 #8103 sword kas~ the Sword of Kas~ The Sword of Kas beckons to you! ~ nothingness~ weapon BEGJM AN dagger -3 -36 pierce 0 -39 20 -3900 P A 17 20 A 18 25 A 19 25 #8104 circlet~ a circlet~ A Circlet lies here, gathering dust. ~ nothingness~ armor GM AE 0 0 0 0 1 -39 25 -3900 P A 3 -3 A 4 -3 #8105 hoard~ a treasure hoard~ A treasure hoard is scattered here. ~ nothingness~ treasure 0 AO 0 0 0 0 0 -39 150 -3900 P #8106 chest~ a chest~ A chest sits here. ~ nothingness~ container 0 A 150 D 8120 150 100 -39 100 -3900 P #8107 robes flesh~ robes of Flesh~ Robes made of human flesh are piled here. ~ nothingness~ armor EJ AK 0 0 0 0 1 -39 25 -3900 P A 12 150 A 13 25 A 24 -3 A 25 -2 #8108 rod bone~ a Rod of Bone~ A Rod fashioned from a human femur lies here. ~ nothingness~ weapon EJ AN mace -3 -36 crush 0 -39 25 -3900 P A 12 15 A 17 -10 A 18 4 A 19 4 #8109 bones~ a pile of bones~ A pile of bones lies here. ~ nothingness~ trash 0 A 0 0 0 0 0 -39 50 -3900 P #8110 gem~ a Power Gem~ A Mana Power Gem pulses strongly here. ~ nothingness~ staff AG AO -39 20 20 'sanctuary' 0 -39 10 -3900 P A 12 50 #8111 cloak~ a black cloak~ A black cloak is piled here. ~ nothingness~ armor 0 AK 0 0 0 0 1 -39 10 -3900 P #8112 sword~ (Diabolical) a Dark Sword~ A Dark Sword hums evilly here. ~ nothingness~ weapon BCEJ AN staff -3 -36 hit 0 -39 35 -3900 P A 1 1 A 5 1 A 17 -20 A 18 2 A 19 4 #8113 armor~ a Suit of Dark Armor~ A Suit of Dark Armor lies here. ~ nothingness~ armor CEJ AD 0 0 0 0 1 -39 25 -3900 P A 17 -10 A 18 6 A 19 6 #8114 helm~ a Dark Helm~ A Dark Helm seeks to possess you! ~ nothingness~ armor CHM AE 0 0 0 0 1 -39 75 -3900 P A 3 -3 A 4 -3 A 25 -3 #8115 jar~ a jar~ A glass jar sits here. ~ nothingness~ container 0 AO 25 A 0 25 100 -39 10 -3900 P #8116 poison~ some poison~ Some poison lies here. ~ nothingness~ food 0 A 1 1 0 1 0 -39 1 -3900 P #8117 unholy symbol~ an Unholy Symbol~ The Unholy Symbol of some priest devoted to evil lies here. ~ nothingness~ light EJ A 0 0 -1 0 0 -39 5 -3900 P A 2 3 A 25 -2 #8118 holy symbol~ a holy Symbol~ The Holy Symbol of some priest devoted to good lies here. ~ nothingness~ light AK A 0 0 -1 0 0 -39 5 -3900 P A 5 3 A 25 -2 #8119 corpse~ a corpse~ The corpse of some unfortunate adventurer is lying here. ~ nothingness~ trash 0 A 0 0 0 0 0 -39 75 -3900 P #8120 key~ a key~ A black key is here. ~ nothingness~ key B AO 0 0 0 0 0 -39 5 -3900 P #8121 jar blood~ a jar of human blood~ A jar of human blood sits here. ~ nothingness~ potion BEJ AO -39 'poison' 'weaken' 'curse' 0 -39 5 -3900 P #8122 portal~ a shimmering portal~ A shimmering portal rests here.~ nothingness~ 'lemonade' A 0 0 0 0 0 0 -39 1 -3900 P #0 #ROOMS #8100 A Dusty Trail~ You are heading along a dusty trail that runs toward the town ahead. There is a horrid stench detectable even here. You see a sign up ahead. ~ 0 C 2 D0 ~ ~ 0 -1 8101 D2 ~ ~ 0 -1 9584 E sign~ W E L C O M E T O G H O S T T O W N Population : 0 --- This area brought to you by Yaegar on behalf of AnonyMud --- ~ S #8101 The Town~ You have reached the Ghost Town, a place rumored to be inhabited by the most ghastly of undead, as well as their fell minions. Should you proceed, you may find yourself unable to return home by conventional means, and instead have to travel through until you find another means of escape. Your choice. ~ 0 C 1 D0 ~ ~ 0 -1 8102 D2 ~ ~ 0 -1 8100 S #8102 The Main Street~ Stepping onto this street, you immediately feel a wave of fear and dread wash over you. Shaking, you collect yourself and prepare to advance into this literally god-forsaken area. Houses line the street to the left and right. Up ahead lies a small town square. ~ 0 N 1 D0 ~ ~ 0 -1 8106 D1 ~ ~ 1 0 8104 D3 ~ ~ 1 0 8103 S #8103 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D1 ~ ~ 1 0 8102 S #8104 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D3 ~ ~ 1 0 8102 S #8105 The Town Square~ You have come to the Town Square. You can proceed in several directions from here across the square, which is now nothing more than a flat square of scorched earth and decimated vegetation, or down one of the side streets. There is a well in the middle of the square. ~ 0 N 1 D0 ~ ~ 0 -1 8108 D1 ~ ~ 0 -1 8106 S #8106 The Town Square~ You have come to the Town Square. You can proceed in several directions from here across the square, which is now nothing more than a flat square of scorched earth and decimated vegetation, or down one of the side streets. There is a well in the middle of the square. ~ 0 N 1 D0 ~ ~ 0 -1 8109 D1 ~ ~ 0 -1 8107 D2 ~ ~ 0 -1 8102 D3 ~ ~ 0 -1 8105 S #8107 The Town Square~ You have come to the Town Square. You can proceed in several directions from here across the square, which is now nothing more than a flat square of scorched earth and decimated vegetation, or down one of the side streets. There is a well in the middle of the square. ~ 0 N 1 D0 ~ ~ 0 -1 8110 D3 ~ ~ 0 -1 8106 S #8108 The Town Square~ You have come to the Town Square. You can proceed in several directions from here across the square, which is now nothing more than a flat square of scorched earth and decimated vegetation, or down one of the side streets. There is a well in the middle of the square. ~ 0 N 1 D0 ~ ~ 0 -1 8111 D1 ~ ~ 0 -1 8109 D2 ~ ~ 0 -1 8105 D3 ~ ~ 0 -1 8114 S #8109 The Well in the Town Square~ You are standing in the middle of the town square, at the well. Paths stretch past houses and shops in every direction. There must still be some water in the well, as a small amount of grass has managed to grow around it. ~ 0 N 1 D0 ~ ~ 0 -1 8112 D1 ~ ~ 0 -1 8110 D2 ~ ~ 0 -1 8106 D3 ~ ~ 0 -1 8108 S #8110 The Town Square~ You have come to the Town Square. You can proceed in several directions from here across the square, which is now nothing more than a flat square of scorched earth and decimated vegetation, or down one of the side streets. There is a well in the middle of the square. ~ 0 N 1 D0 ~ ~ 0 -1 8113 D1 ~ ~ 0 -1 8124 D2 ~ ~ 0 -1 8107 D3 ~ ~ 0 -1 8109 S #8111 The Town Square~ You have come to the Town Square. You can proceed in several directions from here across the square, which is now nothing more than a flat square of scorched earth and decimated vegetation, or down one of the side streets. There is a well in the middle of the square. ~ 0 N 1 D1 ~ ~ 0 -1 8112 D2 ~ ~ 0 -1 8108 S #8112 The Town Square~ You have come to the Town Square. You can proceed in several directions from here across the square, which is now nothing more than a flat square of scorched earth and decimated vegetation, or down one of the side streets. There is a well in the middle of the square. ~ 0 N 1 D0 ~ ~ 0 -1 8134 D1 ~ ~ 0 -1 8113 D2 ~ ~ 0 -1 8109 D3 ~ ~ 0 -1 8111 S #8113 The Town Square~ You have come to the Town Square. You can proceed in several directions from here across the square, which is now nothing more than a flat square of scorched earth and decimated vegetation, or down one of the side streets. There is a well in the middle of the square. ~ 0 N 1 D2 ~ ~ 0 -1 8110 D3 ~ ~ 0 -1 8112 S #8114 A Side Street~ You are advancing along a side street that runs west away from the Town Square. Houses lie to the north and south. ~ 0 N 1 D0 ~ ~ 1 0 8115 D1 ~ ~ 0 -1 8108 D2 ~ ~ 1 0 8116 D3 ~ ~ 0 -1 8117 S #8115 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D2 ~ ~ 1 0 8114 S #8116 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D0 ~ ~ 1 0 8114 S #8117 A Side Street~ You are advancing along a side street that runs west away from the Town Square. Houses lie to the north and south. ~ 0 N 1 D0 ~ ~ 1 0 8118 D1 ~ ~ 0 -1 8114 D2 ~ ~ 1 0 8119 D3 ~ ~ 0 -1 8120 S #8118 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D2 ~ ~ 1 0 8117 S #8119 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D0 ~ ~ 1 0 8117 S #8120 A Side Street~ You have reached the end of a side street that runs west away from the Town Square. Houses lie to the north, west and south. ~ 0 N 1 D0 ~ ~ 1 0 8121 D1 ~ ~ 0 -1 8117 D2 ~ ~ 1 0 8122 D3 ~ ~ 1 0 8123 S #8121 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D2 ~ ~ 1 0 8120 S #8122 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D0 ~ ~ 1 0 8120 S #8123 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D1 ~ ~ 1 0 8120 S #8124 A Side Street~ You are advancing along a side street that runs east away from the Town Square. Houses lie to the north and south. ~ 0 N 1 D0 ~ ~ 1 0 8125 D1 ~ ~ 0 -1 8127 D2 ~ ~ 1 0 8126 D3 ~ ~ 0 -1 8110 S #8125 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D2 ~ ~ 1 0 8124 S #8126 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D0 ~ ~ 1 0 8124 S #8127 A Side Street~ You are advancing along a side street that runs east away from the Town Square. Houses lie to the north and south. ~ 0 N 1 D0 ~ ~ 1 0 8128 D1 ~ ~ 0 -1 8130 D2 ~ ~ 1 0 8129 D3 ~ ~ 0 -1 8124 S #8128 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D2 ~ ~ 1 0 8127 S #8129 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D0 ~ ~ 1 0 8127 S #8130 A Side Street~ You have reached the end of a side street that runs east away from the Town Square. Houses lie to the north, east and south. ~ 0 N 1 D0 ~ ~ 1 0 8131 D1 ~ ~ 1 0 8133 D2 ~ ~ 1 0 8132 D3 ~ ~ 0 -1 8127 S #8131 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D2 ~ ~ 1 0 8130 S #8132 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D0 ~ ~ 1 0 8130 S #8133 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D3 ~ ~ 1 0 8130 S #8134 Main Street~ You are heading along Main Street, which heads south to the Town Square and North toward an intersection. Houses line the street. ~ 0 N 1 D0 ~ ~ 0 -1 8137 D1 ~ ~ 1 0 8136 D2 ~ ~ 0 -1 8112 D3 ~ ~ 1 0 8135 S #8135 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D1 ~ ~ 1 0 8134 S #8136 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D3 ~ ~ 1 0 8134 S #8137 An Intersection~ You are standing at an intersection devoid of houses. A park looms to the northwest of here, while the former residences of the Mayor lie directly west. You aren't sure where the northern path goes, as that area is enshrouded in dark fog... ~ 0 N 1 D0 ~ ~ 0 -1 8155 D2 ~ ~ 0 -1 8134 D3 ~ ~ 0 -1 8138 S #8138 The Road to the Mayor's House~ This road was at one time spacious and beautiful, but is now cluttered with debris and overgrown with tough, gray weeds that have sprouted through the carefully-laid cobblestones. There are junctions to the east and west of here. ~ 0 N 1 D1 ~ ~ 0 -1 8137 D3 ~ ~ 0 -1 8139 S #8139 A Junction~ At this point, a dirt track runs north toward a dismal-looking garden that once flourished with the most beautiful flora on the continent, but is now home to the same sickly-gray weeds that sprout through the footpath, as well as some very tall, sinister-looking trees. ~ 0 N 1 D0 ~ ~ 0 -1 8171 D1 ~ ~ 0 -1 8138 D3 ~ ~ 0 -1 8140 S #8140 Outside the Mayor's House~ The path ends at a decrepit manse that once served as home for the Mayor of this town. Since the incursion of the undead, it has fallen into disrepair, though not to the state that the other dwellings have, leading you to suspect that perhaps someone (or thing) important now resides here... ~ 0 N 1 D1 ~ ~ 0 -1 8139 D3 ~ ~ 1 0 8141 S #8141 The Hallway~ You are advancing along a dimly-lit hall lined with garish paintings depicting rather macabre-looking members of some decadent family. To the west lies a crooked stairway that leads up to the next level. Doors lie to the north and south of here. ~ 0 ADN 0 D0 ~ ~ 1 0 8143 D1 ~ ~ 1 0 8140 D2 ~ ~ 1 0 8142 D3 ~ ~ 0 -1 8144 S #8142 A Room in the Mayor's Manse~ This room reeks of decay, perhaps mainly due to the decaying corpses lying about. Blood has been smeared all over the walls, and a sickly-looking vine has crawled in through the broken panes of the windows. You gag and try not to vomit. ~ 0 ADN 0 D0 ~ ~ 1 0 8141 S #8143 A Room in the Mayor's Manse~ This room reeks of decay, perhaps mainly due to the decaying corpses lying about. Blood has been smeared all over the walls, and a sickly-looking vine has crawled in through the broken panes of the windows. You gag and try not to vomit. ~ 0 ADN 0 D2 ~ ~ 1 0 8141 S #8144 The Hallway~ You are advancing along a dimly-lit hall lined with garish paintings depicting rather macabre-looking members of some decadent family. To the west lies a crooked stairway that leads up to the next level. Doors lie to the north and south of here. ~ 0 ADN 0 D0 ~ ~ 1 0 8146 D1 ~ ~ 0 0 8141 D2 ~ ~ 1 0 8145 D3 ~ ~ 0 -1 8147 S #8145 A Room in the Mayor's Manse~ This room reeks of decay, perhaps mainly due to the decaying corpses lying about. Blood has been smeared all over the walls, and a sickly-looking vine has crawled in through the broken panes of the windows. You gag and try not to vomit. ~ 0 ADN 0 D0 ~ ~ 1 0 8144 S #8146 A Room in the Mayor's Manse~ This room reeks of decay, perhaps mainly due to the decaying corpses lying about. Blood has been smeared all over the walls, and a sickly-looking vine has crawled in through the broken panes of the windows. You gag and try not to vomit. ~ 0 ADN 0 D2 ~ ~ 1 0 8144 S #8147 The Stairway~ This crooked staircase looks very unstable, and this, coupled with the dreadful stench emanating from upstairs, makes you reluctant to proceed... ~ 0 ADN 0 D1 ~ ~ 0 -1 8144 D4 ~ ~ 0 -1 8148 S #8148 The Stairway~ At the top of the stairs you pause to catch your breath, and are immediately sorry as horrid-smelling air fills your lungs. Coughing, you fight to breathe, and steel yourself to continue. ~ 0 ADN 0 D1 ~ ~ 0 -1 8149 D5 ~ ~ 0 -1 8147 S #8149 The Hallway~ You are advancing along a dimly-lit hall lined with garish paintings depicting rather macabre-looking members of some decadent family. Doors lie to the north and south of here. The hall ends at an impressive portal to the east. ~ 0 ADN 0 D0 ~ ~ 1 0 8150 D1 ~ ~ 1 0 8152 D2 ~ ~ 1 0 8151 D3 ~ ~ 0 -1 8148 S #8150 A Room in the Mayor's Manse~ This room reeks of decay, perhaps mainly due to the decaying corpses lying about. Blood has been smeared all over the walls, and a sickly-looking vine has crawled in through the broken panes of the windows. You gag and try not to vomit. ~ 0 ADN 0 D2 ~ ~ 1 0 8149 S #8151 A Room in the Mayor's Manse~ This room reeks of decay, perhaps mainly due to the decaying corpses lying about. Blood has been smeared all over the walls, and a sickly-looking vine has crawled in through the broken panes of the windows. You gag and try not to vomit. ~ 0 ADN 0 D0 ~ ~ 1 0 8149 S #8152 The Mayor's Study~ As you enter this room, you are amazed to notice a complete absence of the stench you detected earlier. In addition, you are further amazed to notice the surprisingly good condition of this study, a comfortable den lined with shelves full of ancient texts. A large oak desk dominates the room, and behind this sits a plush leather chair. Wonder whose domain this is...? ~ 0 DN 0 D0 ~ ~ 1 0 8153 D2 ~ ~ 1 0 8154 D3 ~ ~ 1 0 8149 S #8153 A Bedroom~ In this room lies an ornately-carved four poster bed with satin sheets. Opposite it lies a comfortable divan, upon which the maidens of the master of this domain usually recline. A painting on one wall catches your eye. ~ 0 ADN 0 D2 ~ ~ 1 0 8152 E painting~ It is a painting of one Count Philippe Gaspar duGascoigne, a handsome but evil-looking gentleman of middle years. ~ S #8154 A Bedroom~ This bedroom is as ruinous as its northern counterpart was lavish, as decayed and despoiled as it was well-presented and comfortable. The furniture, while obviously once fine, is now ruined beyond repair. Blood stains coat the walls, and a corpse hangs by a rope from the chandelier in the center of the room. Whoever lives here must have a disagreeable personality to say the very least... ~ 0 ADN 0 D0 ~ ~ 1 0 8152 S #8155 A Murky Mist~ You are plowing through a thick mist that has suddenly enshrouded the trail. You can still make it out beneath your feet, but only barely. Howls, screams and shouts of anger and terror ring out on all sides, and you feel fear clutching at your heart. ~ 0 AN 1 D1 ~ ~ 0 -1 8156 D2 ~ ~ 0 -1 8137 S #8156 A Murky Mist~ You are plowing through a thick mist that has suddenly enshrouded the trail. You can still make it out beneath your feet, but only barely. Howls, screams and shouts of anger and terror ring out on all sides, and you feel fear clutching at your heart. ~ 0 AN 1 D0 ~ ~ 0 -1 8159 D2 ~ ~ 0 -1 8157 D3 ~ ~ 0 -1 8155 S #8157 A Small House~ The mist clears suddenly, and you find yourself standing outside a rather creepy little stone dwelling, with no windows, but a stout oak door directly to the east. ~ 0 N 1 D0 ~ ~ 0 -1 8156 D1 ~ ~ 1 0 8158 S #8158 Temporary Residence of a Demon~ OH NO! You have inadvertently stumbled upon the temporary Prime Material Plane lair of ORCUS! If he isn't here, leave quickly. If he is... There is a shimmering portal to his home dimension to the east. ~ 0 DN 0 D3 ~ ~ 1 0 8157 S #8159 A Murky Mist~ You are plowing through a thick mist that has suddenly enshrouded the trail. You can still make it out beneath your feet, but only barely. Howls, screams and shouts of anger and terror ring out on all sides, and you feel fear clutching at your heart. ~ 0 AN 1 D0 ~ ~ 0 -1 8163 D1 ~ ~ 0 -1 8160 D2 ~ ~ 0 -1 8156 S #8160 A Clearing~ You have reached an area devoid of mist, the front yard of a ruined cottage whose door lies to the east. Peering through the windows, you imagine you can see shapes moving about. ~ 0 N 1 D1 ~ ~ 1 0 8161 D3 ~ ~ 0 -1 8159 S #8161 The Interior of the Cottage~ This cottage is, as all the other residences of this place, a ruined mess. Broken furniture and decaying corpses litter the floor. To the east, you can see a staircase leading down. ~ 0 AN 0 D1 ~ ~ 0 -1 8162 D3 ~ ~ 1 0 8160 S #8162 A Staircase~ This staircase is an ancient stone structure that looks far older than the other structures in the village. You peer down in an attempt to ascertain what may below, but can see only darkness. ~ 0 ACN 0 D3 ~ ~ 0 -1 8161 D5 ~ ~ 0 -1 -1 S #8163 A Murky Mist~ You are plowing through a thick mist that has suddenly enshrouded the trail. You can still make it out beneath your feet, but only barely. Howls, screams and shouts of anger and terror ring out on all sides, and you feel fear clutching at your heart. ~ 0 AN 1 D0 ~ ~ 0 -1 8164 D2 ~ ~ 0 -1 8159 S #8164 A Murky Mist~ You are plowing through a thick mist that has suddenly enshrouded the trail. You can still make it out beneath your feet, but only barely. Howls, screams and shouts of anger and terror ring out on all sides, and you feel fear clutching at your heart. You think you can make out a small stone building to the east. ~ 0 AN 1 D0 ~ ~ 0 -1 8195 D1 ~ ~ 0 -1 8165 D2 ~ ~ 0 -1 8163 S #8165 Outside The Crypt~ The small stone building is actually a crypt, which is in good condition, not surprising considering the nature of the current inhabitants of this ghoulish town. A large iron door looms to the east, and you notice runes inscribed into its surface in silver. ~ 0 CN 1 D1 ~ ~ 1 0 8166 D3 ~ ~ 0 -1 8164 E runes door~ The runes on the door read- "Here is the final resting place of the Evil Baron Shereck, former tyrant of the Barony of Palem, and his two foul brothers. Imprisoned here by the powerful magic of Xanad, the ArchMage of Anon, their rest may not be disturbed by their undead allies. Pray, whoever reads this, do not breach this portal, for you will once again unleash their undead madness upon the world." ~ S #8166 Inside The Crypt~ The interior of the crypt is dark, damp and cramped. It looks as though no-one has been here in centuries. A layer of dust ankle-deep makes progress difficult, as do the hanging cobwebs, with strands as thick as your wrist. You hope you don't run into the spinner of these webs. ~ 0 AHN 0 D3 ~ ~ 1 0 8165 D5 ~ ~ 0 -1 8167 S #8167 The Crypt Proper~ Three doors and a staircase allow escape from this area, and that is a prominent urge you have right now as you glance about the hellish murals on the walls, and the rotting corpses hanging in metal frames from the arched ceiling. ~ 0 AHN 0 D0 ~ ~ 1 0 8168 D1 ~ ~ 1 0 8170 D2 ~ ~ 1 0 8169 D4 ~ ~ 0 -1 8166 S #8168 A Room In the Crypt~ These three resting places that lead off the Crypt's main chamber are all identical- a raised stone sarcophagus with a bas-relief of the image of its occupant in life embossed on the lid. Other than that, the place is bare. Or is it...? ~ 0 AHN 0 D2 ~ ~ 1 0 8167 S #8169 A Room In the Crypt~ These three resting places that lead off the Crypt's main chamber are all identical- a raised stone sarcophagus with a bas-relief of the image of its occupant in life embossed on the lid. Other than that, the place is bare. Or is it...? ~ 0 AHN 0 D0 ~ ~ 1 0 8167 S #8170 A Room In the Crypt~ These three resting places that lead off the Crypt's main chamber are all identical- a raised stone sarcophagus with a bas-relief of the image of its occupant in life embossed on the lid. Other than that, the place is bare. Or is it...? ~ 0 AHN 0 D3 ~ ~ 1 0 8167 S #8171 The Path To The Garden~ This path runs past some very ugly, dead plants that look like they've had the life drained from them by some disturbingly healthy looking plants with thorns that look like teeth... ~ 0 N 3 D0 ~ ~ 0 -1 8172 D2 ~ ~ 0 -1 8139 S #8172 The Path To The Garden~ This path runs past some very ugly, dead plants that look like they've had the life drained from them by some disturbingly healthy looking plants with thorns that look like teeth. You suddenly curse as you nearly fall into a small hole in the center of the path which was partially covered by a nest of branches. ~ 0 CN 3 D0 ~ ~ 0 -1 8173 D2 ~ ~ 0 -1 8171 D5 ~ ~ 0 -1 8174 S #8173 The Path To The Garden~ This path runs past some very ugly, dead plants that look like they've had the life drained from them by some disturbingly healthy looking plants with thorns that look like teeth. The garden gates are directly ahead... Peering through, you become reluctant to enter. It looks like a virtual maze... ~ 0 CN 3 D0 ~ ~ 1 0 8177 D2 ~ ~ 0 -1 8172 S #8174 A Bolthole~ Here the cowardly necromancer Xantharus lurks, terrified of the evil he brought to his village. He would do anything to escape, but is currently too petrified to leave his hole. ~ 0 AN 0 D4 ~ ~ 0 -1 8172 S #8175 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8180 D1 ~ ~ 0 -1 8176 S #8176 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8181 D1 ~ ~ 0 -1 8177 D3 ~ ~ 0 -1 8175 S #8177 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8182 D1 ~ ~ 0 -1 8178 D3 ~ ~ 0 -1 8176 S #8178 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8183 D1 ~ ~ 0 -1 8179 D3 ~ ~ 0 -1 8177 S #8179 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8184 D3 ~ ~ 0 -1 8178 S #8180 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8185 D1 ~ ~ 0 -1 8181 D2 ~ ~ 0 -1 8175 S #8181 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8186 D1 ~ ~ 0 -1 8182 D2 ~ ~ 0 -1 8176 D3 ~ ~ 0 -1 8180 S #8182 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8187 D1 ~ ~ 0 -1 8183 D2 ~ ~ 0 -1 8177 D3 ~ ~ 0 -1 8181 S #8183 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8188 D1 ~ ~ 0 -1 8184 D2 ~ ~ 0 -1 8178 D3 ~ ~ 0 -1 8182 S #8184 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8189 D2 ~ ~ 0 -1 8179 D3 ~ ~ 0 -1 8183 S #8185 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8190 D1 ~ ~ 0 -1 8186 D2 ~ ~ 0 -1 8180 S #8186 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8191 D1 ~ ~ 0 -1 8187 D2 ~ ~ 0 -1 8181 D3 ~ ~ 0 -1 8185 S #8187 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8192 D1 ~ ~ 0 -1 8188 D2 ~ ~ 0 -1 8182 D3 ~ ~ 0 -1 8186 S #8188 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8193 D1 ~ ~ 0 -1 8189 D2 ~ ~ 0 -1 8183 D3 ~ ~ 0 -1 8187 S #8189 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8194 D2 ~ ~ 0 -1 8184 D3 ~ ~ 0 -1 8188 S #8190 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D1 ~ ~ 0 -1 8191 D2 ~ ~ 0 -1 8185 S #8191 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D1 ~ ~ 0 -1 8192 D2 ~ ~ 0 -1 8186 D3 ~ ~ 0 -1 8190 S #8192 The Garden~ You suddenly enter a brightly-lit glade full of towering oaks and fresh, green grass. Here the powers of good have managed to create a foothold in this realm of darkness, to aid those stranded or trapped here. You may rest in peace (if you'll pardon the inappropriate euphemism) for as long as you wish here. ~ 0 CKN 3 D1 ~ ~ 0 -1 8193 D2 ~ ~ 0 -1 8187 D3 ~ ~ 0 -1 8191 S #8193 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D1 ~ ~ 0 -1 8194 D2 ~ ~ 0 -1 8188 D3 ~ ~ 0 -1 8192 S #8194 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D2 ~ ~ 0 -1 8189 D3 ~ ~ 0 -1 8193 S #8195 A Murky Mist~ You are plowing through a thick mist that has suddenly enshrouded the trail. You can still make it out beneath your feet, but only barely. Howls, screams and shouts of anger and terror ring out on all sides, and you feel fear clutching at your heart. You think you can make out a small stone building to the east. A gaping hole looms out of the fog in the ground to the right. ~ 0 AN 1 D0 ~ ~ 0 -1 8197 D2 ~ ~ 0 -1 8164 D5 ~ ~ 0 -1 8196 S #8196 The Dragon's Lair~ Dragons of all types, alive or undead, keep certain habits, and one of them is how they decorate their lair. So when you enter and see treasure splashed everywhere, along with a generous helping of blood and fried corpses, you are at least 90% sure you have entered the lair of one... ~ 0 AN 0 D4 ~ ~ 0 -1 8195 S #8197 A Murky Mist~ You are plowing through a thick mist that has suddenly enshrouded the trail. You can still make it out beneath your feet, but only barely. Howls, screams and shouts of anger and terror ring out on all sides, and you feel fear clutching at your heart. You think you can make out a small stone building to the east. ~ 0 AN 1 D0 ~ ~ 0 -1 8198 D2 ~ ~ 0 -1 8195 S #8198 A Murky Mist~ You are plowing through a thick mist that has suddenly enshrouded the trail. You can still make it out beneath your feet, but only barely. Howls, screams and shouts of anger and terror ring out on all sides, and you feel fear clutching at your heart. You think you can make out a small stone building to the east. You aren't sure, but you think you can see a dark tunnel up ahead. ~ 0 AN 1 D0 ~ ~ 0 -1 8199 D2 ~ ~ 0 -1 8197 S #8199 A Dark Tunnel~ Can it be? YES! An escape route! From this tunnel emanates the sweet smell of green grass and fresh air. You can clamber through and escape, though the tunnel is so narrow you doubt you'd be able to return through it. ~ 0 ACN 1 D0 ~ ~ 0 -1 8812 D2 ~ ~ 0 -1 8198 S #0 #RESETS * O 0 8122 0 8158 * D 0 8102 1 1 D 0 8102 3 1 D 0 8103 1 1 D 0 8104 3 1 D 0 8114 0 1 D 0 8114 2 1 D 0 8115 2 1 D 0 8116 0 1 D 0 8117 0 1 D 0 8117 2 1 D 0 8118 2 1 D 0 8119 0 1 D 0 8120 0 1 D 0 8120 2 1 D 0 8120 3 1 D 0 8121 2 1 D 0 8122 0 1 D 0 8123 1 1 D 0 8124 0 1 D 0 8124 2 1 D 0 8125 2 1 D 0 8126 0 1 D 0 8127 0 1 D 0 8127 2 1 D 0 8128 2 1 D 0 8129 0 1 D 0 8130 0 1 D 0 8130 2 1 D 0 8130 1 1 D 0 8131 2 1 D 0 8132 0 1 D 0 8133 3 1 D 0 8134 1 1 D 0 8134 3 1 D 0 8135 1 1 D 0 8136 3 1 D 0 8140 3 1 D 0 8141 0 1 D 0 8141 1 1 D 0 8141 2 1 D 0 8142 0 1 D 0 8143 2 1 D 0 8144 0 1 D 0 8144 2 1 D 0 8145 0 1 D 0 8146 2 1 D 0 8149 0 1 D 0 8149 1 1 D 0 8149 2 1 D 0 8150 2 1 D 0 8151 0 1 D 0 8152 0 1 D 0 8152 2 1 D 0 8152 3 1 D 0 8153 2 1 D 0 8154 0 1 D 0 8157 1 1 D 0 8158 3 1 D 0 8160 1 1 D 0 8161 3 1 D 0 8165 1 1 D 0 8166 3 1 D 0 8167 0 1 D 0 8167 1 1 D 0 8167 2 1 D 0 8168 2 1 D 0 8169 0 1 D 0 8170 3 1 * O 0 8109 0 8103 LOADS BONES O 0 8109 0 8104 O 0 8109 0 8115 LOADS BONES O 0 8109 0 8116 O 0 8109 0 8118 LOADS BONES O 0 8109 0 8119 O 0 8109 0 8121 LOADS BONES O 0 8109 0 8122 O 0 8109 0 8123 LOADS BONES O 0 8109 0 8125 O 0 8109 0 8126 LOADS BONES O 0 8109 0 8128 O 0 8109 0 8129 LOADS BONES O 0 8109 0 8131 O 0 8109 0 8132 LOADS BONES O 0 8109 0 8133 * M 0 8102 1 8104 1 LOADS WIGHT M 0 8102 1 8119 1 LOADS WIGHT M 0 8102 1 8121 1 LOADS WIGHT * M 0 8132 1 8109 1 LOADS WIERD * M 0 8108 1 8131 1 LOADS HAUNT O 0 8119 0 8131 LOADS CORPSE * M 0 8114 3 8115 3 LOADS GIANT SPIDERS M 0 8113 3 8116 3 LOADS GIANT RATS M 0 8114 3 8122 3 LOADS GIANT SPIDERS M 0 8113 3 8118 3 LOADS GIANT RATS M 0 8114 3 8129 3 LOADS GIANT SPIDERS M 0 8113 3 8125 3 LOADS GIANT RATS * M 0 8106 2 8123 2 LOADS LESSER DEMONS M 0 8106 2 8133 2 LOADS LESSER DEMONS * M 0 8101 2 8126 2 LOADS WRAITH M 0 8101 2 8128 2 LOADS WRAITH M 0 8101 2 8132 2 LOADS WRAITH * M 0 8118 8 8106 8 LOADS ANIMATED CORPSES * M 0 8112 8 8112 8 LOADS UNDEAD MONSTERS * M 0 8103 1 8134 1 LOADS GHOST * M 0 8100 1 8135 1 LOADS SPECTRE M 0 8100 1 8136 1 LOADS SPECTRE * M 0 8130 1 8139 1 LOADS CAMBION SCOUT E 0 8103 0 16 WIELDS SWORD OF KAS E 0 8117 0 17 HOLDS SYMBOL * M 0 8128 1 8142 1 LOADS NIGHTMARE * M 0 8129 1 8143 1 LOADS RETRIEVER * M 0 8127 1 8145 1 LOADS DEATH KNIGHT E 0 8112 0 16 WIELDS SWORD E 0 8113 0 5 WEARS ARMOR E 0 8114 0 6 WEARS HELM * M 0 8115 1 8146 1 LOADS LURKER * M 0 8109 1 8150 1 LOADS CRYPT THING E 0 8104 0 6 LOADS CIRCLET * M 0 8110 1 8151 1 LOADS GREATER DEMON * M 0 8119 1 8152 1 LOADS MASTER E 0 8107 0 12 LOADS ROBES E 0 8108 0 16 WIELDS BONE E 0 8110 0 17 HOLDS GEM G 0 8120 0 0 GIVES KEY * M 0 8116 1 8153 1 LOADS SUCCUBUS O 0 8115 0 8153 LOADS JAR P 0 8116 0 8115 1 PUTS POISON IN JAR O 0 8106 0 8153 LOADS CHEST P 0 8105 0 8106 1 PUTS HOARD IN CHEST * M 0 8105 1 8154 1 LOADS LICH E 0 8101 0 9 LOADS HAND E 0 8102 0 6 LOADS EYE * M 0 8131 1 8158 1 LOADS ORCUS E 0 8100 0 17 HOLDS ROD * M 0 8123 2 8165 2 LOADS SLIME M 0 8133 2 8166 2 LOADS SPIDERS M 0 8123 2 8167 2 LOADS SLIME M 0 8104 2 8168 2 LOADS VAMPIRE E 0 8111 0 12 WEARS CLOAK G 0 8121 0 0 GIVES BLOOD M 0 8104 2 8168 2 LOADS VAMPIRE E 0 8111 0 12 WEARS CLOAK G 0 8121 0 0 GIVES BLOOD M 0 8134 1 8170 1 LOADS BARON E 0 8111 0 12 WEARS CLOAK G 0 8121 0 0 GIVES BLOOD * M 0 8117 1 8174 1 LOADS XANTHARUS G 0 8118 0 0 GIVES HOLY SYMBOL * M 0 8120 4 8175 4 LOADS MOUNDS M 0 8121 4 8178 4 LOADS KAMPFLUTS M 0 8122 2 8181 2 LOADS PUDDINGS M 0 8124 2 8184 2 LOADS OOZES M 0 8125 8 8187 8 LOADS TREES M 0 8126 1 8192 1 LOADS SPIRIT M 0 8107 1 8190 1 LOADS REVENANT * M 0 8111 1 8196 1 LOADS DRAGON O 0 8105 0 8196 LOADS HOARD * R 0 8175 4 RANDOM EXITS IN MAZE R 0 8176 4 R 0 8177 4 R 0 8178 4 R 0 8179 4 R 0 8180 4 R 0 8181 4 R 0 8182 4 R 0 8183 4 R 0 8184 4 R 0 8185 4 R 0 8186 4 R 0 8187 4 R 0 8188 4 R 0 8189 4 R 0 8190 4 R 0 8191 4 S #SHOPS 0 #SPECIALS S #$ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ #AREA gtown.are~ Ghost Town~ {40 65} Yaegar Ghost Town~ 8100 8199 #HELPS 0 'GHOST TOWN'~ This is purely a simple hack-n-slash area with the interesting added feature that you can't recall... You have to fight your way through the many powerful high level undead that populate this place. To a good mudder its heaven. To someone who flees when fighting the children in Mud School, its probably gonna be considered impossible. Either way, have fun. - Yaegar Dec 1995 ~ 0 $~ #MOBILES #8100 spectre~ a spectre~ A Spectre screams at you and attacks! ~ The spirit of some former minion of this place, this foul Undead creature will do its best you meet the same fate as all previous intruders in this fell domain- DEATH. ~ human~ FG DFHT -1000 0 48 8 1d97+2303 1d1+99 1d35+15 hit -22 -22 -22 -17 0 0 0 0 stand stand none 480 0 0 medium 0 #8101 wraith~ a wraith~ A Wraith strides silently toward you, death in its glowing red eyes. ~ The spirit of some former minion of this place, this foul Undead creature will do its best you meet the same fate as all previous intruders in this fell domain- DEATH. ~ human~ FG DFHJT -1000 0 47 7 1d95+2208 1d1+99 1d35+14 hit -21 -21 -21 -16 0 0 0 0 stand stand none 470 0 0 medium 0 #8102 wight~ a wight~ A ghastly wight, still clad in the armor it wore in life, strikes at you. ~ The spirit of some former minion of this place, this foul Undead creature will do its best you meet the same fate as all previous intruders in this fell domain- DEATH. ~ human~ FG DFHJ -1000 0 45 7 1d91+2024 1d1+99 1d33+14 hit -20 -20 -20 -15 0 0 0 0 stand stand none 450 0 0 medium 0 #8103 ghost~ a ghost~ The ghost of some long-dead adventurer howls maniacally at you. ~ The spirit of some former minion of this place, this foul Undead creature will do its best you meet the same fate as all previous intruders in this fell domain- DEATH. ~ human~ FG DFHTU -1000 0 48 8 1d97+2303 1d1+99 1d35+15 hit -22 -22 -22 -17 0 0 0 0 stand stand none 480 0 0 medium 0 #8104 vampire~ a vampire~ An evil vampire rises from the sarcophagus, bares its fangs and attacks! ~ The Evil Baron and his two brothers were vampires imprisoned here by Xanan centuries ago, who had not the power to slay them utterly, and now thanks to your disturbance they have risen again! ~ human~ BFGM DFHJN -1000 0 54 9 1d109+2915 1d1+99 1d39+17 hit -26 -26 -26 -21 0 0 0 0 stand stand none 540 0 0 medium 0 #8105 lich~ a lich~ An insane Lich cackles hideously and unleashes a volley of spells. ~ This powerful Undead is actually Xantharus' former master, whom he betrayed and slew. But he underestimated his master's power, and now he as returned as a Lich, seeking revenge! ~ human~ BFGM DFHT -1000 0 58 9 1d117+3363 1d1+99 1d42+18 hit -28 -28 -28 -23 0 0 0 0 stand stand none 580 0 0 medium 0 #8106 demon~ a lesser demon~ A Lesser Demon slobbers, drools and cackles insanely! ~ This grotesque is a minion of the lower planes drawn here by the intense concentration of negative material energy. ~ human~ FGH DFHJ -1000 0 52 8 1d105+2703 1d1+99 1d38+16 hit -24 -24 -24 -19 0 0 0 0 stand stand none 520 0 0 medium 0 #8107 spirit revenant~ a revenant~ The spirit of a mortal horribly wronged has returned as a Revenant. ~ This poor soul was once a powerful, good priest of Soleil who was betrayed by agents of the evil Gomez and tortured and slain by them. His spirit has returned here, seeking out the long-dead fellows who slew him. He will ignore all else in his quest, but will not hesitate to attack you if you interfere. ~ human~ DGM DFHJN 0 0 57 9 1d115+3248 1d1+99 1d41+18 hit -28 -28 -28 -23 0 0 0 0 stand stand none 570 0 0 medium 0 #8108 spirit haunt~ a haunt~ The spirit of an adventurer slain here long ago is now bound here as a Haunt. ~ This spirit was once a powerful warrior who, on a wager, entered Ghost Town. He was quickly slain by the inhabitants, but such was his distress at his death, his spirit remained behind to haunt the area where he met his end. ~ human~ BDG DFHTU 0 0 48 8 1d97+2303 1d1+99 1d35+15 hit -22 -22 -22 -17 0 0 0 0 stand stand none 480 0 0 medium 0 #8109 crypt thing~ a crypt thing~ A Crypt Thing cackles evilly and taunts you. ~ This fell creature will not attack you, despite its evil- it will merely taunt you, though it will not hesitate to defend itself. ~ human~ BDGM DFHJN -1000 0 55 9 1d111+3024 1d1+99 1d40+17 hit -26 -26 -26 -21 0 0 0 0 stand stand none 550 0 0 medium 0 #8110 greater demon~ a greater demon~ A Greater demon spews forth fire and gas! ~ This grotesque is a minion of the lower planes drawn here by the intense concentration of negative material energy. ~ human~ BFG DFHJNT -1000 0 58 9 1d117+3363 1d1+99 1d42+18 hit -28 -28 -28 -23 0 0 0 0 stand stand none 580 0 0 medium 0 #8111 undead dragon~ an undead dragon~ An Undead Dragon belches forth poisonous fumes! ~ This foul Dracolich is the undead spirit of a dragon that served Xantharus so well in life that he animated it to continue serving him after its death. ~ human~ BFG DFHJT -1000 0 62 10 1d125+3843 1d1+99 1d45+19 hit -31 -31 -31 -26 0 0 0 0 stand stand none 620 0 0 medium 0 #8112 undead monster~ an undead monster~ An undead monster shambles forth and attacks! ~ The spirit of some former minion of this place, this foul Undead creature will do its best you meet the same fate as all previous intruders in this fell domain- DEATH. ~ human~ FG DF -1000 0 45 7 1d91+2024 1d1+99 1d33+14 hit -20 -20 -20 -15 0 0 0 0 stand stand none 450 0 0 medium 0 #8113 giant rat~ a giant rat~ A GIANT Rat savagely charges you! ~ When I say GIANT, I am talking ten feet high... ~ human~ CFGH DFQ -1000 0 40 6 1d81+1599 1d1+99 1d30+12 hit -16 -16 -16 -11 0 0 0 0 stand stand none 400 0 0 medium 0 #8114 giant spider~ a giant spider~ A GIANT Spider drops down on you! ~ When I say GIANT, I am talking ten feet high... ~ human~ CFGH DFQ -1000 0 45 7 1d91+2024 1d1+99 1d33+14 hit -20 -20 -20 -15 0 0 0 0 stand stand none 450 0 0 medium 0 #8115 lurker above~ a lurker above~ A Lurker Above seeks to enfold and suffocate you! ~ This foul abberration feeds on any and all that enter its lair- even the corporeal undead avoid it... ~ human~ BFGH JT 0 0 50 8 1d101+2499 1d1+99 1d37+15 hit -23 -23 -23 -18 0 0 0 0 stand stand none 500 0 0 medium 0 #8116 succubus~ a succubus~ A beautiful female smiles charmingly at you, revealing sharp fangs... ~ OUCH! Its a Succubus. She will charm you, then waste you. FIGHT! ~ human~ BDG DFHJT -1000 0 50 8 1d101+2499 1d1+99 1d37+15 hit -23 -23 -23 -18 0 0 0 0 stand stand female 500 0 0 medium 0 #8117 necromancer xantharus~ Xantharus~ A timid-looking Necromancer begs to be freed. ~ This pathetic wretch is none other than Xantharus, the evil mage that brought the Undead to this town, destroying it, before losing control of them. He has fled here, in the hopes that they won't find him before he finds a way to escape his terrible mistake. ~ human~ BGHM K -400 0 50 8 1d101+2499 1d1+99 1d37+15 hit -23 -23 -23 -18 0 0 0 0 stand stand male 500 0 0 medium 0 #8118 rotting corpse~ a rotting corpse~ A Rotting Corpse staggers clumsily toward you. ~ This thing and its fellows are what remains of the citizens of this once- fine town, reduced to a horrid state of undeath. Slaying them would be the best thing you could do for them... ~ human~ FG J 0 0 40 6 1d81+1599 1d1+99 1d30+12 hit -16 -16 -16 -11 0 0 0 0 stand stand none 400 0 0 medium 0 #8119 master~ the master~ The Master surveys his domain and laughs evilly. ~ Little is known of this mysterious stranger who came here and took control after the weak Xantharus lost control of his creations. He is a powerful, diabolically evil mage, and will not hesitate to destroy you. ~ human~ BDFGHM CDEFHN -1000 0 60 10 1d121+3599 1d1+99 1d43+19 hit -30 -30 -30 -25 0 0 0 0 stand stand male 600 0 0 medium 0 #8120 shambling mound~ a shambling mound~ A Shambling Mound... well... shambles toward you. ~ RUN! A twelve-foot high pile of garbage is attacking you! ~ human~ FG N 0 0 45 7 1d91+2024 1d1+99 1d33+14 hit -20 -20 -20 -15 0 0 0 0 stand stand none 450 0 0 medium 0 #8121 kampflut~ a kampflut~ A Kampflut attacks! ~ This hideous, animated tree resembles an ancient oak with tentacle-like branches and a huge toothed maw. Despite its nasty demeanour, it is not evil- it is simply hungry. ~ human~ FG N 0 0 50 8 1d101+2499 1d1+99 1d37+15 hit -23 -23 -23 -18 0 0 0 0 stand stand none 500 0 0 medium 0 #8122 black pudding~ a black pudding~ A Black Pudding slowly rolls toward you. ~ This huge black blob will dissolve weapons and armor it gets the chance, then it will devour you! ~ human~ FG N 0 0 52 8 1d105+2703 1d1+99 1d38+16 hit -24 -24 -24 -19 0 0 0 0 stand stand none 520 0 0 medium 0 #8123 green slime~ green slime~ A patch of Green Slime drips on you, burning your skin! ~ Green Slime can dissolve even metal, so imagine what it would do to your skin... ~ human~ BFG 0 0 0 40 6 1d81+1599 1d1+99 1d30+12 hit -16 -16 -16 -11 0 0 0 0 stand stand none 400 0 0 medium 0 #8124 gray ooze~ a gray ooze~ A pile of gray liquid oozes toward you. ~ "Oh," I hear you say. "How threatening". Well, just you wait! ~ human~ FG HJN -1000 0 58 9 1d117+3363 1d1+99 1d42+18 hit -28 -28 -28 -23 0 0 0 0 stand stand none 580 0 0 medium 0 #8125 animated tree~ an animated tree~ An Animated Tree bashes you with its branches. ~ This tree is bad and evil- it is an anti-treant :) ~ human~ FG 0 0 0 45 7 1d91+2024 1d1+99 1d33+14 hit -20 -20 -20 -15 0 0 0 0 stand stand none 450 0 0 medium 0 #8126 tree spirit~ a tree spirit~ A Tree Spirit offers you shelter in this place of evil. ~ This spirit is the only good creature in this place. She can guard you while you rest, and perhaps heal your wounds if you pay her enough... ~ human~ BDGL BCDFHJN 400 0 65 10 1d131+4224 1d1+99 1d47+20 hit -33 -33 -33 -28 0 0 0 0 stand stand female 650 0 0 medium 0 #8127 death knight~ a death knight~ A Death Knight salutes you then attacks! ~ This is the spirit of a Paladin corrupted by the evil of the Master, doomed to an eternity as an undead servant. Clad in ornate, ancient armor and wielding a shiny silver sword, he would look as he did in life save for his rotting face... ~ human~ BDFG DFHJ -1000 0 60 10 1d121+3599 1d1+99 1d43+19 hit -30 -30 -30 -25 0 0 0 0 stand stand none 600 0 0 medium 0 #8128 nightmare~ a nightmare~ A Nightmare, loyal steed of the denizens of the Lower Planes, rests here. ~ This black, winged equine hell-steed waits patiently for its master to finish its business here before bearing it to its next destination. ~ human~ BG FJT -1000 0 45 7 1d91+2024 1d1+99 1d33+14 hit -20 -20 -20 -15 0 0 0 0 stand stand none 450 0 0 medium 0 #8129 retriever~ a retriever~ A retriever rears on four of its legs and strikes. ~ This demonic steed resembles a huge spider with razor sharp blades for legs and glowing gems for eyes. ~ human~ BFG DFHJ -1000 0 58 9 1d117+3363 1d1+99 1d42+18 hit -28 -28 -28 -23 0 0 0 0 stand stand none 580 0 0 medium 0 #8130 cambion scout~ a cambion scout~ A Cambion Scout eyes you cautiously. ~ This half-man, half-demon creature is a scout for Orcus, Prince of the Undead. He is here on a covert mission, and thus will avoid trouble if at all possible. He is attempting to ascertain the degree of power of the master, and inform his master if the strange man poses a significant threat to his domination of all things Undead. ~ human~ CDGH DEFHJQ -1000 0 50 8 1d101+2499 1d1+99 1d37+15 hit -23 -23 -23 -18 0 0 0 0 stand stand male 500 0 0 medium 0 #8131 orcus~ Orcus~ Orcus, Prince of the Undead, glowers menacingly at you. ~ Whoa. You are standing before Orcus. He resembles a bloated man twenty feet tall with a bull's nose and eyes, and goat's horns and hooves. He grips a rod with a goat's head in one hoof, and glares suspiciously at you. He is not really meant to be here, and thus will avoid attracting attention of the powers of the Prime Material Plane by avoiding combat. ~ human~ BDGH BCDEFHJN -1000 0 65 10 1d131+4224 1d1+99 1d47+20 hit -33 -33 -33 -28 0 0 0 0 stand stand none 650 0 0 medium 0 #8132 water weird~ a water weird~ A Water Weird lunges at you! ~ This watery snake resides in the well, which it will fight to defend. ~ human~ BFG HN 0 0 50 8 1d101+2499 1d1+99 1d37+15 hit -23 -23 -23 -18 0 0 0 0 stand stand none 500 0 0 medium 0 #8133 giant spider~ a giant spider~ A GIANT Spider drops down on you! ~ When I say GIANT, I am talking ten feet high... ~ human~ BCFGH DFQ -1000 0 48 8 1d97+2303 1d1+99 1d35+15 hit -22 -22 -22 -17 0 0 0 0 stand stand none 480 0 0 medium 0 #8134 baron vampire~ a baron vampire~ The Baron vampire rises from the sarcophagus, bares its fangs and attacks! ~ The Evil Baron and his two brothers were vampires imprisoned here by Xanan centuries ago, who had not the power to slay them utterly, and now thanks to your disturbance they have risen again! ~ human~ BFGM DFHJN -1000 0 60 10 1d121+3599 1d1+99 1d43+19 hit -30 -30 -30 -25 0 0 0 0 stand stand none 600 0 0 medium 0 #0 #OBJECTS #8100 rod orcus~ the Rod of Orcus~ The Rod of Orcus glows evilly here. ~ nothingness~ staff BEGH AO -39 100 100 'invis' 0 -39 500 -3900 P A 1 2 A 2 2 A 3 2 A 4 2 A 5 2 A 12 250 A 17 -50 A 18 25 A 19 25 A 23 -10 A 24 -10 #8101 hand vecna~ the Hand of Vecna~ The Hand of Vecna lies here. ~ nothingness~ armor EHJMQ AH 0 0 0 0 1 -39 5 -3900 P A 2 3 A 3 3 A 12 100 A 18 3 A 19 3 A 24 -3 A 25 -5 #8102 eye vecna~ the Eye of Vecna~ The Eye of Vecna glows evilly here. ~ nothingness~ armor AEJM AE 0 0 0 0 1 -39 1 -3900 P A 3 3 A 4 3 A 12 50 A 25 -5 #8103 sword kas~ the Sword of Kas~ The Sword of Kas beckons to you! ~ nothingness~ weapon BEGJM AN dagger -3 -36 pierce 0 -39 20 -3900 P A 17 20 A 18 25 A 19 25 #8104 circlet~ a circlet~ A Circlet lies here, gathering dust. ~ nothingness~ armor GM AE 0 0 0 0 1 -39 25 -3900 P A 3 -3 A 4 -3 #8105 hoard~ a treasure hoard~ A treasure hoard is scattered here. ~ nothingness~ treasure 0 AO 0 0 0 0 0 -39 150 -3900 P #8106 chest~ a chest~ A chest sits here. ~ nothingness~ container 0 A 150 D 8120 150 100 -39 100 -3900 P #8107 robes flesh~ robes of Flesh~ Robes made of human flesh are piled here. ~ nothingness~ armor EJ AK 0 0 0 0 1 -39 25 -3900 P A 12 150 A 13 25 A 24 -3 A 25 -2 #8108 rod bone~ a Rod of Bone~ A Rod fashioned from a human femur lies here. ~ nothingness~ weapon EJ AN mace -3 -36 crush 0 -39 25 -3900 P A 12 15 A 17 -10 A 18 4 A 19 4 #8109 bones~ a pile of bones~ A pile of bones lies here. ~ nothingness~ trash 0 A 0 0 0 0 0 -39 50 -3900 P #8110 gem~ a Power Gem~ A Mana Power Gem pulses strongly here. ~ nothingness~ staff AG AO -39 20 20 'sanctuary' 0 -39 10 -3900 P A 12 50 #8111 cloak~ a black cloak~ A black cloak is piled here. ~ nothingness~ armor 0 AK 0 0 0 0 1 -39 10 -3900 P #8112 sword~ (Diabolical) a Dark Sword~ A Dark Sword hums evilly here. ~ nothingness~ weapon BCEJ AN staff -3 -36 hit 0 -39 35 -3900 P A 1 1 A 5 1 A 17 -20 A 18 2 A 19 4 #8113 armor~ a Suit of Dark Armor~ A Suit of Dark Armor lies here. ~ nothingness~ armor CEJ AD 0 0 0 0 1 -39 25 -3900 P A 17 -10 A 18 6 A 19 6 #8114 helm~ a Dark Helm~ A Dark Helm seeks to possess you! ~ nothingness~ armor CHM AE 0 0 0 0 1 -39 75 -3900 P A 3 -3 A 4 -3 A 25 -3 #8115 jar~ a jar~ A glass jar sits here. ~ nothingness~ container 0 AO 25 A 0 25 100 -39 10 -3900 P #8116 poison~ some poison~ Some poison lies here. ~ nothingness~ food 0 A 1 1 0 1 0 -39 1 -3900 P #8117 unholy symbol~ an Unholy Symbol~ The Unholy Symbol of some priest devoted to evil lies here. ~ nothingness~ light EJ A 0 0 -1 0 0 -39 5 -3900 P A 2 3 A 25 -2 #8118 holy symbol~ a holy Symbol~ The Holy Symbol of some priest devoted to good lies here. ~ nothingness~ light AK A 0 0 -1 0 0 -39 5 -3900 P A 5 3 A 25 -2 #8119 corpse~ a corpse~ The corpse of some unfortunate adventurer is lying here. ~ nothingness~ trash 0 A 0 0 0 0 0 -39 75 -3900 P #8120 key~ a key~ A black key is here. ~ nothingness~ key B AO 0 0 0 0 0 -39 5 -3900 P #8121 jar blood~ a jar of human blood~ A jar of human blood sits here. ~ nothingness~ potion BEJ AO -39 'poison' 'weaken' 'curse' 0 -39 5 -3900 P #8122 portal~ a shimmering portal~ A shimmering portal rests here.~ nothingness~ 'lemonade' A 0 0 0 0 0 0 -39 1 -3900 P #0 #ROOMS #8100 A Dusty Trail~ You are heading along a dusty trail that runs toward the town ahead. There is a horrid stench detectable even here. You see a sign up ahead. ~ 0 C 2 D0 ~ ~ 0 -1 8101 D2 ~ ~ 0 -1 9584 E sign~ W E L C O M E T O G H O S T T O W N Population : 0 --- This area brought to you by Yaegar on behalf of AnonyMud --- ~ S #8101 The Town~ You have reached the Ghost Town, a place rumored to be inhabited by the most ghastly of undead, as well as their fell minions. Should you proceed, you may find yourself unable to return home by conventional means, and instead have to travel through until you find another means of escape. Your choice. ~ 0 C 1 D0 ~ ~ 0 -1 8102 D2 ~ ~ 0 -1 8100 S #8102 The Main Street~ Stepping onto this street, you immediately feel a wave of fear and dread wash over you. Shaking, you collect yourself and prepare to advance into this literally god-forsaken area. Houses line the street to the left and right. Up ahead lies a small town square. ~ 0 N 1 D0 ~ ~ 0 -1 8106 D1 ~ ~ 1 0 8104 D3 ~ ~ 1 0 8103 S #8103 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D1 ~ ~ 1 0 8102 S #8104 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D3 ~ ~ 1 0 8102 S #8105 The Town Square~ You have come to the Town Square. You can proceed in several directions from here across the square, which is now nothing more than a flat square of scorched earth and decimated vegetation, or down one of the side streets. There is a well in the middle of the square. ~ 0 N 1 D0 ~ ~ 0 -1 8108 D1 ~ ~ 0 -1 8106 S #8106 The Town Square~ You have come to the Town Square. You can proceed in several directions from here across the square, which is now nothing more than a flat square of scorched earth and decimated vegetation, or down one of the side streets. There is a well in the middle of the square. ~ 0 N 1 D0 ~ ~ 0 -1 8109 D1 ~ ~ 0 -1 8107 D2 ~ ~ 0 -1 8102 D3 ~ ~ 0 -1 8105 S #8107 The Town Square~ You have come to the Town Square. You can proceed in several directions from here across the square, which is now nothing more than a flat square of scorched earth and decimated vegetation, or down one of the side streets. There is a well in the middle of the square. ~ 0 N 1 D0 ~ ~ 0 -1 8110 D3 ~ ~ 0 -1 8106 S #8108 The Town Square~ You have come to the Town Square. You can proceed in several directions from here across the square, which is now nothing more than a flat square of scorched earth and decimated vegetation, or down one of the side streets. There is a well in the middle of the square. ~ 0 N 1 D0 ~ ~ 0 -1 8111 D1 ~ ~ 0 -1 8109 D2 ~ ~ 0 -1 8105 D3 ~ ~ 0 -1 8114 S #8109 The Well in the Town Square~ You are standing in the middle of the town square, at the well. Paths stretch past houses and shops in every direction. There must still be some water in the well, as a small amount of grass has managed to grow around it. ~ 0 N 1 D0 ~ ~ 0 -1 8112 D1 ~ ~ 0 -1 8110 D2 ~ ~ 0 -1 8106 D3 ~ ~ 0 -1 8108 S #8110 The Town Square~ You have come to the Town Square. You can proceed in several directions from here across the square, which is now nothing more than a flat square of scorched earth and decimated vegetation, or down one of the side streets. There is a well in the middle of the square. ~ 0 N 1 D0 ~ ~ 0 -1 8113 D1 ~ ~ 0 -1 8124 D2 ~ ~ 0 -1 8107 D3 ~ ~ 0 -1 8109 S #8111 The Town Square~ You have come to the Town Square. You can proceed in several directions from here across the square, which is now nothing more than a flat square of scorched earth and decimated vegetation, or down one of the side streets. There is a well in the middle of the square. ~ 0 N 1 D1 ~ ~ 0 -1 8112 D2 ~ ~ 0 -1 8108 S #8112 The Town Square~ You have come to the Town Square. You can proceed in several directions from here across the square, which is now nothing more than a flat square of scorched earth and decimated vegetation, or down one of the side streets. There is a well in the middle of the square. ~ 0 N 1 D0 ~ ~ 0 -1 8134 D1 ~ ~ 0 -1 8113 D2 ~ ~ 0 -1 8109 D3 ~ ~ 0 -1 8111 S #8113 The Town Square~ You have come to the Town Square. You can proceed in several directions from here across the square, which is now nothing more than a flat square of scorched earth and decimated vegetation, or down one of the side streets. There is a well in the middle of the square. ~ 0 N 1 D2 ~ ~ 0 -1 8110 D3 ~ ~ 0 -1 8112 S #8114 A Side Street~ You are advancing along a side street that runs west away from the Town Square. Houses lie to the north and south. ~ 0 N 1 D0 ~ ~ 1 0 8115 D1 ~ ~ 0 -1 8108 D2 ~ ~ 1 0 8116 D3 ~ ~ 0 -1 8117 S #8115 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D2 ~ ~ 1 0 8114 S #8116 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D0 ~ ~ 1 0 8114 S #8117 A Side Street~ You are advancing along a side street that runs west away from the Town Square. Houses lie to the north and south. ~ 0 N 1 D0 ~ ~ 1 0 8118 D1 ~ ~ 0 -1 8114 D2 ~ ~ 1 0 8119 D3 ~ ~ 0 -1 8120 S #8118 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D2 ~ ~ 1 0 8117 S #8119 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D0 ~ ~ 1 0 8117 S #8120 A Side Street~ You have reached the end of a side street that runs west away from the Town Square. Houses lie to the north, west and south. ~ 0 N 1 D0 ~ ~ 1 0 8121 D1 ~ ~ 0 -1 8117 D2 ~ ~ 1 0 8122 D3 ~ ~ 1 0 8123 S #8121 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D2 ~ ~ 1 0 8120 S #8122 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D0 ~ ~ 1 0 8120 S #8123 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D1 ~ ~ 1 0 8120 S #8124 A Side Street~ You are advancing along a side street that runs east away from the Town Square. Houses lie to the north and south. ~ 0 N 1 D0 ~ ~ 1 0 8125 D1 ~ ~ 0 -1 8127 D2 ~ ~ 1 0 8126 D3 ~ ~ 0 -1 8110 S #8125 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D2 ~ ~ 1 0 8124 S #8126 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D0 ~ ~ 1 0 8124 S #8127 A Side Street~ You are advancing along a side street that runs east away from the Town Square. Houses lie to the north and south. ~ 0 N 1 D0 ~ ~ 1 0 8128 D1 ~ ~ 0 -1 8130 D2 ~ ~ 1 0 8129 D3 ~ ~ 0 -1 8124 S #8128 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D2 ~ ~ 1 0 8127 S #8129 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D0 ~ ~ 1 0 8127 S #8130 A Side Street~ You have reached the end of a side street that runs east away from the Town Square. Houses lie to the north, east and south. ~ 0 N 1 D0 ~ ~ 1 0 8131 D1 ~ ~ 1 0 8133 D2 ~ ~ 1 0 8132 D3 ~ ~ 0 -1 8127 S #8131 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D2 ~ ~ 1 0 8130 S #8132 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D0 ~ ~ 1 0 8130 S #8133 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D3 ~ ~ 1 0 8130 S #8134 Main Street~ You are heading along Main Street, which heads south to the Town Square and North toward an intersection. Houses line the street. ~ 0 N 1 D0 ~ ~ 0 -1 8137 D1 ~ ~ 1 0 8136 D2 ~ ~ 0 -1 8112 D3 ~ ~ 1 0 8135 S #8135 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D1 ~ ~ 1 0 8134 S #8136 A Ruined House~ The interior of this house reeks of death. The dried blood smeared on the walls and the piles of bones on the floor bespeak of the fate of the former inhabitants of this residence. The current inhabitants may not be so easy to kill... ~ 0 DN 0 D3 ~ ~ 1 0 8134 S #8137 An Intersection~ You are standing at an intersection devoid of houses. A park looms to the northwest of here, while the former residences of the Mayor lie directly west. You aren't sure where the northern path goes, as that area is enshrouded in dark fog... ~ 0 N 1 D0 ~ ~ 0 -1 8155 D2 ~ ~ 0 -1 8134 D3 ~ ~ 0 -1 8138 S #8138 The Road to the Mayor's House~ This road was at one time spacious and beautiful, but is now cluttered with debris and overgrown with tough, gray weeds that have sprouted through the carefully-laid cobblestones. There are junctions to the east and west of here. ~ 0 N 1 D1 ~ ~ 0 -1 8137 D3 ~ ~ 0 -1 8139 S #8139 A Junction~ At this point, a dirt track runs north toward a dismal-looking garden that once flourished with the most beautiful flora on the continent, but is now home to the same sickly-gray weeds that sprout through the footpath, as well as some very tall, sinister-looking trees. ~ 0 N 1 D0 ~ ~ 0 -1 8171 D1 ~ ~ 0 -1 8138 D3 ~ ~ 0 -1 8140 S #8140 Outside the Mayor's House~ The path ends at a decrepit manse that once served as home for the Mayor of this town. Since the incursion of the undead, it has fallen into disrepair, though not to the state that the other dwellings have, leading you to suspect that perhaps someone (or thing) important now resides here... ~ 0 N 1 D1 ~ ~ 0 -1 8139 D3 ~ ~ 1 0 8141 S #8141 The Hallway~ You are advancing along a dimly-lit hall lined with garish paintings depicting rather macabre-looking members of some decadent family. To the west lies a crooked stairway that leads up to the next level. Doors lie to the north and south of here. ~ 0 ADN 0 D0 ~ ~ 1 0 8143 D1 ~ ~ 1 0 8140 D2 ~ ~ 1 0 8142 D3 ~ ~ 0 -1 8144 S #8142 A Room in the Mayor's Manse~ This room reeks of decay, perhaps mainly due to the decaying corpses lying about. Blood has been smeared all over the walls, and a sickly-looking vine has crawled in through the broken panes of the windows. You gag and try not to vomit. ~ 0 ADN 0 D0 ~ ~ 1 0 8141 S #8143 A Room in the Mayor's Manse~ This room reeks of decay, perhaps mainly due to the decaying corpses lying about. Blood has been smeared all over the walls, and a sickly-looking vine has crawled in through the broken panes of the windows. You gag and try not to vomit. ~ 0 ADN 0 D2 ~ ~ 1 0 8141 S #8144 The Hallway~ You are advancing along a dimly-lit hall lined with garish paintings depicting rather macabre-looking members of some decadent family. To the west lies a crooked stairway that leads up to the next level. Doors lie to the north and south of here. ~ 0 ADN 0 D0 ~ ~ 1 0 8146 D1 ~ ~ 0 0 8141 D2 ~ ~ 1 0 8145 D3 ~ ~ 0 -1 8147 S #8145 A Room in the Mayor's Manse~ This room reeks of decay, perhaps mainly due to the decaying corpses lying about. Blood has been smeared all over the walls, and a sickly-looking vine has crawled in through the broken panes of the windows. You gag and try not to vomit. ~ 0 ADN 0 D0 ~ ~ 1 0 8144 S #8146 A Room in the Mayor's Manse~ This room reeks of decay, perhaps mainly due to the decaying corpses lying about. Blood has been smeared all over the walls, and a sickly-looking vine has crawled in through the broken panes of the windows. You gag and try not to vomit. ~ 0 ADN 0 D2 ~ ~ 1 0 8144 S #8147 The Stairway~ This crooked staircase looks very unstable, and this, coupled with the dreadful stench emanating from upstairs, makes you reluctant to proceed... ~ 0 ADN 0 D1 ~ ~ 0 -1 8144 D4 ~ ~ 0 -1 8148 S #8148 The Stairway~ At the top of the stairs you pause to catch your breath, and are immediately sorry as horrid-smelling air fills your lungs. Coughing, you fight to breathe, and steel yourself to continue. ~ 0 ADN 0 D1 ~ ~ 0 -1 8149 D5 ~ ~ 0 -1 8147 S #8149 The Hallway~ You are advancing along a dimly-lit hall lined with garish paintings depicting rather macabre-looking members of some decadent family. Doors lie to the north and south of here. The hall ends at an impressive portal to the east. ~ 0 ADN 0 D0 ~ ~ 1 0 8150 D1 ~ ~ 1 0 8152 D2 ~ ~ 1 0 8151 D3 ~ ~ 0 -1 8148 S #8150 A Room in the Mayor's Manse~ This room reeks of decay, perhaps mainly due to the decaying corpses lying about. Blood has been smeared all over the walls, and a sickly-looking vine has crawled in through the broken panes of the windows. You gag and try not to vomit. ~ 0 ADN 0 D2 ~ ~ 1 0 8149 S #8151 A Room in the Mayor's Manse~ This room reeks of decay, perhaps mainly due to the decaying corpses lying about. Blood has been smeared all over the walls, and a sickly-looking vine has crawled in through the broken panes of the windows. You gag and try not to vomit. ~ 0 ADN 0 D0 ~ ~ 1 0 8149 S #8152 The Mayor's Study~ As you enter this room, you are amazed to notice a complete absence of the stench you detected earlier. In addition, you are further amazed to notice the surprisingly good condition of this study, a comfortable den lined with shelves full of ancient texts. A large oak desk dominates the room, and behind this sits a plush leather chair. Wonder whose domain this is...? ~ 0 DN 0 D0 ~ ~ 1 0 8153 D2 ~ ~ 1 0 8154 D3 ~ ~ 1 0 8149 S #8153 A Bedroom~ In this room lies an ornately-carved four poster bed with satin sheets. Opposite it lies a comfortable divan, upon which the maidens of the master of this domain usually recline. A painting on one wall catches your eye. ~ 0 ADN 0 D2 ~ ~ 1 0 8152 E painting~ It is a painting of one Count Philippe Gaspar duGascoigne, a handsome but evil-looking gentleman of middle years. ~ S #8154 A Bedroom~ This bedroom is as ruinous as its northern counterpart was lavish, as decayed and despoiled as it was well-presented and comfortable. The furniture, while obviously once fine, is now ruined beyond repair. Blood stains coat the walls, and a corpse hangs by a rope from the chandelier in the center of the room. Whoever lives here must have a disagreeable personality to say the very least... ~ 0 ADN 0 D0 ~ ~ 1 0 8152 S #8155 A Murky Mist~ You are plowing through a thick mist that has suddenly enshrouded the trail. You can still make it out beneath your feet, but only barely. Howls, screams and shouts of anger and terror ring out on all sides, and you feel fear clutching at your heart. ~ 0 AN 1 D1 ~ ~ 0 -1 8156 D2 ~ ~ 0 -1 8137 S #8156 A Murky Mist~ You are plowing through a thick mist that has suddenly enshrouded the trail. You can still make it out beneath your feet, but only barely. Howls, screams and shouts of anger and terror ring out on all sides, and you feel fear clutching at your heart. ~ 0 AN 1 D0 ~ ~ 0 -1 8159 D2 ~ ~ 0 -1 8157 D3 ~ ~ 0 -1 8155 S #8157 A Small House~ The mist clears suddenly, and you find yourself standing outside a rather creepy little stone dwelling, with no windows, but a stout oak door directly to the east. ~ 0 N 1 D0 ~ ~ 0 -1 8156 D1 ~ ~ 1 0 8158 S #8158 Temporary Residence of a Demon~ OH NO! You have inadvertently stumbled upon the temporary Prime Material Plane lair of ORCUS! If he isn't here, leave quickly. If he is... There is a shimmering portal to his home dimension to the east. ~ 0 DN 0 D3 ~ ~ 1 0 8157 S #8159 A Murky Mist~ You are plowing through a thick mist that has suddenly enshrouded the trail. You can still make it out beneath your feet, but only barely. Howls, screams and shouts of anger and terror ring out on all sides, and you feel fear clutching at your heart. ~ 0 AN 1 D0 ~ ~ 0 -1 8163 D1 ~ ~ 0 -1 8160 D2 ~ ~ 0 -1 8156 S #8160 A Clearing~ You have reached an area devoid of mist, the front yard of a ruined cottage whose door lies to the east. Peering through the windows, you imagine you can see shapes moving about. ~ 0 N 1 D1 ~ ~ 1 0 8161 D3 ~ ~ 0 -1 8159 S #8161 The Interior of the Cottage~ This cottage is, as all the other residences of this place, a ruined mess. Broken furniture and decaying corpses litter the floor. To the east, you can see a staircase leading down. ~ 0 AN 0 D1 ~ ~ 0 -1 8162 D3 ~ ~ 1 0 8160 S #8162 A Staircase~ This staircase is an ancient stone structure that looks far older than the other structures in the village. You peer down in an attempt to ascertain what may below, but can see only darkness. ~ 0 ACN 0 D3 ~ ~ 0 -1 8161 D5 ~ ~ 0 -1 -1 S #8163 A Murky Mist~ You are plowing through a thick mist that has suddenly enshrouded the trail. You can still make it out beneath your feet, but only barely. Howls, screams and shouts of anger and terror ring out on all sides, and you feel fear clutching at your heart. ~ 0 AN 1 D0 ~ ~ 0 -1 8164 D2 ~ ~ 0 -1 8159 S #8164 A Murky Mist~ You are plowing through a thick mist that has suddenly enshrouded the trail. You can still make it out beneath your feet, but only barely. Howls, screams and shouts of anger and terror ring out on all sides, and you feel fear clutching at your heart. You think you can make out a small stone building to the east. ~ 0 AN 1 D0 ~ ~ 0 -1 8195 D1 ~ ~ 0 -1 8165 D2 ~ ~ 0 -1 8163 S #8165 Outside The Crypt~ The small stone building is actually a crypt, which is in good condition, not surprising considering the nature of the current inhabitants of this ghoulish town. A large iron door looms to the east, and you notice runes inscribed into its surface in silver. ~ 0 CN 1 D1 ~ ~ 1 0 8166 D3 ~ ~ 0 -1 8164 E runes door~ The runes on the door read- "Here is the final resting place of the Evil Baron Shereck, former tyrant of the Barony of Palem, and his two foul brothers. Imprisoned here by the powerful magic of Xanad, the ArchMage of Anon, their rest may not be disturbed by their undead allies. Pray, whoever reads this, do not breach this portal, for you will once again unleash their undead madness upon the world." ~ S #8166 Inside The Crypt~ The interior of the crypt is dark, damp and cramped. It looks as though no-one has been here in centuries. A layer of dust ankle-deep makes progress difficult, as do the hanging cobwebs, with strands as thick as your wrist. You hope you don't run into the spinner of these webs. ~ 0 AHN 0 D3 ~ ~ 1 0 8165 D5 ~ ~ 0 -1 8167 S #8167 The Crypt Proper~ Three doors and a staircase allow escape from this area, and that is a prominent urge you have right now as you glance about the hellish murals on the walls, and the rotting corpses hanging in metal frames from the arched ceiling. ~ 0 AHN 0 D0 ~ ~ 1 0 8168 D1 ~ ~ 1 0 8170 D2 ~ ~ 1 0 8169 D4 ~ ~ 0 -1 8166 S #8168 A Room In the Crypt~ These three resting places that lead off the Crypt's main chamber are all identical- a raised stone sarcophagus with a bas-relief of the image of its occupant in life embossed on the lid. Other than that, the place is bare. Or is it...? ~ 0 AHN 0 D2 ~ ~ 1 0 8167 S #8169 A Room In the Crypt~ These three resting places that lead off the Crypt's main chamber are all identical- a raised stone sarcophagus with a bas-relief of the image of its occupant in life embossed on the lid. Other than that, the place is bare. Or is it...? ~ 0 AHN 0 D0 ~ ~ 1 0 8167 S #8170 A Room In the Crypt~ These three resting places that lead off the Crypt's main chamber are all identical- a raised stone sarcophagus with a bas-relief of the image of its occupant in life embossed on the lid. Other than that, the place is bare. Or is it...? ~ 0 AHN 0 D3 ~ ~ 1 0 8167 S #8171 The Path To The Garden~ This path runs past some very ugly, dead plants that look like they've had the life drained from them by some disturbingly healthy looking plants with thorns that look like teeth... ~ 0 N 3 D0 ~ ~ 0 -1 8172 D2 ~ ~ 0 -1 8139 S #8172 The Path To The Garden~ This path runs past some very ugly, dead plants that look like they've had the life drained from them by some disturbingly healthy looking plants with thorns that look like teeth. You suddenly curse as you nearly fall into a small hole in the center of the path which was partially covered by a nest of branches. ~ 0 CN 3 D0 ~ ~ 0 -1 8173 D2 ~ ~ 0 -1 8171 D5 ~ ~ 0 -1 8174 S #8173 The Path To The Garden~ This path runs past some very ugly, dead plants that look like they've had the life drained from them by some disturbingly healthy looking plants with thorns that look like teeth. The garden gates are directly ahead... Peering through, you become reluctant to enter. It looks like a virtual maze... ~ 0 CN 3 D0 ~ ~ 1 0 8177 D2 ~ ~ 0 -1 8172 S #8174 A Bolthole~ Here the cowardly necromancer Xantharus lurks, terrified of the evil he brought to his village. He would do anything to escape, but is currently too petrified to leave his hole. ~ 0 AN 0 D4 ~ ~ 0 -1 8172 S #8175 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8180 D1 ~ ~ 0 -1 8176 S #8176 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8181 D1 ~ ~ 0 -1 8177 D3 ~ ~ 0 -1 8175 S #8177 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8182 D1 ~ ~ 0 -1 8178 D3 ~ ~ 0 -1 8176 S #8178 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8183 D1 ~ ~ 0 -1 8179 D3 ~ ~ 0 -1 8177 S #8179 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8184 D3 ~ ~ 0 -1 8178 S #8180 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8185 D1 ~ ~ 0 -1 8181 D2 ~ ~ 0 -1 8175 S #8181 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8186 D1 ~ ~ 0 -1 8182 D2 ~ ~ 0 -1 8176 D3 ~ ~ 0 -1 8180 S #8182 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8187 D1 ~ ~ 0 -1 8183 D2 ~ ~ 0 -1 8177 D3 ~ ~ 0 -1 8181 S #8183 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8188 D1 ~ ~ 0 -1 8184 D2 ~ ~ 0 -1 8178 D3 ~ ~ 0 -1 8182 S #8184 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8189 D2 ~ ~ 0 -1 8179 D3 ~ ~ 0 -1 8183 S #8185 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8190 D1 ~ ~ 0 -1 8186 D2 ~ ~ 0 -1 8180 S #8186 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8191 D1 ~ ~ 0 -1 8187 D2 ~ ~ 0 -1 8181 D3 ~ ~ 0 -1 8185 S #8187 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8192 D1 ~ ~ 0 -1 8188 D2 ~ ~ 0 -1 8182 D3 ~ ~ 0 -1 8186 S #8188 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8193 D1 ~ ~ 0 -1 8189 D2 ~ ~ 0 -1 8183 D3 ~ ~ 0 -1 8187 S #8189 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D0 ~ ~ 0 -1 8194 D2 ~ ~ 0 -1 8184 D3 ~ ~ 0 -1 8188 S #8190 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D1 ~ ~ 0 -1 8191 D2 ~ ~ 0 -1 8185 S #8191 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D1 ~ ~ 0 -1 8192 D2 ~ ~ 0 -1 8186 D3 ~ ~ 0 -1 8190 S #8192 The Garden~ You suddenly enter a brightly-lit glade full of towering oaks and fresh, green grass. Here the powers of good have managed to create a foothold in this realm of darkness, to aid those stranded or trapped here. You may rest in peace (if you'll pardon the inappropriate euphemism) for as long as you wish here. ~ 0 CKN 3 D1 ~ ~ 0 -1 8193 D2 ~ ~ 0 -1 8187 D3 ~ ~ 0 -1 8191 S #8193 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D1 ~ ~ 0 -1 8194 D2 ~ ~ 0 -1 8188 D3 ~ ~ 0 -1 8192 S #8194 The Garden~ You find yourself lost in a tangled maze of thorny bushes and rotted trees that all seem to move as if with a life of their own. Howls and screams of pain and delight occasionally rent the still air- otherwise you are engulfed by a silent dimness that only exaggerates the already-eerie quality of your surroundings. ~ 0 AN 3 D2 ~ ~ 0 -1 8189 D3 ~ ~ 0 -1 8193 S #8195 A Murky Mist~ You are plowing through a thick mist that has suddenly enshrouded the trail. You can still make it out beneath your feet, but only barely. Howls, screams and shouts of anger and terror ring out on all sides, and you feel fear clutching at your heart. You think you can make out a small stone building to the east. A gaping hole looms out of the fog in the ground to the right. ~ 0 AN 1 D0 ~ ~ 0 -1 8197 D2 ~ ~ 0 -1 8164 D5 ~ ~ 0 -1 8196 S #8196 The Dragon's Lair~ Dragons of all types, alive or undead, keep certain habits, and one of them is how they decorate their lair. So when you enter and see treasure splashed everywhere, along with a generous helping of blood and fried corpses, you are at least 90% sure you have entered the lair of one... ~ 0 AN 0 D4 ~ ~ 0 -1 8195 S #8197 A Murky Mist~ You are plowing through a thick mist that has suddenly enshrouded the trail. You can still make it out beneath your feet, but only barely. Howls, screams and shouts of anger and terror ring out on all sides, and you feel fear clutching at your heart. You think you can make out a small stone building to the east. ~ 0 AN 1 D0 ~ ~ 0 -1 8198 D2 ~ ~ 0 -1 8195 S #8198 A Murky Mist~ You are plowing through a thick mist that has suddenly enshrouded the trail. You can still make it out beneath your feet, but only barely. Howls, screams and shouts of anger and terror ring out on all sides, and you feel fear clutching at your heart. You think you can make out a small stone building to the east. You aren't sure, but you think you can see a dark tunnel up ahead. ~ 0 AN 1 D0 ~ ~ 0 -1 8199 D2 ~ ~ 0 -1 8197 S #8199 A Dark Tunnel~ Can it be? YES! An escape route! From this tunnel emanates the sweet smell of green grass and fresh air. You can clamber through and escape, though the tunnel is so narrow you doubt you'd be able to return through it. ~ 0 ACN 1 D0 ~ ~ 0 -1 8812 D2 ~ ~ 0 -1 8198 S #0 #RESETS * O 0 8122 0 8158 * D 0 8102 1 1 D 0 8102 3 1 D 0 8103 1 1 D 0 8104 3 1 D 0 8114 0 1 D 0 8114 2 1 D 0 8115 2 1 D 0 8116 0 1 D 0 8117 0 1 D 0 8117 2 1 D 0 8118 2 1 D 0 8119 0 1 D 0 8120 0 1 D 0 8120 2 1 D 0 8120 3 1 D 0 8121 2 1 D 0 8122 0 1 D 0 8123 1 1 D 0 8124 0 1 D 0 8124 2 1 D 0 8125 2 1 D 0 8126 0 1 D 0 8127 0 1 D 0 8127 2 1 D 0 8128 2 1 D 0 8129 0 1 D 0 8130 0 1 D 0 8130 2 1 D 0 8130 1 1 D 0 8131 2 1 D 0 8132 0 1 D 0 8133 3 1 D 0 8134 1 1 D 0 8134 3 1 D 0 8135 1 1 D 0 8136 3 1 D 0 8140 3 1 D 0 8141 0 1 D 0 8141 1 1 D 0 8141 2 1 D 0 8142 0 1 D 0 8143 2 1 D 0 8144 0 1 D 0 8144 2 1 D 0 8145 0 1 D 0 8146 2 1 D 0 8149 0 1 D 0 8149 1 1 D 0 8149 2 1 D 0 8150 2 1 D 0 8151 0 1 D 0 8152 0 1 D 0 8152 2 1 D 0 8152 3 1 D 0 8153 2 1 D 0 8154 0 1 D 0 8157 1 1 D 0 8158 3 1 D 0 8160 1 1 D 0 8161 3 1 D 0 8165 1 1 D 0 8166 3 1 D 0 8167 0 1 D 0 8167 1 1 D 0 8167 2 1 D 0 8168 2 1 D 0 8169 0 1 D 0 8170 3 1 * O 0 8109 0 8103 LOADS BONES O 0 8109 0 8104 O 0 8109 0 8115 LOADS BONES O 0 8109 0 8116 O 0 8109 0 8118 LOADS BONES O 0 8109 0 8119 O 0 8109 0 8121 LOADS BONES O 0 8109 0 8122 O 0 8109 0 8123 LOADS BONES O 0 8109 0 8125 O 0 8109 0 8126 LOADS BONES O 0 8109 0 8128 O 0 8109 0 8129 LOADS BONES O 0 8109 0 8131 O 0 8109 0 8132 LOADS BONES O 0 8109 0 8133 * M 0 8102 1 8104 1 LOADS WIGHT M 0 8102 1 8119 1 LOADS WIGHT M 0 8102 1 8121 1 LOADS WIGHT * M 0 8132 1 8109 1 LOADS WIERD * M 0 8108 1 8131 1 LOADS HAUNT O 0 8119 0 8131 LOADS CORPSE * M 0 8114 3 8115 3 LOADS GIANT SPIDERS M 0 8113 3 8116 3 LOADS GIANT RATS M 0 8114 3 8122 3 LOADS GIANT SPIDERS M 0 8113 3 8118 3 LOADS GIANT RATS M 0 8114 3 8129 3 LOADS GIANT SPIDERS M 0 8113 3 8125 3 LOADS GIANT RATS * M 0 8106 2 8123 2 LOADS LESSER DEMONS M 0 8106 2 8133 2 LOADS LESSER DEMONS * M 0 8101 2 8126 2 LOADS WRAITH M 0 8101 2 8128 2 LOADS WRAITH M 0 8101 2 8132 2 LOADS WRAITH * M 0 8118 8 8106 8 LOADS ANIMATED CORPSES * M 0 8112 8 8112 8 LOADS UNDEAD MONSTERS * M 0 8103 1 8134 1 LOADS GHOST * M 0 8100 1 8135 1 LOADS SPECTRE M 0 8100 1 8136 1 LOADS SPECTRE * M 0 8130 1 8139 1 LOADS CAMBION SCOUT E 0 8103 0 16 WIELDS SWORD OF KAS E 0 8117 0 17 HOLDS SYMBOL * M 0 8128 1 8142 1 LOADS NIGHTMARE * M 0 8129 1 8143 1 LOADS RETRIEVER * M 0 8127 1 8145 1 LOADS DEATH KNIGHT E 0 8112 0 16 WIELDS SWORD E 0 8113 0 5 WEARS ARMOR E 0 8114 0 6 WEARS HELM * M 0 8115 1 8146 1 LOADS LURKER * M 0 8109 1 8150 1 LOADS CRYPT THING E 0 8104 0 6 LOADS CIRCLET * M 0 8110 1 8151 1 LOADS GREATER DEMON * M 0 8119 1 8152 1 LOADS MASTER E 0 8107 0 12 LOADS ROBES E 0 8108 0 16 WIELDS BONE E 0 8110 0 17 HOLDS GEM G 0 8120 0 0 GIVES KEY * M 0 8116 1 8153 1 LOADS SUCCUBUS O 0 8115 0 8153 LOADS JAR P 0 8116 0 8115 1 PUTS POISON IN JAR O 0 8106 0 8153 LOADS CHEST P 0 8105 0 8106 1 PUTS HOARD IN CHEST * M 0 8105 1 8154 1 LOADS LICH E 0 8101 0 9 LOADS HAND E 0 8102 0 6 LOADS EYE * M 0 8131 1 8158 1 LOADS ORCUS E 0 8100 0 17 HOLDS ROD * M 0 8123 2 8165 2 LOADS SLIME M 0 8133 2 8166 2 LOADS SPIDERS M 0 8123 2 8167 2 LOADS SLIME M 0 8104 2 8168 2 LOADS VAMPIRE E 0 8111 0 12 WEARS CLOAK G 0 8121 0 0 GIVES BLOOD M 0 8104 2 8168 2 LOADS VAMPIRE E 0 8111 0 12 WEARS CLOAK G 0 8121 0 0 GIVES BLOOD M 0 8134 1 8170 1 LOADS BARON E 0 8111 0 12 WEARS CLOAK G 0 8121 0 0 GIVES BLOOD * M 0 8117 1 8174 1 LOADS XANTHARUS G 0 8118 0 0 GIVES HOLY SYMBOL * M 0 8120 4 8175 4 LOADS MOUNDS M 0 8121 4 8178 4 LOADS KAMPFLUTS M 0 8122 2 8181 2 LOADS PUDDINGS M 0 8124 2 8184 2 LOADS OOZES M 0 8125 8 8187 8 LOADS TREES M 0 8126 1 8192 1 LOADS SPIRIT M 0 8107 1 8190 1 LOADS REVENANT * M 0 8111 1 8196 1 LOADS DRAGON O 0 8105 0 8196 LOADS HOARD * R 0 8175 4 RANDOM EXITS IN MAZE R 0 8176 4 R 0 8177 4 R 0 8178 4 R 0 8179 4 R 0 8180 4 R 0 8181 4 R 0 8182 4 R 0 8183 4 R 0 8184 4 R 0 8185 4 R 0 8186 4 R 0 8187 4 R 0 8188 4 R 0 8189 4 R 0 8190 4 R 0 8191 4 S #SHOPS 0 #SPECIALS S #$ ~~~~~~~~~~~~~~~~~~~~~~~~ #AREA firetop.are~ Firetop Mountain~ { 8 30} Yaegar Firetop Mountain~ 5735 5834 #HELPS 0 firetop mountain~ This area was created by Yaegar in November 1995 with the use of a DOS Text Editor and MakeZonesFast from Slash. It is based on the Fighting Fantasy Gamebook "The Warlock of Firetop Mountain", by Steve Jackson and Ian Livingstone, published by Puffin Books. Thanks go to Steve and Ian, Rainman, Lenny, Slash, Julilla,Argh, Fle Marc and Sol, and the rest of the gang at AM, for aid, assistance, support and friendship. Permission is given for any Implementor to use this area in their Mud, with the exception of Barren Realms (barren.liii.com 8000). ~ 0 $~ #MOBILES #5735 sentry orc~ an Orc sentry~ An Orc sentry has fallen asleep at his post here. ~ This vile creature has been assigned to prevent unwanted visitors, but innate laziness combined with generous servings of Orcish Ale have rendered him quite ineffective at even this simple task. ~ human~ BCFG R -400 0 11 1 1d12+131 1d1+99 1d11+2 hit 3 3 3 8 0 0 0 0 stand stand male 110 0 0 medium 0 #5736 orc~ a sleeping Orc~ An off-duty Orc sleeps here. ~ This vile creature has been assigned to prevent unwanted visitors, but innate laziness combined with generous servings of Orcish Ale have rendered him quite ineffective at even this simple task. ~ human~ BCFG R -400 0 11 1 1d12+131 1d1+99 1d11+2 hit 3 3 3 8 0 0 0 0 stand stand male 110 0 0 medium 0 #5737 snake~ a small snake~ A small snake hisses and strikes! ~ This serpent has been placed here by the occupant of this room to guard the box it is coiled about, and although it is quite small, its bite can be lethal! ~ human~ BFG J 0 0 10 1 1d12+119 1d1+99 1d10+2 hit 4 4 4 9 0 0 0 0 stand stand none 100 0 0 medium 0 #5738 orc~ a drunken Orc~ A drunken Orc breaks off in mid-song and lunges at you! ~ This foul drunk is quite possibly the worst singer you have ever heard in your life! And he smells even worse than he sings! Fortunately he is not a very effective combatant, as the alcohol he has imbibed has dulled his senses. ~ human~ BCFG M -400 0 10 1 1d12+119 1d1+99 1d10+2 hit 4 4 4 9 0 0 0 0 stand stand male 100 0 0 medium 0 #5739 orc chieftain~ an Orcish chieftain~ An Orcish chieftain snarls and cracks his whip at you angrily. ~ This evil chieftain was busy whipping his hapless servant when you entered, and he is glad for a more challenging foe. He is the leader of the Orcs in this area, and as such will be a tough foe. ~ human~ BCFG HJ -400 0 12 2 1d12+143 1d1+99 1d11+3 hit 2 2 2 7 0 0 0 0 stand stand male 120 0 0 medium 0 #5740 orc servant~ an orcish servant~ An Orcish servant moans piteously as his master beats him. ~ This pathetic whelp was been flogged by his demanding master as you entered, but despite this he still leaps up to defend the chieftain against you. Best to slay the ungrateful little wretch. ~ human~ BCFH 0 0 0 10 1 1d12+119 1d1+99 1d10+2 hit 4 4 4 9 0 0 0 0 stand stand male 100 0 0 medium 0 #5741 orc~ an eating Orc~ An Orc busily slurps up his rat stew. ~ This Orc is so busy eating that he doesn't even notice you enter. You could easily leap in and have a hack before he was even prepared. However, he does have several companions... ~ human~ BCG 0 -400 0 11 1 1d12+131 1d1+99 1d11+2 hit 3 3 3 8 0 0 0 0 stand stand male 110 0 0 medium 0 #5742 prisoner~ A deranged prisoner~ A wild-eyed man lunges insanely at you! ~ Ack! Watch out! He's going to...Oh. You realize, as the deranged figure suddenly collapses sobbing at your feet that this man is not aggressive or seeking to attack you but was simply overjoyed at beign released. He is quite harmless, but very filthy. ~ human~ BCH V 0 0 8 1 1d12+95 1d1+99 1d9+1 hit 5 5 5 10 0 0 0 0 stand stand male 80 0 0 medium 0 #5743 goblin torturer~ a Goblin torturer~ A Goblin torturer is angry that his victim has suddenly died. ~ This sadistic creature was busy torturing a captured Dwarf when you entered, and the Dwarf died moments later. The creature is angered, and blames you for the Dwarf's premature death! ~ human~ BCFG J -600 0 10 1 1d12+119 1d1+99 1d10+2 hit 4 4 4 9 0 0 0 0 stand stand male 100 0 0 medium 0 #5744 cyclops iron~ an iron Cyclops~ A Huge iron Cyclops with a single huge gem serving as an eye towers over you. ~ This specially made Iron Golem is extremely tough and powerful. Although not aggressive, it will certainly attack if you seek to take its gem. ~ human~ BG DHN 0 0 15 2 1d31+224 1d1+99 1d13+4 hit 0 0 0 5 0 0 0 0 stand stand none 150 0 0 medium 0 #5745 barbarian~ an insane Barbarian~ An insane Barbarian leaps out and attacks you! ~ This demented berserker has been trapped in this dungeon for days and is taking out his frustrations on you! Towering over you at six feet tall and weighing in at 280 lbs, he is certainly a force to be reckoned with. ~ human~ BFG N 0 0 12 2 1d12+143 1d1+99 1d11+3 hit 2 2 2 7 0 0 0 0 stand stand male 120 0 0 medium 0 #5746 old man~ an old man~ An old man clad in a dirty nightrobe welcomes you to his shop. ~ "Oh my, a visitor! We don't get much of them these days...". Despite his appearance, this elderly gentleman is more than capable of taking care of himself. He can sell you lighting equipment for the journey ahead. ~ human~ BCDG CDEFHN 400 0 30 5 1d61+899 1d1+99 1d23+9 hit -10 -10 -10 -5 0 0 0 0 stand stand male 300 0 0 medium 0 #5747 old man wererat~ an old man who is a Wererat~ An old man standing here gradually transforms into a wererat! ~ This seemingly harmless old coot is actually a powerful lycanthrope, who will not hesitate to kill you if you threaten him. ~ human~ BCDG DFHN 0 0 13 2 1d27+168 1d1+99 1d12+3 hit 2 2 2 7 0 0 0 0 stand stand male 130 0 0 medium 0 #5748 neanderthal caveman man~ A lumbering Neanderthal~ A primitive Neanderthal swings his stone club at your head! ~ This dim-witted cave man is possessed of only the most primitive instincts, but has a blow like a sledgehammer and a hide like a stone wall, so fight well! ~ human~ BCFG EFJN 0 0 12 2 1d12+143 1d1+99 1d11+3 hit 2 2 2 7 0 0 0 0 stand stand male 120 0 0 medium 0 #5749 bat giant~ a giant Bat~ A giant Bat swoops down to attack you. ~ This bat is almost as big as you are, and with its huge black wings and long, pointy fangs dripping potent venom, it is quite a formidable sight. Better be careful with this one. ~ human~ BCFG DNT -400 0 11 1 1d12+131 1d1+99 1d11+2 hit 3 3 3 8 0 0 0 0 stand stand none 110 0 0 medium 0 #5750 spider giant~ a giant Spider~ A loathsome spider the size of a small pony scuttles towards you. ~ You are not sure which scares you the most about this horrible arachnid- The way its 2 feet long furry legs scuttle on the rock as it races at you, the way its beady eyes stare evilly at you as is approaches, or the way the venom dripping from its maw burns into the stone as it falls... ~ human~ BFG D -400 0 12 2 1d12+143 1d1+99 1d11+3 hit 2 2 2 7 0 0 0 0 stand stand none 120 0 0 medium 0 #5751 ogre~ an Ogre~ An Ogre lumbers about here. ~ This huge dullard is so big and so dense that he doesn't seem to have even registered your presence. You could easily sneak past and escape his lair should you so wish... ~ human~ BCG N 0 0 13 2 1d27+168 1d1+99 1d12+3 hit 2 2 2 7 0 0 0 0 stand stand male 130 0 0 medium 0 #5752 troll~ a Troll~ A Troll with very long, powerful arms lopes toward you. ~ This ugly monster is only 5 feet tall, but its arms are also nearly five feet long, and end with wicked, sharp claws that could cut stone. Yellow mucous drips from the fevered beast's slavering maw, and you shudder to think fo the germs you could be infecte dwith by this grotesque. ~ human~ BCFG N -500 0 13 2 1d27+168 1d1+99 1d12+3 hit 2 2 2 7 0 0 0 0 stand stand male 130 0 0 medium 0 #5753 rat giant~ a giant Rat~ A Rat the size of an Alsatian leaps at you! ~ This huge rodent has long, pointed teeth that are discolored with dried blood. It lashes at you with its sharp claws and seeks to clamp its fangs around your neck! ~ human~ BFGH D -400 0 10 1 1d12+119 1d1+99 1d10+2 hit 4 4 4 9 0 0 0 0 stand stand none 100 0 0 medium 0 #5754 giant~ a burly Giant~ A burly Giant hurls a leg of lamb at you before attacking! ~ You have disturbed this big fellow's evening repast, and he is not happy about it. ~ human~ BFG N 0 0 15 2 1d31+224 1d1+99 1d13+4 hit 0 0 0 5 0 0 0 0 stand stand male 150 0 0 medium 0 #5755 piranha~ a vicious Piranha~ A vicious Piranha sinks its teeth into your leg! ~ You scream in pain as this savage little fish tears out a chunk of flesh. It moves almsot too fast for you to catch it in the water, but eventually returns for another bite, which gives you a chance to attack it. ~ human~ BFG 0 0 0 10 1 1d12+119 1d1+99 1d10+2 hit 4 4 4 9 0 0 0 0 stand stand none 100 0 0 medium 0 #5756 sandworm giant~ a giant Sandworm~ A giant Sandworm rears up out of the sand and attacks! ~ This big fellow makes sea serpents of old look tiny. His circular maw is lined with rows and rows of teeth, all ready to bite into you!. ~ human~ BFG DN 0 0 16 2 1d33+255 1d1+99 1d14+4 hit 0 0 0 5 0 0 0 0 stand stand none 160 0 0 medium 0 #5757 skeleton~ a Skeleton worker~ A Skeleton worker busily helps assemble a boat. ~ This undead servant of the Warlock is far too busy engaging in its set tasks to pay any mind to you. It will, however, act to defend itself if assaulted, as will its many comrades. ~ human~ BCG DN 0 0 12 2 1d12+143 1d1+99 1d11+3 hit 2 2 2 7 0 0 0 0 stand stand none 120 0 0 medium 0 #5758 wight~ a Wight~ A Wight, a fell undead servant of the Warlock, grins evilly at you. ~ This foul creature is not exceptionally strong or tough, but it has many special abilities which make it more than a match for the average adventurer, including its long, sharp, poisoned fangs and claws, its resistance to physical blows, and its nauseating stench. ~ human~ BCFGM DHJN -1000 0 14 2 1d29+195 1d1+99 1d13+3 hit 1 1 1 6 0 0 0 0 stand stand none 140 0 0 medium 0 #5759 zombie~ a Zombie~ The physical form of a slain adventurer has been re-animated as a Zombie. ~ This poor fellow was once an eager young treasure-and-glory-seeker like yourself, who fell foul of the Warlock's minions, and has been damned to a perpetual undead existence. ~ human~ BFG J 0 0 11 1 1d12+131 1d1+99 1d11+2 hit 3 3 3 8 0 0 0 0 stand stand none 110 0 0 medium 0 #5760 dog~ a Guard Dog~ A savage Guard Dog barks to alert its master of your intrusion! ~ Despite appearances, this Dog will not attack unless provoked. If it does, you may find that it is not like msot other Dogs, in that it is very tough and has certain abilities that may catch you by surprise... ~ human~ BDG DFN 0 0 12 2 1d12+143 1d1+99 1d11+3 hit 2 2 2 7 0 0 0 0 stand stand none 120 0 0 medium 0 #5761 werewolf man~ a Werewolf~ The man before you transforms into a Werewolf as you watch! ~ This dour old man is the chief ship-builder for the Warlock, and despite his unfortunate curse (Lycanthropy), he is not a bad guy, and will only attack if you initiate hostilities by attacking him or his dog. ~ human~ BDG HNR 0 0 13 2 1d27+168 1d1+99 1d12+3 hit 2 2 2 7 0 0 0 0 stand stand male 130 0 0 medium 0 #5762 ghoul~ a Ghoul~ Hidden among the corpses is a sadistic Ghoul! ~ This decaying corpse-like undead slashes at you with its filthy fingernails, attempting to slay and devour you! ~ human~ BFG DN -500 0 13 2 1d27+168 1d1+99 1d12+3 hit 2 2 2 7 0 0 0 0 stand stand none 130 0 0 medium 0 #5763 vampire~ an evil Vampire~ An evil Vampire attempts to drink your blood! ~ Rising from its coffin like Bela Lugosi in Dracula, the Vampire floats towards you, attempting to make eye contact with you, so that it can charm you and then feat upon you at its leisure. ~ human~ BCFGM DFHJT -1000 0 17 2 1d35+288 1d1+99 1d15+4 hit -1 -1 -1 4 0 0 0 0 stand stand none 170 0 0 medium 0 #5764 dwarf~ a Dwarf~ A Dwarven gambler offers you a seat in his game. ~ This amiable fellow is leaning back in his chair at a table with three other Dwarfs playing Five Card Stud. He draws deeply on a long pipe, exhaling some noxious smoke, and invites you to join in. ~ human~ BCDG J 400 0 12 2 1d12+143 1d1+99 1d11+3 hit 2 2 2 7 0 0 0 0 stand stand male 120 0 0 medium 0 #5765 minotaur~ a mighty Minotaur~ A mighty Minotaur threatens to tear you apart with his bare hands! ~ This Minotaur is quite insane and, lost in his delirium, he provokes all who enter into battling with him. Although unarmed and unarmored, he is still a potentially dangerous foe. ~ human~ BFG J -400 0 14 2 1d29+195 1d1+99 1d13+3 hit 1 1 1 6 0 0 0 0 stand stand male 140 0 0 medium 0 #5766 dragon~ an enormous Red Dragon~ An enormous Red Dragon belches forth fire and smoke at you! ~ You are Dead. This Dragon can tear apart whole armies of Orcs, and eats adventurers like you for breakfast. His huge, yellow, heavy-lidded eyes glare balefully at you as he swings his massive claws at your head! an enormous Red Dragon's blast *** JOLTS *** you! Ouch! That attack hurt your Silver Bracer! That sure did HURT! You sure are BLEEDING! You have been KILLED!!! BATTLE UPDATE : adventurer killed by an enormous red dragon. ~ human~ BCDFG CDEFHJNT -1000 0 20 3 1d41+399 1d1+99 1d17+5 hit -3 -3 -3 2 0 0 0 0 stand stand male 200 0 0 medium 0 #5767 warlock~ the Warlock of Firetop Mountain~ The Warlock of Firetop Mountain stands proudly before you. ~ The Warlock has taken the form of a well-built young man, clad in robes of Velvet and Gold. Sparks fly from his gloved hands as he stares grimly at you, waiting for you to move. Already, you know you are in for a heck of a fight... ~ human~ BCDG CDEFHJNU -1000 0 23 3 1d47+528 1d1+99 1d19+6 hit -5 -5 -5 0 0 0 0 0 stand stand male 230 0 0 medium 0 #5768 hand~ a hand~ An animated Hand strikes at you! ~ This hand rises up from the floor and begins to beat you! ~ human~ BCFG D 0 0 10 1 1d12+119 1d1+99 1d10+2 hit 4 4 4 9 0 0 0 0 stand stand none 100 0 0 medium 0 #5769 crocodile croc~ a crocodile~ An angry crocodile lurches at your boat! ~ This huge reptile is hideous and mean, and it looks eager to bury its many pointed teeth in your body! ~ human~ BFG D 0 0 12 2 1d12+143 1d1+99 1d11+3 hit 2 2 2 7 0 0 0 0 stand stand none 120 0 0 medium 0 #5770 gas beast~ a gas beast~ A gas beast wraps itself around you and attempts to smother you! ~ This horrid creature is little more than a gas cloud with a will of its own, and as such is very hard to kill. ~ human~ BFG DFHJNT -1000 0 15 2 1d31+224 1d1+99 1d13+4 hit 0 0 0 5 0 0 0 0 stand stand none 150 0 0 medium 0 #0 #OBJECTS #5735 armor leather~ a suit of leather armor~ A suit of dirty Orcish leather armor has been (intentionally?) left here. ~ nothingness~ armor 0 AD 0 0 0 0 1 -7 5 -700 P E armor leather~ This armor has been worn by a filthy Orc sentry. it is vermin-infested, moldy and covered with dried ale, blood and various food stains. ~ #5736 polearm~ a polearm~ A battered Orcish polearm is here. ~ nothingness~ weapon 0 AN sword 0 -4 slash 0 -7 30 -700 P A 18 -2 A 19 -2 E polearm~ This polearm is old, rusty and in bad need of repair. ~ #5737 grog bottle~ a bottle of Orc grog~ A bottle of Orc grog is here.~ nothingness~ drink 0 AO 5 5 'firebreather' 0 0 -7 5 -700 P E grog~ This is the staple drink of the Orcs of Firetop Mountain and it is FOUL. ~ #5738 box cache~ an Orc's box~ This box serves as the Orc's cache. ~ nothingness~ container 0 AO 10 A 0 10 100 -7 10 -700 P E box~ This box contains all the Orc's personal possessions. ~ #5739 gold~ a single gold piece~ A single gold piece rests here. ~ nothingness~ money 0 A 1 0 0 0 0 -7 1 -700 P #5740 mouse~ a dead mouse~ A dead mouse lies here. ~ nothingness~ trash 0 AO 0 0 0 0 0 -7 1 -700 P E mouse~ The Orc who put this in the box thought it'd be a good place for it to live, but forgot about things like food, water, oxygen, etc... ~ #5741 key~ a bronze-coloured key~ A bronze-coloured key is here. ~ nothingness~ key 0 AO 0 0 0 0 0 -7 1 -700 P E key~ Upon cloer examination, you notice that this key has the number 99 carved into it. ~ #5742 box~ a small wooden box with crude hinges~ A small wooden box with crude hinges rests here. ~ nothingness~ container 0 AO 50 A 0 50 100 -7 10 -700 P E box~ A brass name plate on the lid of this box is inscribed with then name "Farrio Di Maggio". ~ #5743 book tome~ a small leather-bound book~ A small leather-bound book entitled "The Making and Casting of Dragonfire". ~ nothingness~ scroll G AO -7 'flamestrike' 'fireball' 'fire breath' 0 -7 10 -700 P E book~ This book tells of the life work of the Mage Farrio Di Maggio- the creation of the Dragonfire spell, for use against Dragons, capable of dealing out significant amounts of damage to them, by speaking the words- "Ekil Erif, Ekam Erif, Erif Erif, Di Maggio" ~ #5744 chest~ a sturdy chest~ A sturdy chest made of oak and iron rests here. ~ nothingness~ container 0 0 500 D 2006 500 100 -7 1 -700 P E chest~ This chest looks extremely heavy and you are quite sure you couldn't budge it. ~ #5745 gold~ a fair number of gold pieces~ A fair number of Gold pieces are scattered here. ~ nothingness~ money 0 A 25 0 0 0 0 -7 1 -700 P #5746 potion vial~ a small black bottle with a tight glass stopper~ A small black bottle with a tight glass stopper containing black liquid is here. ~ nothingness~ potion 0 AO -7 'invis' '' '' 0 -7 1 -700 P E vial~ The liquid in the vial looks vile but is in fact quite palatable. ~ #5747 glove~ a black velvet glove~ A black velvet glove is here. ~ nothingness~ armor C AH 0 0 0 0 1 -7 1 -700 P A 2 2 E glove~ You have no idea what this glove may do... ~ #5748 mattress~ a staw mattress~ A straw mattress stained with various substances is here. ~ nothingness~ furniture 0 0 10 10000 E 0 0 -7 1 -700 P E mattress~ This foul bed serves as the resting place for an Orc... ~ #5749 case leather~ a tattered leather case~ A tattered leather case half a metre long is here. ~ nothingness~ container 0 AO 10 A 0 10 100 -7 10 -700 P E case~ This case looks like it could hold a short bow. It is inscribed- "The giver of sleep to those who never can..." ~ #5750 bow~ a bow and a single silver arrow~ A bow and a single arrow rests here. ~ nothingness~ wand AG AO -7 5 5 'lightning bolt' 0 -7 18 -700 P E bow~ This bow and silver arrow can inflict damage upon any foe it is used against, especially the undead. ~ #5751 leg club~ a chair leg~ A chair leg that has been fashioned into a crude club is here. ~ nothingness~ weapon 0 AN club 0 -4 pound 0 -7 10 -700 P A 18 -1 A 19 -1 E leg~ This really is a pathetic attempt at a weapon... ~ #5752 rack~ a torture rack~ A torture rack holds a dead Dwarf here. ~ nothingness~ furniture 0 0 10 10000 E 0 0 -7 1 -700 P E rack~ This wicked-looking rack is surrounded by a variety of evil-looking tools, all guaranteed to inflict excruciating pain. ~ #5753 knife~ a wicked-looking knife~ A wicked-looking knife is here. ~ nothingness~ weapon 0 AN dagger 0 -4 pierce 0 -7 13 -700 P A 19 4 E knife~ This vicious little Goblin weapon would make a GREAT backstabbing weapon... ~ #5754 cheese~ a piece of sweet-smelling cheese~ A piece of sweet-smelling cheese is here. ~ nothingness~ food 0 AO 5 5 0 0 0 -7 1 -700 P E cheese~ Must be the Goblin's lunch... ~ #5755 shield~ a shield~ A bronze shield bearing a crescent moon device has been left here. ~ nothingness~ armor A AJ 0 0 0 0 1 -7 5 -700 P A 2 -1 A 13 5 A 17 -10 A 19 1 E shield~ This shield seems to be a very good one, if rather large and cumbersome. ~ #5756 gem jewel~ an expensive-looking jewel~ This Jewel looks VERY valuable... ~ nothingness~ staff A AO -7 5 5 'blindness' 0 -7 1 -700 P A 12 25 E jewel~ This Jewel once served as the eye of an Iron Cyclops, and as such has potent magical properties... ~ #5757 key~ a small key~ A small key is here. ~ nothingness~ key 0 AO 0 0 0 0 0 -7 1 -700 P E key~ Upon cloer inspection, you notice that this key as the number 111 engraved on it. ~ #5758 box~ an old box~ An old box has been discarded here. ~ nothingness~ container 0 AO 50 A 0 50 100 -7 5 -700 P E box~ This box looks like it once contained carpentry tools. ~ #5759 mallet~ a wooden mallet~ A wooden mallet is here. ~ nothingness~ weapon 0 AN club 0 -4 pound 0 -7 25 -700 P E mallet~ This mallet looks PERFECT for driving wooden stakes... ~ #5760 stump stake~ a stump of wood~ A stump of wood sharpened into a stake is here. ~ nothingness~ weapon 0 AN dagger 0 -4 pierce 0 -7 15 -700 P E stump stake~ This stump has a nasty point which could cause a LOT of damage if rammed into someone's back... ~ #5761 painting~ a painting of the Warlock~ A painting of the Warlock hangs on a wall here. ~ nothingness~ furniture BEM AO 10 10000 E 0 0 -7 25 -700 P A 1 -1 A 5 -1 A 13 -10 E painting~ Just looking at this painting makes you feel sick and uneasy. ~ #5762 candle~ a blue candle~ A magical Blue Candle flames on command! ~ nothingness~ light A AO 0 0 24 0 0 -7 1 -700 P E candle~ This candle is an exceptional one, flaming on command as it does. It used to be a LOT cheaper, but since the Long Dark Night candlewax prices have soared... ~ #5763 club~ a crude stone club~ A crude stone club lies here. ~ nothingness~ armor 0 AN 0 0 0 0 1 -7 30 -700 P A 18 -4 A 19 6 E club~ The Neanderthal who owns this doubtless would like it back... ~ #5764 wood~ a piece of y-shaped wood~ This would make an excellent frame for a slingshot. ~ nothingness~ weapon 0 AN staff 0 -4 hit 0 -7 5 -700 P A 18 -1 E wood~ This piece of Y-shaped wood is so fashioned that you could use it for a slingshot once you fitted a rubber band... ~ #5765 rope~ a piece of rope~ This piece of rope looks rather sinister... ~ nothingness~ trash EHM AO 0 0 0 0 0 -7 5 -700 P A 12 -50 A 13 -25 E rope~ This rope is magically cursed! ~ #5766 sword~ a magnificent-looking sword~ A magnificent-looking sword is here. Pick it up! ~ nothingness~ weapon AG AN sword 0 -4 slice 0 -7 25 -700 P A 1 1 A 17 -5 A 18 4 A 19 4 E sword~ This sword looks as if it would GREATLY aid you in combat... ~ #5767 boots~ a pair of boots~ A pair of red boots sit innocently here. ~ nothingness~ armor M AG 0 0 0 0 1 -7 50 -700 P A 14 -150 E boots~ These boots are finely crafted from deep red leather. ~ #5768 chisel~ a chisel with a silver blade~ A chisel with a silver blade is here. ~ nothingness~ weapon AG AN dagger 0 -4 stab 0 -7 13 -700 P A 18 2 E chisel~ This chisel has been enchanted to make it a decent weapon. ~ #5769 helmet~ a bronze helmet~ A bronze helmet is here.~ nothingness~ armor EM AE 0 0 0 0 1 -7 5 -700 P A 3 -2 A 18 -2 E helmet~ This helmet looks like it would be a good fit. ~ #5770 helmet~ an iron helmet~ An Iron helmet is here.~ nothingness~ armor K AE 0 0 0 0 1 -7 5 -700 P A 3 2 A 18 2 E helmet~ This helmet looks like it would be a good fit. ~ #5771 table~ a sturdy oak table~ A sturdy oak table is here.~ nothingness~ furniture 0 0 10 10000 E 0 0 -7 10 -700 P E table~ This table looks quite sturdy, as I said previously. ~ #5772 armor leather~ a suit of leather armor~ A suit of leather armor is here. ~ nothingness~ armor 0 AD 0 0 0 0 1 -7 5 -700 P E armor~ By the look of it, this armor didnt do its previous owner much good... ~ #5773 shield~ a wooden shield~ A simple wooden shield has been abandoned here. ~ nothingness~ armor 0 AJ 0 0 0 0 1 -7 5 -700 P E shield~ This shield probably isn't much use for anything beyond practice sessions... ~ #5774 sword~ a steel sword~ This sword doesn't look any better than your own weapon... ~ nothingness~ weapon 0 AN sword 0 -4 slice 0 -7 15 -700 P E sword~ Although in good condition, this is by all accounts an unremarkable blade... ~ #5775 crucifix~ a silver crucifix~ You spy a silver crucifix on the ground here. ~ nothingness~ treasure A AC 0 0 0 0 0 -7 1 -700 P A 17 -15 E crucifix~ This crucifix is dedicated to St. Christopher, patron saint of travellers. ~ #5776 corpse~ a decaying corpse~ Some poor adventurer's decaying corpse rests here. ~ nothingness~ trash 0 A 0 0 0 0 0 -7 70 -700 P E corpse~ Although decayed, the corpse still looks cumbersome... ~ #5777 gold~ gold!~ Gold! ~ nothingness~ money 0 A 8 0 0 0 0 -7 1 -700 P #5778 barrel rum~ a barrel of rum~ A barrel of good rum is here. ~ nothingness~ drink 0 AO 8 8 'chill touch' 0 0 -7 20 -700 P E rum~ This is tasty stuff! ~ #5779 key keys bunch~ a bunch of keys~ A bunch of keys has been left here. ~ nothingness~ key 0 AO 0 0 0 0 0 -7 2 -700 P E key keys bunch~ One of these keys is labelled "Boat House"... ~ #5780 boots~ a pair of unlaced boots~ Someone forgot to tie their laces up on these boots... ~ nothingness~ armor 0 AG 0 0 0 0 1 -7 5 -700 P A 14 50 E boots~ These boots, once laced up properly, would make a great pair of hiking boots. ~ #5781 eggs~ some pickled eggs~ Some pickled eggs have fallen out of their jar. ~ nothingness~ food 0 A 2 2 0 0 0 -7 1 -700 P E eggs~ Whew! Whoever eats these will fart up a storm! ~ #5782 jar~ a jar~ This jar is commonly used to hold pickled eggs and other preserved foods. ~ nothingness~ container 0 AO 2 A 0 2 100 -7 2 -700 P E jar~ A label on the side says "Rumblebottom's Fine Foods". ~ #5783 earrings~ a pair of cheap earrings~ Someone's cheap earrings have been left here. ~ nothingness~ treasure 0 AE 0 0 0 0 0 -7 1 -700 P E earrings~ They look tacky and worthless, but one man's trash is another man's treasure, so... ~ #5784 liquid~ a vial of liquid~ A vial of liquid glows strangely here... ~ nothingness~ potion A AO -7 'bless' 'cure serious' 'cure poison' 0 -7 1 -700 P A 4 2 E vial~ This vial actually contains Holy Water, blessed by the Overpriest of Kaynlesh-Ma. It will cure your injuries, including any inflicted by the poisonous touch of its undead owner, and bless you. ~ #5785 parchment~ a badly-damaged sheet of parchment~ A badly-damaged sheet of parchment is here. ~ nothingness~ trash 0 AO 0 0 0 0 0 -7 1 -700 P E parchment~ This parchment is almost illegible, but you can make out a map of this area, with one section to the north of here marked "THE MAZE OF ZAGOR", with two rooms marked "...GER" and "SM... P...LE". ~ #5786 book~ the Warlock's spellbook~ The Warlock's spellbook has been lost by its guardian. ~ nothingness~ scroll EGJ AO -7 'dispel magic' 'fly' 'charm person' 0 -7 10 -700 P A 12 50 E book~ The Warlock entrusted this book to his faithful Vampire Guardian to guard for him. ~ #5787 cards~ a deck of cards~ A deck of dog-eared cards has been scattered here. ~ nothingness~ trash 0 A 0 0 0 0 0 -7 1 -700 P E cards~ This is an unremarkable deck of Dwarven playing cards. ~ #5788 pipe~ a Dwarven pipe~ A Dwarven pipe has been left here. ~ nothingness~ wand G AO -7 4 4 'faerie fog' 0 -7 1 -700 P E pipe~ The smoke that this pipe belches forth can detect magically concealed creatures. ~ #5789 vase~ a vase full of liquid~ This vase is full of a liquid that looks suspiciously like plain water... ~ nothingness~ drink 0 AO 10 6 'water' 0 0 -7 10 -700 P E vase~ This vase is only half-full. ~ #5790 bowl~ a red clay bowl~ A red clay bowl rests here. ~ nothingness~ container 0 AO 5 0 0 5 100 -7 5 -700 P E bowl~ This red clay bowl is used to store coins. ~ #5791 coins~ some coins~ Some coins have been scattered here. ~ nothingness~ money 0 AO 8 0 0 0 0 -7 1 -700 P #5792 fountain~ a fountain~ A small stone fish spurts water into a stone bowl. It looks drinkable. ~ nothingness~ fountain 0 0 10000 10000 'water' 0 0 -7 10 -700 P E fountain~ This fountain bears a sign, written in the Goblin tongue, which reads "DO NOT DRINK!". ~ #5793 cards~ a deck of magical cards~ A deck of magical cards covered in strange runes and glyphs is here. ~ nothingness~ scroll GJ AO -7 'curse' 'blindness' 'cause critical' 0 -7 3 -700 P A 3 2 A 4 1 A 12 50 E cards~ These cards serve as a focus of the Warlock's power. ~ #5794 robes~ the Warlock's robes~ The Warlock's robes have been torn from his body. ~ nothingness~ armor GJ AK 0 0 0 0 1 -7 5 -700 P A 3 1 A 4 1 A 12 25 A 17 -5 E robes~ These robes contain a portion of the Warlock's power. ~ #5795 sword~ the Warlock's sword~ The Warlock's sword has been dropped here. ~ nothingness~ weapon GJ AN dagger 0 -4 pierce 0 -7 18 -700 P A 5 2 A 12 10 A 13 10 A 17 -5 E sword~ This sword looks quite sharp. ~ #5796 chest~ a solid iron-bound oak chest~ A solid iron-bound oak chest rests in a corner. ~ nothingness~ container 0 0 100 D 2064 100 100 -7 1 -700 P E chest~ This chest is securely locked. ~ #5797 loot~ loot!~ The Warlock's Loot! ~ nothingness~ treasure A AO 0 0 0 0 0 -7 50 -700 P E loot~ This is part of the Warlock's wealth. ~ #5798 gold~ gold!~ The Warlock's Gold! ~ nothingness~ money 0 A 345 50 0 0 0 -7 50 -700 P #5799 key~ a red key~ A red key ~ nothingness~ key 0 AO 0 0 0 0 0 -7 1 -700 P E key~ This key looks like it must open a BIG lock. ~ #5800 bullwhip whip~ a bullwhip~ A piece of leather nearly ten feet long has been curled up here. ~ nothingness~ weapon 0 AN whip 0 -4 whip 0 -7 15 -700 P A 18 -2 E bullwhip whip~ This bullwhip once belonged to the Orc Chieftain of Firetop Mountain... Perhaps it still does. ~ #5801 cloak~ an Orcish cloak~ An Orc chieftain's cloak is crumpled up into a ball here. ~ nothingness~ armor 0 AC 0 0 0 0 1 -7 5 -700 P A 5 1 E cloak~ Despite its owner, this cloak is in reasonably good shape. ~ #5802 belt pouch~ a pouch belt~ A small pouch belt is here. ~ nothingness~ container 0 AL 25 A 0 25 100 -7 5 -700 P #5803 bench~ a wooden bench~ A wooden bench is here. It has a small inscription carved into it. ~ nothingness~ furniture A 0 10 10000 E 0 0 -7 1 -700 P E inscription bench~ The inscription says- "REST YE HERE YE WEARY TRAVELLER" ~ #5804 boat punt~ a punt~ A small punt has been moored here. ~ nothingness~ container ST A 1000 0 0 1000 100 -7 100 -700 P E punt boat~ This punt is a servicable enough boat. ~ #5805 ale jack~ a jack of ale~ A giant-sized jack of ale rests here. ~ nothingness~ drink 0 AO 10 10 'ale' 0 0 -7 25 -700 P E jack ale~ This jack of ale is very big but it holds a LOT of wine. ~ #5806 key~ a gold key~ A gold key hangs from a hook here. ~ nothingness~ key A AO 0 0 0 0 0 -7 1 -700 P E key~ This key has the number 125 inscribed upon it. ~ #5807 key~ a copper key~ A copper key hangs from a hook here. ~ nothingness~ key 0 AO 0 0 0 0 0 -7 1 -700 P E key~ This key has the number 66 inscribed upon it. ~ #5808 key~ a red key~ A red key is here. ~ nothingness~ key 0 AO 0 0 0 0 0 -7 1 -700 P E key~ This key has the number 66 inscribed upon it. ~ #5809 cabinet glass~ a glass cabinet~ A glass cabinet full of curios rests against one wall. ~ nothingness~ container 0 0 10000 A 0 10000 100 -7 1 -700 P E cabinet~ This cabinet contains the various mementoes of the Warlock. ~ #5810 mementoes curios curio~ one of the Warlock's curios~ You see one of the Warlock's curios here. ~ nothingness~ treasure 0 AO 0 0 0 0 0 -7 5 -700 P E curio~ You are lookign at one of the curios of the Warlock of Firetop Mountain, which may be of value to someone. ~ #5811 book~ a book~ A book is here. ~ nothingness~ scroll AG AO -7 'armor' 'bless' 'stone skin' 0 -7 15 -700 P E book~ This heavy book deals with the magical science of Abjuration. ~ #5812 desk~ a massive desk~ This massive desk looks far too heavy to even budge. ~ nothingness~ furniture AG 0 10 10000 E 0 0 -7 1 -700 P E desk~ This desk is a magnificently carved oak affair, made with exquisite detail by the OOkers of NarHn. ~ #5813 chair~ a comfortable-looking chair~ This chair looks very comfortable. ~ nothingness~ furniture AG AO 10 10000 E 0 0 -7 50 -700 P A 5 1 A 13 25 A 17 -10 E chair~ This chair is actually quite beneficial if held. ~ #0 #ROOMS #5735 Path to Firetop Mountain~ You have reached the base of Firetop Mountain. The steep impenetrable face that rises before you is deeply gouged, as if by the claws of a gargantuan beast. Strange red vegetation grows at the peak, hence the mountain's name. A small dark opening in front of you allows you to enter the depths of Firetop Mountain, domain of the evil Warlock. You see a small sign stuck to a nearby withered tree. ~ 0 C 3 D0 inside the mountain~ ~ 0 -1 5736 D2 ~ ~ 0 -1 8854 E sign~ The sign says- "Welcome to Firetop Mountain, a fun- and excitement-filled area brought to you by the Mad Elf. He hopes you enjoy yourself". and below that- "Firetop Mountain was built on a DOS text-editor in November 1995 by Yaegar for AnonyMud, though any Merc 2.2 Mud can (and is indeed welcome to) use it". ~ S #5736 Inside the Mountain~ You are heading north along a gloomy stone passageway. Your footsteps echo in the eerie silence, which is broken only by the distant sound of running water. You soon reach a junction where you can head east or west. ~ 0 AD 0 D1 a door~ ~ 0 -1 5737 D2 the entrance~ ~ 0 -1 5735 D3 a guard post~ ~ 0 -1 5739 S #5737 A Door~ You are standing before a wooden door, set flush with the stone wall that marks the end of the passageway. It looks solid, but you get the idea that it would give easily to a good shove from your shoulder. Or, you could try just opening it with the handle... ~ 0 AD 0 D1 a pit~ ~ 1 0 5738 D3 inside the mountain~ ~ 0 -1 5736 S #5738 A Pit~ Ack! As you open the door and pass through, you fall into a deep pit! The sides are smooth and unscaleable, and for some reason your magic doesn't seem to work here. Looks like you might need to recall. ~ 0 ACDH 0 D5 a trapdoor~ ~ 1 0 13400 S #5739 A Guard Post~ After a short distance, the westward passage that you are following bends to the north. At the bend there is a small niche in the wall, just large enough for a medium-sized humanoid to stand in. A stone stool is in this niche, as is a half-drunk flagon of some unknown alcohol, and you (correctly) assume that this alcove is used as a sentry post. Its inebriated occupant may be around, so keep alert. ~ 0 AD 0 D0 a corridor~ ~ 0 -1 5740 D1 inside the mountain~ ~ 0 -1 5736 S #5740 A Corridor~ You are advancing down a long north-south corridor lined by several wooden doors to the west. The corridor is unlit- evidently it is either rarely used or the occupants of this place have no need for light... You hear loud snoring from behind the door nearest you. ~ 0 AD 0 D0 a corridor~ ~ 0 -1 5742 D2 a guard post~ ~ 0 -1 5739 D3 a door~ ~ 1 0 5741 S #5741 Orc Sleeping Quarters~ This room evidently serves as sleeping quarters for some of the foul Orcs that reside in this place. Loud snoring echoes around this room, coming from its single sleeping occupant, who lies with his arms curled about an interesting-looking box... ~ 0 AD 0 D1 a corridor~ ~ 1 0 5740 S #5742 A Corridor~ You are advancing down a long north-south corridor lined by several wooden doors to the west. The corridor is unlit- evidently it is either rarely used or the occupants of this place have no need for light... No sound comes from behind the door nearest you. ~ 0 AD 0 D0 a corridor~ ~ 0 -1 5744 D2 a corridor~ ~ 0 -1 5740 D3 a door~ ~ 1 0 5743 S #5743 Guards' Quarters~ This room seems to function as quarters for the Orcish soldiers that guard the entrance here. From what you've seen so far of the Warlock's "Guards", you think that maybe he should reconsider his choices for protection... There is a small snake curled up around a box in the far corner of this room. ~ 0 AD 0 D1 a corridor~ ~ 1 0 5742 S #5744 A Corridor~ You are advancing down a long north-south corridor lined by several wooden doors to the west. The corridor is unlit- evidently it is either rarely used or the occupants of this place have no need for light... You hear loud raucous drunken singing coming from behind the door nearest you. There is a junction to the north of here. ~ 0 AD 0 D0 a corridor~ ~ 0 -1 5746 D2 a corridor~ ~ 0 -1 5742 D3 a door~ ~ 1 0 5745 S #5745 A Party~ You are hit by the combined stench of Orc Grog, sweat, vomit, urine and blood as soon as you enter. Repulsed, you glance about and quickly gather that this foul place serves as some sort of recreation area for the Orcish soldiers. If you are lucky, you will be spared an encounter with the vile drunkards. ~ 0 AD 0 D1 a corridor~ ~ 1 0 5744 S #5746 A Junction~ You have reached a T-junction in the passageway, where passages run to the west, east and south. You can hear screaming and what sounds like a whip cracking to the west, while the sound of many Orcs slurping and chomping on their vile food emanates from the east. A variety of sounds come from the south. In the distance, you can hear what sounds like running water. ~ 0 AD 0 D1 another junction~ ~ 0 -1 5748 D2 a corridor~ ~ 0 -1 5744 D3 a westward corridor~ ~ 0 -1 5747 S #5747 A Westward Corridor~ You are advancing along an east-west corridor that ends at the east in a juction and at the west in a solid oak portal. From behind the portal you can hear screams, apparently being elicited by the bullwhip you hear cracking just before each cry. ~ 0 AD 0 D1 a junction~ ~ 0 -1 5746 D3 a door~ ~ 1 0 5799 S #5748 Another Junction~ You have reached another junction. From here you can go north, toward a huge iron portcullis, west, toward a branch in the corridor to the south, or east, toward what sounds like a kitchen/dining area, judging by the clangour of rattling pots and pans, and the shouts and grunts of the diners. ~ 0 AD 0 D0 a corridor~ ~ 0 -1 5750 D1 a door~ ~ 0 -1 5749 D3 a junction~ ~ 0 -1 5746 S #5749 Outside the Kitchen~ The noises of the kitchen are loudest here. Behind this door there must be some very nauseating dinner parties, if the noises and the *SMELL* are anything to go by. ~ 0 AD 0 D1 the kitchen~ ~ 1 0 5800 D3 another junction~ ~ 0 -1 5748 S #5750 A Corridor~ You are advancing along a long north-south corridor lined by several wooden doors to the east. The corridor is unlit- evidently it is either rarely used or the occupants of this place have no need for light... You hear dreadful screaming coming from behind the door to the east. There are junctions to the north and south of here. ~ 0 AD 0 D0 a corridor~ ~ 0 -1 5752 D1 a door~ ~ 1 0 5751 D2 another junction~ ~ 0 -1 5748 S #5751 A Cell~ Eeyew! This foul place obviously serves as a combined garbage room/prison cell, for several skeletons manacled to the walls are half-buried in all manner of disgusting refuse that has been hurled into here by the Orcs. Just looking at the evil mess makes you want to vomit, and by the looks of it you haven't been the first to so react... ~ 0 AD 0 D3 a corridor~ ~ 1 0 5750 S #5752 A Corridor~ You are advancing along a long north-south corridor lined by several wooden doors to the east. The corridor is unlit- evidently it is either rarely used or the occupants of this place have no need for light... There are junctions to the north and south of here. ~ 0 AD 0 D0 a corridor~ ~ 0 -1 5754 D1 a door~ ~ 1 0 5753 D2 another junction~ ~ 0 -1 5750 S #5753 Armory~ You have entered an armory. Most of the weapons here are of Orcish make, crude and clumsy-looking, and you ignore them. However, a few weapons of human and elf make are also stored here- perhaps you may find one of use to you... ~ 0 AD 0 D3 a corridor~ ~ 1 0 5752 S #5754 A Corridor~ You are advancing along a long north-south corridor lined by several wooden doors to the east. The corridor is unlit- evidently it is either rarely used or the occupants of this place have no need for light... You hear piteous moans and cries of pain, followed by insane cackling, coming from the door nearest you. There are junctions to the north and south of here. ~ 0 AD 0 D0 a junction~ portcullis~ 1 -1 5756 D1 a door~ ~ 1 0 5755 D2 another junction~ ~ 0 -1 5752 S #5755 A Torture Chamber~ You have entered a torture chamber, currently being used by the Warlock's Goblin torturers to extract information from intruders or confessions from crooked or incompetent Orcish sentries. Of course, they don't really care what you know, they are going to torture you anyway :). ~ 0 AD 0 D3 a corridor~ ~ 1 0 5754 S #5756 A Junction~ You have reached a T-Junction which allows you to travel east, west or south. The corridor to the south is lined with doors to the east, while the east and west branches of the junction disappear into the darkness which is barely penetrated by your light source. You fancy that you can hear the sounds of a river to the far north. ~ 0 AD 0 D1 a bend in the corridor~ ~ 0 -1 5757 D2 a corridor~ portcullis~ 1 -1 5754 D3 a long passageway~ ~ 0 -1 5779 S #5757 A Bend in the Corridor~ You have reached a bend in the corridor where you can head north to another junction or back west to a southern branch of the corridor. The sound of running water seems to be coming directly from the north now. You get the feeling this may be a good place to rest and collect yourself. ~ 0 ACDK 0 D0 a junction ~ ~ 1 0 5758 D3 a junction~ ~ 0 -1 5756 S #5758 A Junction~ You have reached yet another junction, where you can head east, west, or south to a strange-looking bench. There is a door to the far east, but you can hear nothing coming from that direction. ~ 0 AD 0 D1 a junction~ ~ 0 -1 5759 D2 a bench~ ~ 0 -1 5757 D3 a bend~ ~ 0 -1 5761 S #5759 A Junction~ At this point, a long, dark passageway stretches off to the north, ending at a wooden door. You fancy that you can hear heavy breathing coming from behind it. You can still hear naught from behind the eastern door, which you are standing before now. ~ 0 AD 0 D0 a door~ ~ 1 0 5765 D1 a door~ ~ 1 0 5760 D3 a junction~ ~ 0 -1 5758 S #5760 An Ornate Room~ You enter a room heavily decorated by ornate stonework and detailed murals and reliefs, crafted and colored in a style you have never seen before, giving the room an unearthly beauty. A pedestal has been placed in the center of the room, and atop it is an iron statue of what looks like a one- eyed demon. ~ 0 AD 0 D3 a junction~ ~ 1 0 5759 S #5761 A Bend~ At this point the corridor bends sharply to the north, heading past doors to the east and west toward some distant point, lost in the all-encompassing murky darkness. You are thankful for your light. ~ 0 AD 0 D0 outside three doors~ ~ 0 -1 5762 D1 a junction~ ~ 0 -1 5758 S #5762 Outside Three Doors~ You are standing in a north-south running corridor between two doors. The one to the east has a small sign upon it, while the one to the west is blank. You can here a gentle humming noise, as if of someone singing to themself, behind the east door. There is another, pitch-black portal to the north. It looks ominous... ~ 0 AD 0 D0 a pitch-black portal~ ~ 1 0 5766 D1 a shop~ ~ 1 0 5764 D2 a bend~ ~ 0 -1 5761 D3 a door~ ~ 1 0 5763 E sign~ The sign says, in large, neatly-scribed letters- "T H E H O U S E O F C A N D L E S" Visitors welcome. Please leave your children and pets outside. No Hawkers or Canvassers. Shoplifters WILL be prosecuted. ~ S #5763 A Cavern~ The door opens onto a rough-hewn cavern, dark and dreary as the rest of the dungeon, save that it has more than the usual amount of cobwebs, and also sports a fair collection of Orcish, Dwarven and Human bones. You enter cautiously, well aware that this may be the lair of a Huge SPIDER. ~ 0 AD 0 D1 outside three doors~ ~ 1 0 5762 S #5764 A Shop~ You have entered a brightly-lit shop, an oddity in this place made even stranger by the bizarre array of goods available. However, what interests you most in this normally black dungeon is the availability of magic candles that can help light your way. ~ 0 D 0 D3 outside three doors~ ~ 1 0 5762 S #5765 A Barbarian!~ You have entered the quarters of an insane barbarian, who by now is attacking you if he has not already been slain by another adventurer before you. There is little of interest in this dingy room. A passage runs from here to another door to the north. ~ 0 AD 0 D0 a short passage~ ~ 1 0 5801 D2 a door~ ~ 1 0 5759 S #5766 A Black Corridor~ As you enter this foreboding place, your light source dwindles to a faint glimmer, threatening to go out entirely at any moment. In its bleak glare you manage to make out hideous murals on the walls depicting people being maimed and tortured, and you could swear that they are actually MOVING. You feel a sudden urge to flee this horrid place. ~ 0 ADH 0 D0 a fountain room~ ~ 1 0 5768 D2 outside three doors~ ~ 1 0 5762 S #5767 A Gallery~ You have entered what appears to be an art gallery. Paintings of various old men and women of noble birth line the whitewashed walls and you supress a yawn as you walk past. However, one portrait here appears to be different... Doors to the north and south allow you to leave this place. ~ 0 D 0 D0 a short corridor~ ~ 1 0 5802 D2 a short corridor~ ~ 1 0 5801 S #5768 A Fountain~ You have entered a small room, no more than a slight broadening of the passage, with a fountain in the middle of it. The passage continues to the north and terminates at a pitch-black portal to the south. ~ 0 AD 0 D0 a corridor~ ~ 0 -1 5770 D2 a pitch-black portal~ ~ 1 0 5766 S #5769 A Pear-Shaped Room~ You have entered a pear-shaped room, with the south entrance opening into the wide base and a door to the north exiting at the top of the fruit shape. Several items of interest are scattered on the floor here.. The sound of flowing water is stronger than ever here. It appears to be coming from directly beyond the door in the north wall. ~ 0 AD 0 D0 a door~ ~ 1 0 5773 D2 a short corridor~ ~ 0 -1 5802 S #5770 A Corridor~ You are marching along a long north-south corridor, which ends near a fountain to the south, and a small door to the north. A second door is in the eastern wall near you. ~ 0 AD 0 D0 a door~ ~ 1 0 5803 D1 a door~ ~ 1 0 5771 D2 a fountain~ ~ 0 -1 5768 S #5771 A Bare Room~ You have entered a room that is completely unrearkable save for a table and some interesting items upon it. ~ 0 AD 0 D3 a corridor~ ~ 1 0 5770 S #5772 A Junction~ You have reached a junction in the passageway, where you may go east, west or south. The sound of running water is unmistakable now, and seems to be coming from the western passage, which bends to the north. Bestial grunts echo from the passage to the east. ~ 0 AD 0 D1 a cave~ ~ 0 -1 5775 D2 a door~ ~ 1 0 5803 D3 a bend~ ~ 0 -1 5774 S #5773 A Ferryman and a Bridge~ You have finally reached the source of the sound of running water- a broad underground river that cuts through the dungeons of Firetop Mountain. You peer into it but can see nothing in its icy black depths, but doubtless this river sports its own particular little nasties like all the other parts of the dungeon have so far. A rickety bridge allows you to cross to the other side if you wish, or you may wish to go boating using a nearby punt. A sign says- "Don't Pay the Ferryman...till he gets you to the other side..." ~ 0 AD 0 D0 the other side~ ~ 0 -1 5798 D1 river~ ~ 0 -1 5778 D2 pear room~ ~ 1 0 5769 D3 river~ ~ 0 -1 5777 S #5774 On the Banks of the River~ You have finally reached the river you have been hearing for so long. It looks deep, dark and unswimmable, though if you had a boat you may be able to cross it, though at this point there appears to be nothing of interest on the other side. Perhaps you may find a crossing further down? ~ 0 AD 0 D0 the river~ ~ 0 -1 5777 D1 a junction~ ~ 0 -1 5772 S #5775 A Cave~ You have entered a huge cave, cut from the rock face by Gods-know what force. There is a campfire burning in the center of the room, and several hides and rocks are scattered about the area, along with several bones and chewed strips of half-cooked meat. ~ 0 AD 0 D3 a junction~ ~ 0 -1 5772 S #5776 The River~ You are sailing along the mighty underground river that cuts through the dungeons of Firetop Mountain. To the west you can see a rocky beach, while to the east the river flows into the murky darkness that pervades here. ~ 0 AD 7 D1 river~ ~ 0 -1 5777 D3 a rocky beach~ ~ 0 -1 5797 S #5777 The River~ You are sailing along the mighty underground river that cuts through the dungeons of Firetop Mountain. To the west you can see a rocky beach, while to the east the river flows towards what looks like a bridge. There is a small alcove to the south at which you could dock. ~ 0 AD 7 D1 bridge~ ~ 0 -1 5773 D2 alcove~ ~ 0 -1 5774 D3 river~ ~ 0 -1 5776 S #5778 The River~ You are sailing along the mighty underground river that cuts through the dungeons of Firetop Mountain. To the west you can see a rickety bridge, while to the east the river down a narrow crevice and is impassable. ~ 0 AD 7 D3 bridge~ ~ 0 -1 5773 S #5779 A Long Passageway~ You are heading along a long east-west passageway which meets a junction to the east and bends sharply to the north to the west. ~ 0 AD 0 D1 a junction~ ~ 0 -1 5756 D3 entrance to a cave~ ~ 0 -1 5780 S #5780 Entrance to a Cave~ You are passing by the entrance to a small cave, on the northern side of this long east-west passage. A vile smell wafts from this dark place, and you fancy that you can hear bestial gruntings. ~ 0 AD 0 D0 cave~ ~ 0 -1 5781 D1 a passage~ ~ 0 -1 5779 D3 a passage~ ~ 0 -1 5782 S #5781 Ogre Cave~ Whew! What a smell! This cave, littered as it is with garbage, offal and half-eaten body parts, smells atrocious. And so does its inhabitant! Too bad for you he's very sensitive about it all, and when he sees you gag and retch, he leaps forward to attack. A traveller once told you that he found a gateway to another dimension in an Ogre cave in these parts... ~ 0 AD 0 D2 entrance to a cave~ ~ 0 -1 5780 E floor ground~ There is a circular scorch mark on the floor here. ~ S #5782 A Bend~ You have reached a bend in the passageway, where you can continue to the north or the east, depending on which way you were travelling. You can hear faint laughter coming from the north. ~ 0 AD 0 D0 a junction~ ~ 0 -1 5783 D1 entrance to a cave~ ~ 0 -1 5780 S #5783 A Junction~ You have reached a point where you can continue along the north-south passage or head west along a very narrow path. You hear laughter coming from this direction. As you examine the western passage, you notice that it is indeed VERY narrow, and you begin to harbour doubts about getting back out... ~ 0 AD 0 D0 a t-junction~ ~ 0 -1 5785 D2 a bend~ ~ 0 -1 5782 D3 a narrow passageway~ ~ 0 -1 5784 S #5784 A Narrow Passageway~ You didn't listen, did you? You decided to try and worm your way down this NARROW (That is a six letter adjective meaning not very freaking wide), and now you're trapped, with only the mocking laughter you heard earlier to keep you company. I hope for your sake you have a spell that enables you to escape... ~ 0 ACD 0 S #5785 A T-Junction~ You have come to a T-Junction where an east-west passageway is met by a north-south one. The north-south passage terminates at the meeting-point. To the south it runs past another side passage before turning sharply to the east. The east-west passage bends to the north in both directions. You see a small recess in the north wall here and think this would be a good place to rest your weary bones. ~ 0 ACD 0 D1 a bend~ ~ 0 -1 5786 D2 a side passage~ ~ 0 -1 5783 D3 a bend~ ~ 0 -1 5788 S #5786 A Bend~ The passage you are following bends sharply here, and you have the option of going west or north, depending on which direction you were coming from. The north passage looks particularly dull and empty, while the west leads to a junction near a small recess in the north wall. ~ 0 AD 0 D0 a long passageway~ ~ 0 -1 5787 D3 a junction~ ~ 0 -1 5785 S #5787 A Long Passageway~ This passageway is the longest straight-running passageway you have so far encountered, running without interruption for at least 250 metres. It continues in both directions. ~ 0 AD 0 D0 a bend~ ~ 0 -1 5794 D2 a bend~ ~ 0 -1 5786 S #5788 A Bend~ Turning the bend in the corridor, you sunndenly notice that the floor in the bend has collapsed, making a gaping huge hole. Peering down into the hole, you notice that there is another passageway below this one, running north. Since the hole is far too big to leap over, and the passage beyond is blocked by rubble, your only options are to go down or head back east. A horrid stench from the pit below suddenly wafts upward, making your eyes water. ~ 0 AD 0 D1 a junction~ ~ 0 -1 5785 D5 a troll den~ ~ 0 -1 5789 S #5789 The Troll Den~ While climbing down, you misjudge your step, and go tumbling down into the hole, which is a LOT deeper than you originally thought. Stunned, you slowly turn over, and find yourself staring into the vacant eye sockets of a half-eaten decomposing corpse! Leaping back, you fall onto a pile of whitened bones, and in a panicked state you suddenly recognise the odor you detected earlier- TROLL. ~ 0 AD 0 D0 a rough cavern~ ~ 0 -1 5790 S #5790 A Rough Cavern~ Proceeding away from the Troll den, you come into a long, rough cavern, littered with decaying corpses and shards of broken bones and weapons. Remembering the previous occupant of this foul place you encountered, you grip your trusty weapons firmly and glare about, ready for anything. A distant howl suddenly echoes about the cavern, and you tense, sweat beading on your brow. You spy a set of steps leading up to a door in the far wall, to the north, and step up to it. ~ 0 AD 0 D0 a door~ ~ 1 0 5791 S #5791 Rat Room~ You cautiously step through the door and enter a room which is knee-deep in bones! Several dark shapes move about amongst the bones, and with growing alarm you realize that you have entered the lair of some giant rats! The door to the south appears jammed from this side, and you realize you will probably have to fight your way out of here. ~ 0 AD 0 D0 a giant's room~ ~ 1 0 5792 D1 a junction~ ~ 1 0 5793 S #5792 A Giant Room~ Fee Fi Fo Fum! You have entered a huge room filled with huge furniture. Obviously you have stumbled into the lair of a giant! He probably uses the giant rats in the room you just exited as a food supply. Foul creature! ~ 0 AD 0 D2 rat room~ ~ 1 0 5791 S #5793 A Junction~ At this junction, you have the option of going north, where the sound of running water is once more clearly audible, or east, towards a bend in the passage to the south. Alternatively, you could step through a door to the west, from which the sounds of scratching and high-pitched squeaking emanate. ~ 0 AD 0 D0 a passageway~ ~ 0 -1 5796 D1 a bend~ ~ 0 -1 5794 D3 a door~ ~ 1 0 5791 S #5794 A Bend~ You have entered into a bend in the passage, where you can head west toward a junction, or south along a long dark passageway. There is also a heavy oaken portal to the north, wich has a rubber skirt along the base, and heavy rubber insulation along the sides... ~ 0 AD 0 D0 gas room~ ~ 1 0 5795 D2 a long passageway~ ~ 0 -1 5787 D3 a junction~ ~ 0 -1 5793 S #5795 A Gas Room!~ *Cough* This room is filled with gas. And it's attacking you! There is a niche on the far wall, which looks like it could contain a key. ~ 0 AD 0 D2 a bend~ ~ 0 -1 5794 S #5796 A Long Passageway~ This passageway is running south to a junction and north toward the sound of running water. You can smell fresh water on the breeze, which blows cold from the river to the north. ~ 0 AD 0 D0 a rocky beach~ ~ 0 -1 5797 D2 a junction~ ~ 0 -1 5793 S #5797 A Rocky Beach~ You have come to a rocky beach, set in a hollowed-out portion of the south wall which the river runs past. From the look of the huge holes in the ground, you aren't the only one who comes here... ~ 0 AD 0 D1 the river~ ~ 0 -1 5776 D2 a passageway~ ~ 0 -1 5796 S #5798 The Other Side~ You have reached the other side of the river. From here you can progress east towards a secure-looking door, or west towards what looks like a door to living quarters. Alternatively, there is a door set flush in the north wall directly ahead of you. ~ 0 AD 0 D0 a door~ ~ 1 0 5807 D1 towards a door~ ~ 0 -1 5815 D2 a bridge to the south bank~ ~ 0 -1 5773 D3 towards living quarters~ ~ 0 -1 5804 S #5799 The Chieftain's Quarters~ You have entered the quarters of the leader of the Orcs of Firetop Mountain. He is standing here brandishing a big bullwhip, which he is using to beat another, smaller Orc, presumably his batman or servant. A chest in the far corner catches you eye, and you wonder what wealth this Chieftain may possess... ~ 0 AD 0 D1 a westward corridor~ ~ 1 0 5747 S #5800 The Orc Kitchen~ It is here that the Orcs prepare their meals and partake of them, seated at long filthy benches deeply scarred and stained. Pots and pans bubble and fry atop a wood-burning cast-iron stove, and from it an Orc occasionally serves himself some rat stew and grits. The Orcs in here seem far too engrossed in their gastronomic acitivities to notice your presence, though doubtless they would react strongly were you to disturb their meals. ~ 0 AD 0 D3 outside the kitchen~ ~ 0 -1 5749 S #5801 A Short Corridor~ A short, unremarkable corridor that terminates to the north at a solid oak door and to the south in a small room. ~ 0 AD 0 D0 a gallery~ ~ 1 0 5767 D2 a barbarian~ ~ 0 -1 5765 S #5802 A Short Corridor~ A short, unremarkable corrdior that terminates to the north at a pear-shaped room and to the south at a solid oak door. ~ 0 AD 0 D0 a pear-shaped room~ ~ 1 0 5769 D2 a gallery~ ~ 1 0 5767 S #5803 Room of Hands and Stars~ You have entered a room with a floor decorated with a mural of hands and stars. Something about this room strikes you as being not quite right, and you get the strange feeling that the hands are somehow ALIVE... ~ 0 AD 0 D0 a junction~ ~ 1 0 5772 D2 a corridor~ ~ 1 0 5770 S #5804 Outside a Door~ You are standing at the end of a short east west corrdior, outside a door set in the north wall. You can open this door, or head back to the east, where you can see a bridge crossing a wide river. ~ 0 AD 0 D0 a door~ ~ 1 0 5805 D1 a junction on the north bank near a bridge~ ~ 0 -1 5798 S #5805 Inside the Shipbuilder's Quarters~ This room houses the shipbuilder and his faithful dog. There are bits of wood and tools lying about everywhere, and a section of hull serves as a resting bench for the shipbuilder, who can usually be found sprawled over it. There is a door to the west, as well as the southern one you originally came through. ~ 0 AD 0 D2 outside a door~ ~ 1 0 5804 D3 a pantry~ ~ 1 0 5806 S #5806 Pantry~ This well-stocked larder is full of jars of preserved foods and jacks of ale, but most of it looks inedible. There are a couple of jars, however, that seem to contain palatable foodstuffs. ~ 0 AD 0 D1 the shipbuilder's quarters~ ~ 1 0 5805 S #5807 A Short Dark Corridor~ You are heading along a short dark corridor with doors at either end. ~ 0 ACD 0 D0 a zombie room~ ~ 1 0 5808 D2 a junction on the north bank near a bridge~ ~ 1 0 5798 S #5808 A Zombie Room~ You have entered the quarters of some of the Warlock's many undead servants. Several Zombies reside here, along with some interesting-looking items belonging to past adventurers which have been scattered on the floor here. There is a door in the north wall. ~ 0 AD 0 D0 a crypt~ ~ 1 0 5809 D2 a short dark corridor~ ~ 1 0 5807 S #5809 A Crypt~ You have entered a Gothic-looking crypt, which currently houses three ornately-fashioned marble coffins, one of which is open. You glance about nervously, seeking its owner, who must be nearby... ~ 0 AD 0 D2 a zombie room~ ~ 1 0 5808 D3 a junction~ ~ 1 0 5810 S #5810 A Junction~ You have reached a junction, a crossroads this time, where you may proceed in any of the four cardinal directions. A door blocks the passage to the east, and you can hear sounds of construction to the west. No sound comes from the northern or southern branches. ~ 0 AD 0 D0 a bend~ ~ 0 -1 5813 D1 a door~ ~ 1 0 5809 D2 dead end~ ~ 0 -1 5811 D3 construction~ ~ 0 -1 5812 S #5811 A Dead End~ You have reached a dead end, utterly devoid of anything whatsoever of the slightest interest. Go back. Now. You're still here? ~ 0 AD 0 D0 a junction~ ~ 0 -1 5810 S #5812 A Construction Site~ You have come across a construction site, where an effort is being made to construct a tunnel downwards from this passage. This in itself isn't unusual- what makes this so weird is the fact that the laborers are animated tools, industrious picks, shovels and spades, working and singing merrily as they do! Some of them even stop to make smalltalk with you. You may rest here as long as you want, as the toosl will prevent you from any harm. However, you cannot attack them, as they are quite immune to your puny efforts. ~ 0 ACD 0 D1 a junction~ ~ 0 -1 5810 S #5813 A Bend in the Passageway~ You have come to a bend, where you may proceed south toward a junction, or east toward a hole in the north wall. The sounds one would normally associate with heavy excavation echo from the south somewhere. ~ 0 AD 0 D1 a hole~ ~ 0 -1 5814 D2 a junction~ ~ 0 -1 5810 S #5814 A Hole in the Wall~ You are passing by a hole in the north wall in this east west passageway. You can feel a strangely warm breeze blowing from this direction. You can enter if you wish, or proceed east or west. A junction lies to the east, while to the west the passage bends sharply to the south. ~ 0 AD 0 D1 a junction~ ~ 0 -1 5820 D3 a bend~ ~ 0 -1 5813 D5 a creepy room~ ~ 0 -1 5823 S #5815 A Door~ You have reached a securely-locked door. Through a small hole in the door, you can see a group of skeletons industriously working on a large boat, moving about with practiced efficiency as they hammer, saw and sand the boat into shape. ~ 0 AD 0 D1 a shipbuilding room~ ~ 1 5779 5816 D3 a junction on the north bank near a bridge~ ~ 0 -1 5798 S #5816 A Shipbuilding Room~ This room is scattered with tools, planks, nails, rivets and sailcloth. You see desks, tables and deck plans for various ships strewn about. Evidently the Warlock is something of a nautical man. This room is usually filled with skeletons busily constructing boats for the Warlock, and occasionally the chief ship-builder will actually be doing his job here. There are doors to the north and west. ~ 0 D 0 D0 a door~ ~ 1 0 5817 D3 a door~ ~ 1 5779 5815 S #5817 A Corridor~ You have entered a short corridor that runs between the boathouse to the south and the quarters of shipbuilders to the north. ~ 0 AD 0 D0 a room~ ~ 1 0 5818 D2 a boathouse~ ~ 1 0 5816 S #5818 A Room~ You have entered a sleeping room of some sort. Juding by the smell, the only creatures that ever rest here are undead ones...There is a tatty wall-hanging one one wall that has a faded representation of the Mountain woven into it, and some scraps of cloth on the other wall contained some image that no-one will ever see again. A small door is set into the north wall. ~ 0 AD 0 D0 a corridor~ ~ 1 0 5819 D2 a corridor~ ~ 1 0 5817 S #5819 A Corridor~ You have entered a short corridor that runs north to a junction and south to a sturdy oak door. You fancy you can hear raspy breathing coming from behind it. ~ 0 AD 0 D0 junction~ ~ 0 -1 5820 D2 a room~ ~ 1 0 5818 S #5820 A Junction~ You have reached a junction, where you may go west, east or south. ~ 0 AD 0 D1 a door~ ~ 0 -1 5821 D2 a corridor~ ~ 0 -1 5819 D3 a long passageway and a hole~ ~ 0 -1 5814 S #5821 A Door~ You are standing outside a huge studded metal door, set firmly into the south wall. It has a massive golden keyhole. You know just by looking at it that you have scant hopes of forcing it down. ~ 0 AD 0 D2 loot room~ ~ 1 5806 5822 D3 a junction~ ~ 0 -1 5820 S #5822 Loot Room~ You have found the treasury of the Warlock! Congratulations! Now...quickly fill your sacks with gold and your packs with gems, before he finds you here... ~ 0 D 0 D0 outside the loot room~ ~ 1 5806 5821 S #5823 A Creepy Room~ You have entered a creepy-looking room, littered with corpses and various items of rubbish. Shadows flicker and dance in the glare of your wavering light source, and you fancy you can feel a palpable aura of evil in this place. You may hurry quickly north to a passage there, or back up to the safety of the corridor you just left. ~ 0 AD 0 D0 a bend~ ~ 0 -1 5824 D4 a passage~ ~ 0 -1 5814 S #5824 A Bend~ You have entered a bend in the passage, where you can head east toward a wide section of the passage, or back south towards a ghastly smell... ~ 0 AD 0 D1 a widening of the passage~ ~ 0 -1 5825 D2 a creepy room~ ~ 0 -1 5823 S #5825 A Widening in the Passage~ *>CLANG<*! As soon as you enter this area, a huge, heavy portcullis slams down into place behind you, preventing your returning in that direction, meaning you have no choice but to continue east into a sinister-looking area of the dungeons of Firetop Mountain. You pray that you will find the key to the portcullis somewhere in here... ~ 0 AD 0 D1 junction~ ~ 0 -1 5826 D3 a bend~ ~ 1 5808 5824 S #5826 A Junction~ You have come to a junction. From here you can head east or south, or through a door to the north. ~ 0 AD 0 D0 dwarf room~ ~ 1 0 5827 D1 another door~ ~ 0 -1 5828 D2 a bend~ ~ 0 -1 5830 D3 portcullis~ ~ 0 -1 5825 S #5827 The Dwarf Room~ You open this door to be greeted by a very odd sight. Several Dwarves, smoking pipes and playing poker, are seated about a table. There is a deck of cards scattered about, and as you watch the last player folds and the dealer collects. Spying you they offer a cordial greeting and ask you if you would like to join them. ~ 0 D 0 D2 a junction~ ~ 1 0 5826 S #5828 Another Door~ You are standing outside another door. From behind this one you can hear the sounds of pots being smashed and what sounds like the snortings of a bull... ~ 0 AD 0 D0 a minotaur room~ ~ 1 0 5829 D2 a junction~ ~ 0 -1 5831 D3 a junction~ ~ 0 -1 5826 S #5829 A Minotaur Room~ You have entered the lair of a MINOTAUR! And he will sure be pissed if he catches you here, so you'd better leave real quick or get ready for a fight. From the looks of things, he has been mad for a while- broken pots scatter the floor, and several smashed cups and plates are piled in one corner. ~ 0 AD 0 D2 another door~ ~ 1 0 5828 S #5830 A Bend~ You are standing at a bend in the corridor, where you can head north to a junction or east to another junction. You fancy you can smell brimstone... ~ 0 AD 0 D0 a junction~ ~ 0 -1 5826 D1 a junction~ ~ 0 -1 5831 S #5831 A Junction~ You are standing at a junction, where you can proceed north towards a door, west towards a bend in the corridor, or down into a lower passage, from which waves of heat and the stench of brimstone emanate... ~ 0 AD 0 D0 another door~ ~ 0 -1 5828 D3 a bend~ ~ 0 -1 5830 D5 dragon cave~ ~ 0 -1 5832 S #5832 A Dragon Cave~ Oh Dear...As you progress, you begin to feel uneasy, due to both the heat and smell, and the huge claw marks on the walls of this downward-sloping passage. Reaching the bottom, your worst fears are confirmed- you have entered the lair of a dragon! A passage leading to a locked steel door in the south wall offers itself as a possible escape route, as does a sloping passage that leads back up. ~ 0 AD 0 D2 a locked steel door~ ~ 0 -1 5833 D4 a junction~ ~ 0 -1 5831 S #5833 A Locked Steel Door~ This hefty portal blocks any further progress in this direction, unless you have a skeleton key...:) ~ 0 AD 0 D0 dragon cave~ ~ 0 -1 5832 D1 the warlock's chambers~ chamber door~ 1 5807 5834 S #5834 The Warlock's Chambers~ You have finally discovered the Chambers of the Warlock of Firetop Mountain. This room is a huge study, lined with shelves full of books of lore, a glass cabinet full of curios, and a massive desk, behind which sits an impressive- looking padded chair. You better hope that you have entered on one of the rare occasions that the Warlock is absent... ~ 0 D 0 D3 a door~ door~ 1 5807 5833 S #0 #RESETS D 0 5754 0 1 D 0 5738 5 1 CLOSES TRAPDOOR TO CIQUALA D 0 5737 1 1 CLOSES DOOR TO PIT M 0 5735 1 5739 1 LOADS ORC SENTRY E 0 5735 0 8 EQUIPS LEATHER ARMOR E 0 5736 0 16 EQUIPS POLEARM O 0 5737 0 5739 LOADS GROG D 0 5740 3 1 CLOSES DOOR TO SLEEPING ROOM M 0 5736 1 5741 1 LOADS SLEEPING ORC O 0 5738 0 5741 LOADS BOX P 0 5740 0 5738 1 LOADS MOUSE IN BOX O 0 5748 0 5741 LOADS MATTRESS D 0 5742 3 1 CLOSES DOOR TO SNAKE ROOM M 0 5737 1 5743 1 LOADS SNAKE G 0 5741 0 0 GIVES KEY O 0 5748 0 5743 LOADS MATTRESS D 0 5744 3 1 CLOSES DOOR TO REC ROOM M 0 5738 3 5745 3 LOADS DRUNK ORCS E 0 5735 0 8 EQUIPS LEATHER ARMOR G 0 5737 0 0 GIVES GROG O 0 5742 0 5745 LOADS BOX P 0 5743 0 5742 1 PUTS TOME IN BOX O 0 5748 0 5745 LOADS MATTRESS D 0 5747 3 1 CLOSES DOOR TO CHIEFTAINS QUARTERS D 0 5749 1 1 CLOSES DOOR TO KITCHEN D 0 5750 1 1 CLOSES DOOR TO PRISON CELL M 0 5742 1 5751 1 LOADS PRISONER E 0 5751 0 16 WIELDS CHAIR LEG D 0 5752 1 1 CLOSES DOOR TO ARMORY O 0 5755 0 5753 LOADS SHIELD D 0 5754 1 1 CLOSES DOOR TO TORTURE CHAMBER M 0 5743 2 5755 2 LOADS TORTURERS E 0 5753 0 16 WIELDS KNIFE G 0 5754 0 0 GIVES CHEESE O 0 5752 0 5755 LOADS TORTURE RACK O 0 5803 0 5757 LOADS BENCH D 0 5759 0 1 CLOSES DOOR TO BARBARIAN D 0 5759 1 1 CLOSES DOOR TO IRON CYCLOPS M 0 5744 1 5760 1 LOADS IRON CYCLOPS G 0 5756 0 0 GIVES JEWEL G 0 5757 0 0 GIVES KEY D 0 5762 0 1 CLOSES DOOR TO BLACK CHAMBER D 0 5762 1 1 CLOSES DOOR TO SHOP D 0 5762 3 1 CLOSES DOOR TO SPIDER CHAMBER M 0 5750 1 5763 1 LOADS SPIDER O 0 5767 0 5763 LOADS BOOTS M 0 5746 1 5764 1 LOADS OLD MAN G 0 5762 0 0 GIVES CANDLE M 0 5745 1 5765 1 LOADS BARBARIAN O 0 5758 0 5765 LOADS BOX P 0 5759 0 5758 1 PUTS MALLET IN BOX P 0 5760 0 5758 1 PUTS STUMP IN BOX D 0 5766 0 1 CLOSES DOOR TO FOUNTAIN D 0 5766 2 1 CLOSES DOOR TO CORRIDOR O 0 5761 0 5767 LOADS PAINTING D 0 5768 2 1 CLOSES DOOR TO CORRIDOR O 0 5792 0 5768 LOADS FOUNTAIN D 0 5769 0 1 CLOSES DOOR TO RIVER O 0 5764 0 5769 LOADS WOOD O 0 5765 0 5769 LOADS ROPE D 0 5770 0 1 CLOSES DOOR TO HANDS ROOM D 0 5770 1 1 CLOSES DOOR TO HELMET ROOM O 0 5771 0 5771 LOADS TABLE O 0 5769 0 5771 LOADS BRONZE HELMET O 0 5770 0 5771 LOADS IRON HELMET M 0 5747 1 5773 1 LOADS FERRYMAN O 0 5804 0 5773 LOADS BOAT D 0 5772 2 1 CLOSES DOOR TO HANDS M 0 5749 2 5774 2 LOADS GIANT BATS M 0 5748 2 5775 2 LOADS CAVEMEN E 0 5763 0 16 WIELDS CLUB M 0 5769 1 5776 1 LOADS CROCODILE O 0 5766 0 5777 LOADS SWORD M 0 5755 3 5778 3 LOADS PIRANHAS M 0 5751 1 5781 1 LOADS OGRE M 0 5752 1 5789 1 LOADS TROLL D 0 5790 0 1 CLOSES N DOOR M 0 5753 3 5791 3 LOADS GIANT RATS D 0 5791 0 1 CLOSES DOOR TO GIANT M 0 5754 1 5792 1 LOADS GIANT G 0 5805 0 0 GIVES ALE GIANT D 0 5793 3 1 CLOSES DOOR TO RATS D 0 5794 0 1 CLOSES POISON DOOR M 0 5770 1 5795 1 LOADS GAS BEAST O 0 5806 0 5795 LOADS KEY IN GAS ROOM M 0 5756 1 5797 1 LOADS GIANT SANDWORM D 0 5798 0 1 CLOSES DOOR TO NORTH M 0 5739 1 5799 1 LOADS CHIEFTAIN E 0 5800 0 16 WIELDS WHIP E 0 5801 0 3 WEARS CLOAK E 0 5802 0 13 WEARS POUCH BELT M 0 5740 1 5799 1 LOADS SERVANT O 0 5744 0 5799 LOADS CHEST P 0 5745 0 5744 1 PUTS GOLD P 0 5746 0 5744 1 PUTS POTION OF INVISIBILITY P 0 5747 0 5744 1 PUTS GLOVE O 0 5748 0 5799 LOADS MATTRESS M 0 5741 4 5800 4 LOADS EATING ORCS O 0 5749 0 5800 LOADS CASE P 0 5750 0 5749 1 LOADS BOW IN CASE D 0 5801 0 1 CLOSES DOOR TO GALLERY D 0 5802 2 1 CLOSES DOOR TO GALLERY D 0 5803 0 1 CLOSES DOOR TO JUNCTION D 0 5803 2 1 CLOSES DOOR TO JUNCTION M 0 5768 5 5803 5 LOADS HANDS D 0 5804 0 1 CLOSES DOOR TO WEREWOLF ROOM M 0 5760 1 5805 1 LOADS DOG M 0 5761 1 5805 1 LOADS WEREWOLF E 0 5760 0 8 WEARS BOOTS G 0 5779 0 0 GIVES KEYS TO BOATHOUSE D 0 5805 3 1 CLOSES DOOR TO PANTRY O 0 5782 0 5806 LOADS JAR P 0 5781 0 5782 1 LOADS EGGS INTO JAR D 0 5807 0 1 CLOSES DOOR TO ZOMBIE ROOM M 0 5759 4 5808 4 LOADS ZOMBIES E 0 5772 0 5 WEARS ARMOR E 0 5773 0 11 HOLDS SHIELD E 0 5774 0 16 WIELDS SWORD O 0 5775 0 5808 LOADS CRUCIFIX O 0 5776 0 5808 LOADS CORPSE O 0 5777 0 5808 LOADS GOLD O 0 5778 0 5808 LOADS RUM D 0 5808 0 1 CLOSES DOOR TO VAMPIRE D 0 5809 3 1 CLOSES DOOR TO JUNCTION D 0 5810 1 1 CLOSES DOOR TO VAMPIRE ROOM D 0 5815 1 2 LOCKS DOOR TO SKELETONS M 0 5763 1 5809 1 LOADS VAMPIRE G 0 5786 0 0 GIVES BOOK M 0 5757 5 5816 5 LOADS SKELETONS O 0 5768 0 5816 LOADS CHISEL O 0 5759 0 5816 LOADS MALLET O 0 5807 0 5816 LOADS COPPER KEY D 0 5816 0 1 CLOSES DOOR TO CORRIDOR D 0 5817 0 1 CLOSES DOOR TO WIGHT M 0 5758 1 5818 1 LOADS WIGHT O 0 5748 0 5818 LOADS MATTRESS D 0 5818 0 1 CLOSES DOOR TO CORRIDOR TO NORTH D 0 5821 2 2 LOCKS DOOR TO LOOT ROOM O 0 5796 0 5822 LOADS CHEST P 0 5797 0 5796 1 PUTS LOOT IN CHEST P 0 5798 0 5796 1 PUTS GOLD IN CHEST M 0 5762 1 5823 1 LOADS GHOUL E 0 5783 0 6 WEARS EARRINGS G 0 5784 0 0 GIVES LIQUID G 0 5785 0 0 GIVES PARCHMENT D 0 5826 0 1 CLOSES DOOR TO DWARVES D 0 5825 3 2 LOCKS PORTCULLIS TO WEST M 0 5764 4 5827 4 LOADS DWARVES G 0 5788 0 0 GIVES PIPE O 0 5771 0 5827 LOADS TABLE O 0 5793 0 5827 LOADS CARDS D 0 5828 0 1 CLOSES DOOR TO MINOTAUR M 0 5765 1 5829 1 LOADS MINOTAUR G 0 5808 0 0 GIVES PORTCULLIS RED KEY O 0 5789 0 5829 LOADS LIQUID O 0 5790 0 5829 LOADS BOWL P 0 5791 0 5790 1 LOADS GOLD IN BOWL M 0 5766 1 5832 1 LOADS DRAGON D 0 5833 1 2 LOCKS DOOR TO EAST M 0 5767 1 5834 1 LOADS WIZARD E 0 5794 0 12 WEARS ROBES E 0 5795 0 16 WIELDS SWORD G 0 5799 0 0 GIVES KEY TO CHEST O 0 5809 0 5834 LOADS CABINET P 0 5810 0 5809 1 LOADS CURIO IN CABINET O 0 5811 0 5834 LOADS BOOK O 0 5812 0 5834 LOADS DESK O 0 5813 0 5834 LOADS CHAIR S #SHOPS 5746 1 8 12 13 18 180 20 0 23 0 #SPECIALS M 5737 spec_poison a small snake M 5742 spec_fido A deranged prisoner M 5744 spec_cast_judge an iron Cyclops M 5746 spec_cast_mage an old man M 5747 spec_poison an old man who is a Wererat M 5749 spec_poison a giant Bat M 5750 spec_poison a giant Spider M 5752 spec_poison a Troll M 5753 spec_poison a giant Rat M 5758 spec_cast_undead a Wight M 5760 spec_breath_fire a Guard Dog M 5761 spec_executioner a Werewolf M 5762 spec_poison a Ghoul M 5763 spec_cast_undead an evil Vampire M 5766 spec_breath_any an enormous Red Dragon M 5767 spec_cast_mage the Warlock of Firetop Mountain M 5768 spec_thief a hand M 5770 spec_breath_gas a gas beast S #$ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ #AREADATA Name Florin~ Builders None~ VNUMs 12201 12329 Credits {30 55} Nebseni Florin~ Security 9 End #MOBILES #12201 inigo montoya spaniard~ Inigo Montoya~ A Spaniard challenges you to a duel. ~ The son of Domingo Montoya stands here holding the sword his father made for a six-fingered man, who then killed him in an argument over the price. He has spent twenty years studying swordplay. ~ Human~ ABFGT DFHNV 500 0 35 0 5d35+350 1d1+99 5d7+4 none -10 -10 -10 -10 EFGHKN 0 FG 0 stand stand none 500 AHMV ABCDEFGHIJK medium 0 M GRALL 12201 100~ #12202 fezzik turk giant~ Fezzik~ A giant Turk stands ready to throw a rock at you. ~ Over seven feet tall and weighing over four hundred pounds, Fezzik is strong enough to beat any man in hand-to-hand combat. He spent years fighting groups of up to twenty men at a time, but won so much he became unpopular. The only good news for you is that Fezzik believes in sporstmanship. ~ Unique~ ABFGT DFHNV 500 0 40 0 5d40+400 1d1+99 5d8+4 beating -15 -15 -15 -15 EFHKO 0 E 0 stand stand none 500 A 0 giant 0 M GRALL 12202 100~ #12203 vizzini sicilian~ Vizzini~ A Sicilian challenges you to a battle of wits. ~ Vizzini is cunning, crafty, and clever, filled with deceit, guile and chicanery, shrewd, cagey as well as calculating, as diabolical as he is vulpine, as tricky as he is untrustworthy... he is the slickest, sleekest, sliest and wiliest fellow who has yet existed in the history of the earth. ~ Human~ ABFGT DFHNV -500 0 45 0 5d45+450 1d1+99 5d9+4 none -18 -18 -15 -16 EFGHKN 0 FG 0 sit stand none 500 AHMV ABCDEFGHIJK medium 0 M GRALL 12203 100~ M ACT 12204 get~ M ACT 12204 drink~ M ACT 12204 laugh~ M ACT 12204 look~ #12204 prince humperdinck~ Prince Humperdinck~ The heir to the throne of Florin stands before you. ~ Prince Humperdinck is the greatest hunter in the world. He can track a falcon on a cloudy day. He can track you. ~ Human~ AGS CDEFHNOPQV -1000 0 50 0 5d50+500 1d1+99 5d10+4 none -19 -19 -19 -19 BEFGHIJKN 0 FG 0 stand stand none 500 AHMV ABCDEFGHIJK medium 0 #12205 count rugen~ Count Rugen~ A man with six fingers on his right hand prepares to torture you. ~ Count Rugen, confidant of Prince Humperdinck, has spent eleven years constructing The Machine. Through his methods of torture, he hopes to complete a reference work: the definitive work on pain, at least as we know it now. ~ Human~ ABFGT CDEFHNOQV -1000 0 55 0 5d55+550 1d1+99 5d11+4 none -22 -22 -22 -22 BCEFGHIJKN 0 FG 0 stand stand none 500 AHMV ABCDEFGHIJK medium 0 #12206 albino~ the Albino~ An Albino pushes a wheelbarrow past you. ~ With white hair and colorless skin, the Albino is tasked with keeping the animals in Prince Humperdinck's Zoo of Death fed and free of sickness. ~ Human~ ABCGQ 0 500 0 25 0 5d25+250 1d1+99 5d5+4 none -12 -12 -12 -10 0 0 0 0 stand stand none 500 AHMV ABCDEFGHIJK medium 0 #12207 rodent rous rat~ an R.O.U.S.~ A Rodent of Unusual Size lunges for your throat! ~ The Rodent Of Unusual Size (R.O.U.S.) is a pure rat strain, weighing about eighty pounds, with the speed of a wolfhound. It is carniverous, and capable of frenzy. ~ Dragon~ ACFGT CDEFJPQTVa 0 0 35 0 5d35+350 1d1+99 5d7+4 wrath -17 -17 -17 -12 DEFGKN HIK 0 HJK stand stand none 100 AHMV ABCDEFGHIJK medium 0 #12208 wild dog~ a wild dog~ A wild dog snarls at you. ~ Resembling a wolf, this wild dog bares its sharp teeth at you. In comparison to this beast, a pit bull would be a good lap dog. ~ Unique~ AFGHS V 0 0 35 0 5d35+350 1d1+99 5d7+4 chomp -15 -15 -15 -15 FGHIJKN 0 0 0 stand stand none 500 A 0 medium 0 #12209 cheetah cat~ a cheetah~ A cheetah lunges at your throat. ~ Resembling a leopard, but with some dog-like characteristics, the cheetah is one of the fastest animals on earth. Faster than you, at least. ~ Unique~ AFGT V 0 0 35 0 5d35+350 1d1+99 5d7+4 none -18 -18 -18 -12 EFGHIJKN 0 0 0 stand stand none 500 A 0 medium 0 #12210 hummingbird bird~ a hummingbird~ A hummingbird flies past you. ~ The rapid beating of this bird's wings makes a humming sound. These birds are noted for their ability to hover and fly upward, downward, and backward while still in a horizontal position. ~ Unique~ AFGT CDEFTV 500 0 35 0 5d35+350 1d1+99 5d7+4 none -18 -18 -18 -12 EFGHKN 0 0 0 stand stand none 500 A 0 tiny 0 #12211 snake anaconda boa~ an anaconda~ A giant snake wraps its body around you. ~ Brought to the Zoo of Death from South America, this 20-foot long anaconda can squeeze you to death in an instant. ~ Dragon~ AFGT CDEFJNOQTV 0 0 40 0 5d40+400 1d1+99 5d8+4 none -20 -20 -20 -14 CEFHMNO HIK 0 J stand stand none 500 AHMV ABCDEFGHIJK huge 0 #12212 rhino rhinoceros~ a rhinoceros~ A rhinoceros lumbers past you. ~ This large, thick-skinned mammal has a single horn on its snout, but it hardly reminds you of a unicorn. ~ Unique~ AFGT CDEFNOV 0 0 40 0 5d40+400 1d1+99 5d8+4 none -30 -30 -30 -20 EFGHIJKN 0 0 0 stand stand none 500 A 0 huge 0 #12213 crocodile reptile~ a crocodile~ A scaly reptile eyes you as its next meal. ~ This huge reptile's strong jaw can cut you in half in less time than it takes you to determine that it's not an alligator. ~ Dragon~ AFGT CDEFHJNOTV 0 0 35 0 5d40+400 1d1+99 5d8+4 none -30 -30 -30 -20 CEFGHKLMNO HIK 0 J stand stand none 500 AHMV ABCDEFGHIJK huge 0 #12214 cobra snake spitting~ a spitting cobra~ A cobra flattens its neck into a hood as you arrive. ~ This highly venomous species of cobra is known for spitting its venom at its prey. ~ Dragon~ AFGT CDEFJTV -350 0 45 0 5d45+450 1d1+99 5d9+4 none -30 -30 -60 -30 ABEFGHKLMNO HIK 0 J stand stand none 500 ABHMV ABCDEFGHIJK large 0 #12215 spider~ a spider~ A giant spider traps you in its web! ~ This giant spider kills efficiently by trapping its opponents and then biting them with its highly venemous fangs. Ouch. ~ Unique~ AFGT CDEFV -350 0 45 0 5d45+450 1d1+99 5d9+4 none -30 -30 -30 -30 ACEFGHIJKO 0 0 0 stand stand none 500 B 0 large 0 #12216 death bat~ a death bat~ A venemous bat swoops down from the ceiling towards you. ~ This nocturnal creature is nearly blind, but has learned to use its other senses well. Like Dracula, it has come to suck your blood. ~ Unique~ AFGT ABCDEFKNOPQTVX 500 0 45 0 5d45+450 1d1+99 5d9+4 none -36 -36 -50 -60 BCEFGHKN 0 0 0 stand stand none 500 B 0 small 0 #12217 spider tarantula~ a shrieking tarantula~ A giant spider shrieks at you. ~ The only spider capable of sound, the shrieking tarantula gives you just enough warning to turn and see what's about to kill you. ~ Unique~ AFGT CDEFNOPQV -600 0 50 0 5d50+500 1d1+99 5d10+4 none -25 -25 -25 -18 ABDEFGHKN 0 0 0 stand stand none 500 B 0 small 0 #12218 eagle blood bird~ a blood eagle~ An eagle grabs you with its talons and gnaws at your flesh. ~ The blood eagle is the only bird that thrives on human flesh. That's an interesting fact to know as you are torn to pieces by this one. ~ Unique~ ACFGT BCDEFHNOPQTV -600 0 50 0 5d50+500 1d1+99 5d10+4 none -25 -25 -25 -18 ABCEFGHIJKLMN 0 0 0 stand stand none 500 A 0 medium 0 #12219 yellin~ Yellin~ Yellin stands here guarding the castle gate. ~ Yellin has been charged by Prince Humperdinck with the safety of his bride, Princess Buttercup. ~ Human~ ABGT H 500 0 35 0 5d35+350 1d1+99 5d7+4 none -15 -15 -15 -10 EFGHKN 0 FG 0 stand stand none 500 AHMV ABCDEFGHIJK medium 0 #12220 miracle max~ Miracle Max~ Miracle Max tells you to go away. ~ Miracle Max works miracles. For a price. ~ Human~ ABGQ DEFHV 500 0 35 0 5d35+350 1d1+99 5d7+4 none -15 -15 -15 -20 0 0 0 0 stand stand none 1500 AHMV ABCDEFGHIJK medium 0 #12221 brute member~ a member of the brute squad~ A brute thinks you're where you're not supposed to be. ~ The brute squad has been organized to keep thieves and ruffians such as yourself out of Florin. ~ Human~ ABCGT CDEFNO 100 0 35 0 5d35+350 1d1+99 5d7+4 none -20 -20 -20 -20 CGHK 0 0 0 stand stand none 500 AHMV ABCDEFGHIJK large 0 #12222 flamespurt~ a flamespurt~ A spurt of flame leaps from the ground! ~ As you watch yet another flamespurt, you realize that it gives off a popping sound moments before it erupts. In most cases, this popping sound will give you enough time to avoid it. But this isn't most cases. ~ Unique~ AFGT CDEFJLPQTV 0 0 40 0 1d1+99 1d1+99 10d10+10 none -30 -30 -30 -30 AEGH 0 H IR stand stand none 0 0 0 small 0 #12223 snow sand~ snow sand~ You'd better grab onto a vine, since you're sinking in this sand so quickly that you will never get out alive. ~ Snow sand is commonly mistaken for lightning sand, but it is more dry and fine. Those who fall into snow sand usually die of suffocation. You think you'll escape this fate? Don't hold your breath. ~ Unique~ AFGT BCDEFPQ 0 0 35 0 5d35+350 1d1+99 5d7+4 none -25 -25 -25 -21 AEGHJ 0 0 0 stand stand none 0 0 0 tiny 0 #12224 king florin~ the King of Florin~ The ruler of Florin stands before you muttering, "Isn't that nice?" ~ The King is old and frail. Not much of what once was remains. The king used to command a vast empire, but as his sanity faded, so did his control over his people. His son, Prince Humperdinck, has seized most of the control of the land from him, and he is now only a figurehead. ~ Human~ AGT AY 350 0 50 0 5d50+300 1d1+99 5d10+4 none -40 -40 -40 -40 0 0 0 P stand stand none 500 AHMV ABCDEFGHIJK medium 0 #12225 queen florin~ the Queen of Florin~ The Queen of Florin is here assisting the King. ~ The Queen of Florin has never had much power. She focuses her aging energies on keeping the ever-more-confused King out of trouble. ~ Human~ AGQ 0 350 0 50 0 5d50+500 1d1+99 5d10+4 none -40 -40 -40 -40 LR 0 0 0 stand stand none 500 AHMV ABCDEFGHIJK medium 0 #12226 princess buttercup~ Princess Buttercup~ The most beautiful woman in the world is here. ~ By the time Buttercup was 16, she was in the top 10 most beautiful women in the world. At 21, she *is* the most beautiful woman in the world. Buttercup is betrothed to Prince Humperdinck, not because of love, but because the law of the land allows him to choose his wife. Buttercup lost her one and only true love, Westley, to the Dread Pirate Roberts, and she will never love again. ~ Human~ AGT CDEFHNOV 1000 0 50 0 5d50+500 1d1+99 5d10+4 none -40 -40 -40 -30 FHIJK 0 0 0 stand stand none 500 AHMV ABCDEFGHIJK medium 0 #12227 bishop~ the Bishop of Florin~ The bishop lisps at you. ~ You see the Bishop of Florin practicing for Prince Humperdinck and Princess Buttercup's wedding ceremony. He is saying, "Mawwiage... Mawwiage is what bwings us togethew today. Mawwiage, that dweam wifin a dweam..." ~ Human~ AGS CDEFHNO 500 0 50 0 5d50+500 1d1+99 5d10+4 none -40 -30 -40 -30 EFIJKN 0 0 0 stand stand none 500 AHMV ABCDEFGHIJK medium 0 #0 #OBJECTS #12201 sword six fingered~ a six-fingered sword~ A sword perfectly balanced for a six-fingered hand lies here.~ steel~ weapon AGHIM AN exotic 12 3 none D 36 6 6000 P A 19 6 A 5 1 A 2 1 #12202 rock stone boulder~ a rock~ This stone has not been left unturned.~ stone~ weapon 0 AN exotic 10 4 none 0 40 12 1200 P A 19 4 A 13 4 #12203 wits~ wits~ Someone has lost their marbles.~ flesh~ weapon ABGHIM AN exotic 15 3 none 0 44 1 4000 P A 12 20 A 4 2 A 3 2 #12204 iocane powder poison~ iocane powder~ You do not smell a vial of iocane powder here. Found in Australia, Iocane is odorless, tasteless, dissolves instantly in liquid, and is among the world's most deadly poisons.~ pill~ pill HR A 30 'poison' 'plague' '' '' 44 1 2400 P #12205 machine~ the Machine~ A water wheel attached to hundreds of suction cups sits here.~ wood~ weapon ABEGIJ AN exotic 10 5 none C 56 20 2000 P A 19 6 A 18 6 #12206 resurrection pill chocolate~ a resurrection pill~ A chocolate covered lump looks rather tasty.~ pill~ pill ABGI AN 10 'fireball' 'fireball' 'fireball' '' 36 1 1000 P A 12 100 #12207 holocaust cloak~ a holocaust cloak~ A large cloak here looks fireproof.~ leather~ armor AGI AK 10 10 10 20 0 35 10 0 P A 24 3 A 23 3 A 22 3 #12208 key florin castle~ the key to Florin castle~ This key would fit the gate to a large castle.~ steel~ key 0 A 0 0 0 0 0 36 1 0 P #12209 wheelbarrow barrow~ a wheelbarrow~ A wheelbarrow has been abandoned here.~ wood~ furniture 0 A 60 0 0 0 0 1 0 0 P #12210 holder~ a leather wine holder~ A leather pouch here contains a jug of red wine.~ leather~ drink 0 A 20 20 'water' 0 0 20 3 100 P #12211 goblet~ a wine goblet~ One of these goblets has been poisoned with iocane.~ glass~ drink 0 A 10 10 'water' 100 0 10 1 100 P #12212 cheese apples~ cheese and apples~ A few apples and some cheese have been sliced here.~ food~ food 0 A 5 5 0 0 0 0 1 1 P #12213 crown florin~ the crown of Florin~ Not very ornate, this simple crown speaks of a simple King.~ gold~ armor 0 AE 18 18 18 18 0 50 5 500 P A 19 4 A 18 4 A 4 -1 A 3 -1 A 1 -1 #12214 wedding ring~ a wedding ring~ This ring looks suitable for a royal wedding!~ gold~ armor 0 AB 10 10 10 10 0 50 3 500 P A 19 5 A 18 5 #12215 book princess bride~ The Princess Bride, by S. Morgenstern~ This book tells a story of true love.~ paper~ treasure G AO 0 0 0 0 0 35 5 1000 P A 9 -10 A 4 1 A 3 1 #12216 gold coin coins~ Florin gold~ A large pile of Florin gold is here for the taking!~ gold~ money 0 A 0 0 0 0 0 0 1 5000 P #12217 true love~ true love~ Love can cut like a knife.~ unique~ weapon AGI AN exotic 5 15 none 0 50 6 1000 P A 12 100 A 5 1 A 2 1 #0 #ROOMS #12288 Zoo of Death - Level 3~ This level contains poisoners. ~ 0 ADN 0 D1 ~ ~ 0 0 12291 D2 ~ ~ 0 0 12289 D3 ~ ~ 0 0 12285 S #12289 Zoo of Death - Level 3~ This level contains poisoners. ~ 0 ADN 0 D0 ~ ~ 0 0 12288 D1 ~ ~ 0 0 12292 D2 ~ ~ 0 0 12290 D3 ~ ~ 0 0 12286 S #12290 Zoo of Death - Level 3~ This level contains poisoners. ~ 0 ADN 0 D0 ~ ~ 0 0 12289 D1 ~ ~ 0 0 12293 D3 ~ ~ 0 0 12287 S #12291 Zoo of Death - Level 3~ This level contains poisoners. A door in the east wall is covered with venom. ~ 0 ADN 0 D1 A door in the east wall is covered with venom. ~ door~ 1 -1 12294 D2 ~ ~ 0 0 12292 D3 ~ ~ 0 0 12288 S #12292 Zoo of Death - Level 3~ This level contains poisoners. ~ 0 ADN 0 D0 ~ ~ 0 0 12291 D2 ~ ~ 0 0 12293 D3 ~ ~ 0 0 12289 S #12293 Zoo of Death - Level 3~ This level contains poisoners. ~ 0 ADN 0 D0 ~ ~ 0 0 12292 D3 ~ ~ 0 0 12290 S #12294 A Stairway~ This stairway leads from the third to fourth level. ~ 0 0 0 D3 ~ ~ 0 -1 12291 D5 ~ ~ 0 0 12307 S #12295 Zoo of Death - Level 4~ This level contains enemies of fear. ~ 0 ADN 0 D1 ~ ~ 0 0 12298 D2 ~ ~ 0 0 12296 S #12296 Zoo of Death - Level 4~ This level contains enemies of fear. ~ 0 ADN 0 D0 ~ ~ 0 0 12295 D1 ~ ~ 0 0 12299 D2 ~ ~ 0 0 12297 S #12297 Zoo of Death - Level 4~ This level contains enemies of fear. You are in too much of a panic to open the door in the west wall. ~ 0 ADN 0 D0 ~ ~ 0 0 12296 D1 ~ ~ 0 0 12300 D3 You are in too much of a panic to open the door in the west wall. ~ door~ 1 -1 12310 S #12298 Zoo of Death - Level 4~ This level contains enemies of fear. ~ 0 ADN 0 D1 ~ ~ 0 0 12301 D2 ~ ~ 0 0 12299 D3 ~ ~ 0 0 12295 S #12299 Zoo of Death - Level 4~ This level contains enemies of fear. ~ 0 ADN 0 D0 ~ ~ 0 0 12298 D1 ~ ~ 0 0 12302 D2 ~ ~ 0 0 12300 D3 ~ ~ 0 0 12296 S #12300 Zoo of Death - Level 4~ This level contains enemies of fear. ~ 0 ADN 0 D0 ~ ~ 0 0 12299 D1 ~ ~ 0 0 12303 D3 ~ ~ 0 0 12297 S #12301 Zoo of Death - Level 4~ This level contains enemies of fear. ~ 0 ADN 0 D1 ~ ~ 0 0 12304 D2 ~ ~ 0 0 12302 D3 ~ ~ 0 0 12298 S #12302 Zoo of Death - Level 4~ This level contains enemies of fear. ~ 0 ADN 0 D0 ~ ~ 0 0 12301 D1 ~ ~ 0 0 12305 D2 ~ ~ 0 0 12303 D3 ~ ~ 0 0 12299 S #12303 Zoo of Death - Level 4~ This level contains enemies of fear. ~ 0 ADN 0 D0 ~ ~ 0 0 12302 D1 ~ ~ 0 0 12306 D3 ~ ~ 0 0 12300 S #12304 Zoo of Death - Level 4~ This level contains enemies of fear. ~ 0 ADN 0 D1 ~ ~ 0 0 12307 D2 ~ ~ 0 0 12305 D3 ~ ~ 0 0 12301 S #12305 Zoo of Death - Level 4~ This level contains enemies of fear. ~ 0 ADN 0 D0 ~ ~ 0 0 12304 D1 ~ ~ 0 0 12308 D2 ~ ~ 0 0 12306 D3 ~ ~ 0 0 12302 S #12306 Zoo of Death - Level 4~ This level contains enemies of fear. ~ 0 ADN 0 D0 ~ ~ 0 0 12305 D1 ~ ~ 0 0 12309 D3 ~ ~ 0 0 12303 S #12307 Zoo of Death - Level 4~ This level contains enemies of fear. ~ 0 ADN 0 D2 ~ ~ 0 0 12308 D3 ~ ~ 0 0 12304 S #12308 Zoo of Death - Level 4~ This level contains enemies of fear. ~ 0 ADN 0 D0 ~ ~ 0 0 12307 D2 ~ ~ 0 0 12309 D3 ~ ~ 0 0 12305 S #12309 Zoo of Death - Level 4~ This level contains enemies of fear. ~ 0 ADN 0 D0 ~ ~ 0 0 12308 D3 ~ ~ 0 0 12306 S #12310 A Stairway~ This stairway leads from the fourth to fifth level. ~ 0 0 0 D1 ~ ~ 0 0 12297 D5 ~ ~ 0 0 12311 S #12311 The Pit of Despair~ You are in a large cage on the fifth level of the Zoo of Death, reserved for an enemy worthy of Prince Humperdinck. Are you that enemy? ~ 0 ADN 0 D4 ~ ~ 0 0 12312 S #12312 Florin City~ This road leads from the Zoo of Death towards Florin Castle. ~ 0 0 1 D1 ~ ~ 0 0 12313 S #12313 Outside Miracle Max's~ To the north is a small hut with a thatched roof. ~ 0 0 1 D0 ~ ~ 0 0 12314 D1 ~ ~ 0 0 12315 D3 ~ ~ 0 0 12312 S #12314 Miracle Max's House~ Miracle Max used to work for the King, until Prince Humperdinck convinced the king to fire him. Although the three years have taken their toll on his confidence, a little money will refresh his memory. ~ 0 DU 1 D2 ~ ~ 0 0 12313 S #12315 Florin City~ This road leads from the Zoo of Death towards Florin Castle. ~ 0 0 1 D1 ~ ~ 0 0 12316 D3 ~ ~ 0 0 12313 S #12316 Florin Castle Gate~ A huge gate stands before you, the only entrance to Florin Castle. And there is only one key to the gate. And Yellin has that key. ~ 0 0 1 D1 Behind a portcullis stands a large gate, the only entrance to Florin Castle. There is but one key to the gate. ~ gate~ 1 12208 12317 D3 ~ ~ 0 0 12315 S #12317 Entryway to Florin Castle~ You are just inside the castle gate. Rather modest for a castle, the hallway still commands your attention with fine art, decorations in gold and silver, and high ceilings. To the south is the library, or you can go further into the castle to the east. ~ 0 D 0 D1 ~ ~ 0 0 12318 D2 ~ ~ 0 0 12322 S #12318 Florin Castle Hallway~ The smell of fine cooking draws your nose to the door to your south. Further ahead of you to the east the passage continues towards a grand throne room. ~ 0 D 0 D1 ~ ~ 0 0 12319 D2 ~ ~ 0 0 12323 D3 ~ ~ 0 0 12317 S #12319 Florin Castle Hallway~ You hear the hustle and bustle of a busy kitchen to the south. Behind you to the west is the gate to the castle, and the throne room is getting closer to the east. ~ 0 D 0 D1 ~ ~ 0 0 12320 D2 This door swings in either direction to allow easy access to servers with trays full of food. ~ door~ 1 -1 12324 D3 ~ ~ 0 0 12318 S #12320 Florin Castle Hallway~ You stand in a quiet hallway. To the south is a plain wooden door, and a giant throne room opens up to the east. West returns you towards the castle gate. ~ 0 D 0 D1 ~ ~ 0 0 12321 D2 ~ door~ 1 -1 12325 D3 ~ ~ 0 0 12319 S #12321 Florin Throne Room~ This is the seat of power for the Florin Empire. Although in past years the Florins had attempted to seize even more land by taking over the neighbor country of Guilder, a truce has been in effect for several years. Large thrones here seat the Florin King and Queen, but it is Prince Humperdink who really runs the country. His chambers are to the south. You can leave the throne room to the west. ~ 0 D 0 D2 ~ ~ 0 0 12326 D3 ~ ~ 0 0 12320 S #12322 Florin Castle Library~ This must be one of the largest libraries you've ever seen! Books from all over the world in many different languages line the shelves. You feel as if you could sit here and read all day. A bookshelf rests against the south wall. ~ 0 D 0 D0 ~ ~ 0 0 12317 D2 This bookshelf holds mostly short stories. ~ bookshelf~ 1 12215 12327 S #12323 Florin Castle Dining Room~ A large table here could seat hundreds, although the usual meals are only for four. You hear dishes rattling to the east. ~ 0 D 0 D0 ~ ~ 0 0 12318 D1 ~ ~ 0 -1 12324 S #12324 Florin Castle Kitchen~ This kitchen is a bustle of activity. You step to the side to allow servers to run past you. You wonder where they are going. ~ 0 D 0 D0 This door swings easily in both directions to allow easy access to servers with trays full of food. ~ door~ 1 -1 12319 D2 ~ ~ 0 -1 12328 D3 ~ ~ 0 0 12323 S #12325 Princess Buttercup's Chambers~ A simple room here is the new home of Princess Buttercup. It is decorated rather blandly, as if the occupant did not care much for beauty. A window is in the south wall. ~ 0 D 0 E window~ The window looks out on a courtyard in the castle. Four white horses whinny below you. They look rather fast. ~ D0 A simple wooden door opens out onto the hallway. ~ door~ 1 -1 12320 S #12326 Prince Humperdinck's Chambers~ A lavishly decorated room speaks of a hunter's skill. The walls are adorned with trophies of animals from all over the world. ~ 0 D 0 D0 ~ ~ 0 0 12321 D2 ~ ~ 0 -1 12329 S #12327 Florin Treasure Chamber~ You find a small secret room here where the treasures of the Florin monarchy are kept! ~ 0 D 0 D0 ~ ~ 0 0 12322 S #12328 Pantry~ This is the largest pantry you've seen! Food lines the shelves and hangs from the ceiling. A servant eyes you warily, seeming to warn you that taking any of the food will land you in the dungeon. ~ 0 D 0 D0 ~ ~ 0 -1 12324 S #12329 The Map Room~ This room is filled with maps of all shapes and sizes. From small maps ideal for the hunter or traveler to large scale bas relief maps of the known world, you find the collective knowledge of every explorer here. A rolled-up map on the south wall is labeled "Edge City" ~ 0 D 0 D0 ~ ~ 0 0 12324 D2 A rolled-up map on the south wall is labeled "Edge City" ~ map~ 1 -1 201 S #12201 A Cove~ This quiet cove is at the base of the Cliffs of Insanity. A rope leads up the thousand-foot sheer climb. ~ 0 0 5 D3 ~ ~ 0 -1 30565 D4 ~ ~ 0 0 12202 S #12202 The Cliffs of Insanity~ You are climbing a rope up a sheer cliff. Don't look down. ~ 0 0 5 D4 ~ ~ 0 0 12203 S #12203 The Cliffs of Insanity~ You are near the top of a sheer cliff. Waves crash hundreds of feet below, and your strength is fading as you dangle from the rope. ~ 0 0 5 D4 ~ ~ 0 0 12204 S #12204 Top of the Cliffs of Insanity~ You are at the top of a sheer thousand-foot high cliff. You can see the entire city of Florin across the channel below you. A rope attached to a nearby tree provides the only shortcut up this side. ~ 0 0 2 E tree~ An oak tree stands here with a rope about its base. ~ E rope~ This rope is tied to an oak tree and hangs a thousand feet over the cliff. ~ D3 ~ ~ 0 0 12205 S #12205 A Rocky Trail~ This rocky terrain would encourage a swordsman to use the Agrippa defense. Moving your feet could cause you to lose your balance. ~ 0 0 4 D1 ~ ~ 0 0 12204 D3 ~ ~ 0 0 12206 S #12206 A Rocky Trail~ This rocky terrain would encourage a swordsman to use the Agrippa defense. Moving your feet could cause you to lose your balance. ~ 0 0 4 D0 ~ ~ 0 0 12207 D1 ~ ~ 0 0 12205 S #12207 A Rocky Trail~ This rocky terrain would encourage a swordsman to use the Agrippa defense. Moving your feet could cause you to lose your balance. ~ 0 0 4 D1 ~ ~ 0 0 12208 D2 ~ ~ 0 0 12206 S #12208 A Rocky Trail~ This rocky terrain would encourage a swordsman to use the Agrippa defense. Moving your feet could cause you to lose your balance. ~ 0 0 4 D0 ~ ~ 0 0 12209 D3 ~ ~ 0 0 12207 S #12209 A Rocky Trail~ This rocky terrain would encourage a swordsman to use the Agrippa defense. Moving your feet could cause you to lose your balance. ~ 0 0 4 D2 ~ ~ 0 0 12208 D3 ~ ~ 0 0 12210 S #12210 A Rocky Trail~ This rocky terrain would encourage a swordsman to use the Agrippa defense. Moving your feet could cause you to lose your balance. ~ 0 0 4 D0 ~ ~ 0 0 12211 D1 ~ ~ 0 0 12209 S #12211 A Rocky Trail~ This rocky terrain would encourage a swordsman to use the Agrippa defense. Moving your feet could cause you to lose your balance. ~ 0 0 4 D1 ~ ~ 0 0 12212 D2 ~ ~ 0 0 12210 S #12212 A Rocky Trail~ This rocky terrain would encourage a swordsman to use the Agrippa defense. Moving your feet could cause you to lose your balance. ~ 0 0 4 D0 ~ ~ 0 0 12213 D3 ~ ~ 0 0 12211 S #12213 A Rocky Trail~ This rocky terrain would encourage a swordsman to use the Agrippa defense. Moving your feet could cause you to lose your balance. ~ 0 0 4 D2 ~ ~ 0 0 12212 D3 ~ ~ 0 0 12214 S #12214 A Rocky Trail~ This rocky terrain would encourage a swordsman to use the Agrippa defense. Moving your feet could cause you to lose your balance. ~ 0 0 4 D1 ~ ~ 0 0 12213 D3 ~ ~ 0 0 12215 S #12215 A Picnic~ On a rock here Vizzini has laid out a little picnic. On a small handkerchief you can see two wine goblets, a leather wine holder, and some cheese and apples. The spot could not be lovelier: a high point on the mountain path with a splendid view all the way back to Florin Channel. ~ 0 0 2 D1 ~ ~ 0 0 12214 D2 ~ ~ 0 0 12216 S #12216 Above the Ravine~ You stand at the edge of a steep ravine. You might be able to survive a fall down into the ravine, but you'd never climb back up. ~ 0 0 2 D0 ~ ~ 0 0 12215 D2 ~ ~ 0 0 12217 D5 ~ ~ 0 0 12220 S #12217 Above the Ravine~ You stand at the edge of a steep ravine. You might be able to survive a fall down into the ravine, but you'd never climb back up. ~ 0 0 2 D0 ~ ~ 0 0 12216 D2 ~ ~ 0 0 12218 D5 ~ ~ 0 0 12221 S #12218 Above the Ravine~ You stand at the edge of a steep ravine. You might be able to survive a fall down into the ravine, but you'd never climb back up. ~ 0 0 2 D0 ~ ~ 0 0 12217 D2 ~ ~ 0 0 12219 D5 ~ ~ 0 0 12222 S #12219 Above the Ravine~ You stand at the edge of a steep ravine. You might be able to survive a fall down into the ravine, but you'd never climb back up. ~ 0 0 2 D0 ~ ~ 0 0 12218 D5 ~ ~ 0 0 12223 S #12220 The Ravine Floor~ The flat ravine floor is the only way to go; climbing up the steep sides would be next to impossible. ~ 0 0 2 D2 ~ ~ 0 0 12221 S #12221 The Ravine Floor~ The flat ravine floor is the only way to go; climbing up the steep sides would be next to impossible. ~ 0 0 2 D0 ~ ~ 0 0 12220 D2 ~ ~ 0 0 12222 S #12222 The Ravine Floor~ The flat ravine floor is the only way to go; climbing up the steep sides would be next to impossible. ~ 0 0 2 D0 ~ ~ 0 0 12221 D2 ~ ~ 0 0 12223 S #12223 The Ravine Floor~ The flat ravine floor is the only way to go; climbing up the steep sides would be next to impossible. You detect a whiff of sulphur in the air. ~ 0 0 2 D0 ~ ~ 0 0 12222 D2 ~ ~ 0 0 12224 S #12224 The Edge of the Fire Swamp~ You stand at the edge of the Florin-Guilder Fire Swamp. It is a common misconception that entering the swamp assures certain death. That rumor persists only because nobody has ever survived it. The fire swamp contains three dangers: flame spurts (which give the swamp its name) caused by the buildup of sulphur and other gases; snow sand (commonly mistaken for lightning sand, but dry and fine); and R.O.U.S.es. ~ 0 0 2 D0 ~ ~ 0 0 12223 D2 ~ ~ 0 0 12226 S #12225 The Fire Swamp~ Lush green forests surround you as you walk through the shadowy swamp. Your way is lit by occasional flamespurts, but it is still dark enough for someone ... or something ... to hide. ~ 0 0 3 D1 ~ ~ 0 0 12226 D2 ~ ~ 0 -1 12229 D3 ~ ~ 0 0 12227 S #12226 The Fire Swamp~ Lush green forests surround you as you walk through the shadowy swamp. Your way is lit by occasional flamespurts, but it is still dark enough for someone ... or something ... to hide. ~ 0 0 3 D0 ~ ~ 0 0 12224 D1 ~ ~ 0 0 12227 D2 ~ ~ 0 -1 12228 D3 ~ ~ 0 0 12225 S #12227 The Fire Swamp~ Lush green forests surround you as you walk through the shadowy swamp. Your way is lit by occasional flamespurts, but it is still dark enough for someone ... or something ... to hide. ~ 0 0 3 D1 ~ ~ 0 0 12225 D2 ~ ~ 0 0 12230 D3 ~ ~ 0 0 12226 S #12228 The Fire Swamp~ Lush green forests surround you as you walk through the shadowy swamp. Your way is lit by occasional flamespurts, but it is still dark enough for someone ... or something ... to hide. ~ 0 0 3 D0 ~ ~ 0 0 12225 D1 ~ ~ 0 0 12229 D2 ~ ~ 0 0 12231 D3 ~ ~ 0 0 12230 S #12229 The Fire Swamp~ Lush green forests surround you as you walk through the shadowy swamp. Your way is lit by occasional flamespurts, but it is still dark enough for someone ... or something ... to hide. ~ 0 0 3 D0 ~ ~ 0 0 12226 D1 ~ ~ 0 0 12230 D2 ~ ~ 0 -1 12233 D3 ~ ~ 0 0 12228 S #12230 The Fire Swamp~ Lush green forests surround you as you walk through the shadowy swamp. Your way is lit by occasional flamespurts, but it is still dark enough for someone ... or something ... to hide. ~ 0 0 3 D0 ~ ~ 0 0 12227 D1 ~ ~ 0 0 12228 D2 ~ ~ 0 -1 12232 D3 ~ ~ 0 0 12229 S #12231 The Fire Swamp~ Lush green forests surround you as you walk through the shadowy swamp. Your way is lit by occasional flamespurts, but it is still dark enough for someone ... or something ... to hide. ~ 0 0 3 D0 ~ ~ 0 0 12228 D1 ~ ~ 0 0 12232 D2 ~ ~ 0 0 12234 D3 ~ ~ 0 0 12233 S #12232 The Fire Swamp~ Lush green forests surround you as you walk through the shadowy swamp. Your way is lit by occasional flamespurts, but it is still dark enough for someone ... or something ... to hide. ~ 0 0 3 D0 ~ ~ 0 0 12229 D1 ~ ~ 0 0 12233 D2 ~ ~ 0 0 12235 D3 ~ ~ 0 0 12231 S #12233 The Fire Swamp~ Lush green forests surround you as you walk through the shadowy swamp. Your way is lit by occasional flamespurts, but it is still dark enough for someone ... or something ... to hide. ~ 0 0 3 D0 ~ ~ 0 0 12230 D1 ~ ~ 0 0 12231 D2 ~ ~ 0 0 12236 D3 ~ ~ 0 0 12232 S #12234 The Fire Swamp~ Lush green forests surround you as you walk through the shadowy swamp. Your way is lit by occasional flamespurts, but it is still dark enough for someone ... or something ... to hide. ~ 0 0 3 D0 ~ ~ 0 0 12231 D1 ~ ~ 0 0 12235 D2 ~ ~ 0 0 12237 D3 ~ ~ 0 0 12236 S #12235 The Fire Swamp~ Lush green forests surround you as you walk through the shadowy swamp. Your way is lit by occasional flamespurts, but it is still dark enough for someone ... or something ... to hide. ~ 0 0 3 D0 ~ ~ 0 0 12232 D1 ~ ~ 0 0 12236 D2 ~ ~ 0 0 12238 D3 ~ ~ 0 0 12234 S #12236 The Fire Swamp~ Lush green forests surround you as you walk through the shadowy swamp. Your way is lit by occasional flamespurts, but it is still dark enough for someone ... or something ... to hide. ~ 0 0 3 D0 ~ ~ 0 0 12233 D1 ~ ~ 0 0 12234 D2 ~ ~ 0 0 12239 D3 ~ ~ 0 0 12235 S #12237 The Fire Swamp~ Lush green forests surround you as you walk through the shadowy swamp. Your way is lit by occasional flamespurts, but it is still dark enough for someone ... or something ... to hide. ~ 0 0 3 D0 ~ ~ 0 0 12234 D1 ~ ~ 0 0 12238 D2 ~ ~ 0 0 12240 D3 ~ ~ 0 0 12239 S #12238 The Fire Swamp~ Lush green forests surround you as you walk through the shadowy swamp. Your way is lit by occasional flamespurts, but it is still dark enough for someone ... or something ... to hide. ~ 0 0 3 D0 ~ ~ 0 0 12235 D1 ~ ~ 0 0 12239 D2 ~ ~ 0 0 12241 D3 ~ ~ 0 0 12237 S #12239 The Fire Swamp~ Lush green forests surround you as you walk through the shadowy swamp. Your way is lit by occasional flamespurts, but it is still dark enough for someone ... or something ... to hide. ~ 0 0 3 D0 ~ ~ 0 0 12236 D1 ~ ~ 0 0 12237 D2 ~ ~ 0 0 12242 D3 ~ ~ 0 0 12238 S #12240 The Fire Swamp~ Lush green forests surround you as you walk through the shadowy swamp. Your way is lit by occasional flamespurts, but it is still dark enough for someone ... or something ... to hide. ~ 0 0 3 D0 ~ ~ 0 0 12237 D1 ~ ~ 0 0 12241 D2 ~ ~ 0 -1 12231 D3 ~ ~ 0 0 12242 S #12241 The Fire Swamp~ Lush green forests surround you as you walk through the shadowy swamp. Your way is lit by occasional flamespurts, but it is still dark enough for someone ... or something ... to hide. You see a break in the foliage to the south. ~ 0 0 3 D0 ~ ~ 0 0 12238 D1 ~ ~ 0 0 12242 D2 You see a break in the foliage to the south. ~ break foliage~ 1 -1 12243 D3 ~ ~ 0 0 12240 S #12242 The Fire Swamp~ Lush green forests surround you as you walk through the shadowy swamp. Your way is lit by occasional flamespurts, but it is still dark enough for someone ... or something ... to hide. ~ 0 0 3 D0 ~ ~ 0 0 12239 D1 ~ ~ 0 0 12240 D2 ~ ~ 0 -1 12233 D3 ~ ~ 0 0 12241 S #12243 The Edge of the Fire Swamp~ Behind you lies the Florin-Guilder Fireswamp. Ahead of you, across a small channel, lies the city of Florin. ~ 0 0 2 D0 ~ ~ 0 0 12241 D1 ~ ~ 0 0 12244 D2 ~ ~ 0 0 12244 S #12244 Florin-Guilder Channel~ This narrow channel connects Guilder, to the northwest, with Florin, to the southeast. The waters here are widely believed to be infested with shrieking eels. ~ 0 0 6 D0 ~ ~ 0 0 12243 D1 ~ ~ 0 0 12245 D2 ~ ~ 0 0 12245 D3 ~ ~ 0 0 12243 S #12245 Florin-Guilder Channel~ This narrow channel connects Guilder, to the northwest, with Florin, to the southeast. The waters here are widely believed to be infested with shrieking eels. ~ 0 0 6 D0 ~ ~ 0 0 12244 D1 ~ ~ 0 0 12246 D2 ~ ~ 0 0 12246 D3 ~ ~ 0 0 12244 S #12246 Entrance to the Zoo of Death~ Prince Humperdinck, the world's greatest hunter, designed this Zoo to keep animals of all variety, to save him the travel time to hunt them in their native habitat. The Zoo has five levels: enemies of speed, enemies of strength, poisoners, enemies of fear, and a cage on the fifth level for some animal as fierce and powerful as the Prince himself. ~ 0 0 2 D0 ~ ~ 0 0 12245 D1 ~ ~ 0 0 12248 D3 ~ ~ 0 0 12245 S #12247 Zoo of Death - Level 1~ This level contains enemies of speed. ~ 0 ADN 0 D1 ~ ~ 0 0 12250 D2 ~ ~ 0 0 12248 S #12248 Zoo of Death - Level 1~ This level contains enemies of speed. ~ 0 ADN 0 D0 ~ ~ 0 0 12247 D1 ~ ~ 0 0 12251 D2 ~ ~ 0 0 12249 S #12249 Zoo of Death - Level 1~ This level contains enemies of speed. ~ 0 ADN 0 D0 ~ ~ 0 0 12248 D1 ~ ~ 0 0 12252 S #12250 Zoo of Death - Level 1~ This level contains enemies of speed. ~ 0 ADN 0 D1 ~ ~ 0 0 12253 D2 ~ ~ 0 0 12251 D3 ~ ~ 0 0 12247 S #12251 Zoo of Death - Level 1~ This level contains enemies of speed. ~ 0 ADN 0 D0 ~ ~ 0 0 12250 D1 ~ ~ 0 0 12254 D2 ~ ~ 0 0 12252 D3 ~ ~ 0 0 12248 S #12252 Zoo of Death - Level 1~ This level contains enemies of speed. ~ 0 ADN 0 D0 ~ ~ 0 0 12251 D1 ~ ~ 0 0 12255 D3 ~ ~ 0 0 12249 S #12253 Zoo of Death - Level 1~ This level contains enemies of speed. ~ 0 ADN 0 D1 ~ ~ 0 0 12256 D2 ~ ~ 0 0 12254 D3 ~ ~ 0 0 12250 S #12254 Zoo of Death - Level 1~ This level contains enemies of speed. ~ 0 ADN 0 D0 ~ ~ 0 0 12253 D1 ~ ~ 0 0 12257 D2 ~ ~ 0 0 12255 D3 ~ ~ 0 0 12251 S #12255 Zoo of Death - Level 1~ This level contains enemies of speed. ~ 0 ADN 0 D0 ~ ~ 0 0 12254 D1 ~ ~ 0 0 12258 D3 ~ ~ 0 0 12252 S #12256 Zoo of Death - Level 1~ This level contains enemies of speed. ~ 0 ADN 0 D1 ~ ~ 0 0 12259 D2 ~ ~ 0 0 12257 D3 ~ ~ 0 0 12253 S #12257 Zoo of Death - Level 1~ This level contains enemies of speed. ~ 0 ADN 0 D0 ~ ~ 0 0 12256 D1 ~ ~ 0 0 12260 D2 ~ ~ 0 0 12258 D3 ~ ~ 0 0 12254 S #12258 Zoo of Death - Level 1~ This level contains enemies of speed. ~ 0 ADN 0 D0 ~ ~ 0 0 12257 D1 ~ ~ 0 0 12261 D3 ~ ~ 0 0 12255 S #12259 Zoo of Death - Level 1~ This level contains enemies of speed. A door in the east wall is riddled with claw marks. ~ 0 ADN 0 D1 A door in the east wall is riddled with claw marks. ~ door~ 1 -1 12262 D2 ~ ~ 0 0 12260 D3 ~ ~ 0 0 12256 S #12260 Zoo of Death - Level 1~ This level contains enemies of speed. ~ 0 ADN 0 D0 ~ ~ 0 0 12259 D2 ~ ~ 0 0 12261 D3 ~ ~ 0 0 12257 S #12261 Zoo of Death - Level 1~ This level contains enemies of speed. ~ 0 ADN 0 D0 ~ ~ 0 0 12260 D3 ~ ~ 0 0 12258 S #12262 A Stairway~ This stairway leads from the first to second level. ~ 0 0 0 D3 ~ ~ 0 0 12259 D5 ~ ~ 0 0 12275 S #12263 Zoo of Death - Level 2~ This level contains enemies of strength. ~ 0 ADN 0 D1 ~ ~ 0 0 12266 D2 ~ ~ 0 0 12264 S #12264 Zoo of Death - Level 2~ This level contains enemies of strength. ~ 0 ADN 0 D0 ~ ~ 0 0 12263 D1 ~ ~ 0 0 12267 D2 ~ ~ 0 0 12265 S #12265 Zoo of Death - Level 2~ This level contains enemies of strength. A door in the west wall is dented in several places. ~ 0 ADN 0 D0 ~ ~ 0 0 12264 D1 ~ ~ 0 0 12268 D3 A door in the west wall is dented in several places. ~ door~ 1 -1 12278 S #12266 Zoo of Death - Level 2~ This level contains enemies of strength. ~ 0 ADN 0 D1 ~ ~ 0 0 12269 D2 ~ ~ 0 0 12267 D3 ~ ~ 0 0 12263 S #12267 Zoo of Death - Level 2~ This level contains enemies of strength. ~ 0 ADN 0 D0 ~ ~ 0 0 12266 D1 ~ ~ 0 0 12270 D2 ~ ~ 0 0 12268 D3 ~ ~ 0 0 12264 S #12268 Zoo of Death - Level 2~ This level contains enemies of strength. ~ 0 ADN 0 D0 ~ ~ 0 0 12267 D1 ~ ~ 0 0 12271 D3 ~ ~ 0 0 12265 S #12269 Zoo of Death - Level 2~ This level contains enemies of strength. ~ 0 ADN 0 D1 ~ ~ 0 0 12272 D2 ~ ~ 0 0 12270 D3 ~ ~ 0 0 12266 S #12270 Zoo of Death - Level 2~ This level contains enemies of strength. ~ 0 ADN 0 D0 ~ ~ 0 0 12269 D1 ~ ~ 0 0 12273 D2 ~ ~ 0 0 12271 D3 ~ ~ 0 0 12267 S #12271 Zoo of Death - Level 2~ This level contains enemies of strength. ~ 0 ADN 0 D0 ~ ~ 0 0 12270 D1 ~ ~ 0 0 12274 D3 ~ ~ 0 0 12268 S #12272 Zoo of Death - Level 2~ This level contains enemies of strength. ~ 0 ADN 0 D1 ~ ~ 0 0 12275 D2 ~ ~ 0 0 12273 D3 ~ ~ 0 0 12269 S #12273 Zoo of Death - Level 2~ This level contains enemies of strength. ~ 0 ADN 0 D0 ~ ~ 0 0 12272 D1 ~ ~ 0 0 12276 D2 ~ ~ 0 0 12274 D3 ~ ~ 0 0 12270 S #12274 Zoo of Death - Level 2~ This level contains enemies of strength. ~ 0 ADN 0 D0 ~ ~ 0 0 12273 D1 ~ ~ 0 0 12277 D3 ~ ~ 0 0 12271 S #12275 Zoo of Death - Level 2~ This level contains enemies of strength. ~ 0 ADN 0 D2 ~ ~ 0 0 12276 D3 ~ ~ 0 0 12272 S #12276 Zoo of Death - Level 2~ This level contains enemies of strength. ~ 0 ADN 0 D0 ~ ~ 0 0 12275 D2 ~ ~ 0 0 12277 D3 ~ ~ 0 0 12273 S #12277 Zoo of Death - Level 2~ This level contains enemies of strength. ~ 0 ADN 0 D0 ~ ~ 0 0 12276 D3 ~ ~ 0 0 12274 S #12278 A Stairway~ This stairway leads from the second to third level. ~ 0 0 0 D1 ~ ~ 0 0 12265 D5 ~ ~ 0 0 12281 S #12279 Zoo of Death - Level 3~ This level contains poisoners. ~ 0 ADN 0 D1 ~ ~ 0 0 12282 D2 ~ ~ 0 0 12280 S #12280 Zoo of Death - Level 3~ This level contains poisoners. ~ 0 ADN 0 D0 ~ ~ 0 0 12279 D1 ~ ~ 0 0 12283 D2 ~ ~ 0 0 12281 S #12281 Zoo of Death - Level 3~ This level contains poisoners. ~ 0 ADN 0 D0 ~ ~ 0 0 12280 D1 ~ ~ 0 0 12284 S #12282 Zoo of Death - Level 3~ This level contains poisoners. ~ 0 ADN 0 D1 ~ ~ 0 0 12285 D2 ~ ~ 0 0 12283 D3 ~ ~ 0 0 12279 S #12283 Zoo of Death - Level 3~ This level contains poisoners. ~ 0 ADN 0 D0 ~ ~ 0 0 12282 D1 ~ ~ 0 0 12286 D2 ~ ~ 0 0 12284 D3 ~ ~ 0 0 12280 S #12284 Zoo of Death - Level 3~ This level contains poisoners. ~ 0 ADN 0 D0 ~ ~ 0 0 12283 D1 ~ ~ 0 0 12287 D3 ~ ~ 0 0 12281 S #12285 Zoo of Death - Level 3~ This level contains poisoners. ~ 0 ADN 0 D1 ~ ~ 0 0 12288 D2 ~ ~ 0 0 12286 D3 ~ ~ 0 0 12282 S #12286 Zoo of Death - Level 3~ This level contains poisoners. ~ 0 ADN 0 D0 ~ ~ 0 0 12285 D1 ~ ~ 0 0 12289 D2 ~ ~ 0 0 12287 D3 ~ ~ 0 0 12283 S #12287 Zoo of Death - Level 3~ This level contains poisoners. ~ 0 ADN 0 D0 ~ ~ 0 0 12286 D1 ~ ~ 0 0 12290 D3 ~ ~ 0 0 12284 S #0 #SPECIALS M 12207 spec_fido M 12214 spec_poison M 12215 spec_poison M 12216 spec_death_rain M 12217 spec_poison M 12222 spec_breath_fire S #RESETS D 0 12291 1 1 D 0 12297 3 1 D 0 12316 1 2 D 0 12319 2 1 D 0 12320 2 1 D 0 12322 2 2 D 0 12324 0 1 D 0 12325 0 1 D 0 12329 2 1 D 0 12241 2 1 D 0 12259 1 1 D 0 12265 3 1 M 0 12214 5 12288 1 M 0 12215 5 12289 1 M 0 12216 5 12290 1 M 0 12215 5 12291 1 M 0 12216 5 12292 1 M 0 12214 5 12293 1 M 0 12217 5 12295 1 M 0 12218 5 12296 1 M 0 12217 5 12297 1 M 0 12218 5 12298 1 M 0 12217 5 12299 1 M 0 12218 5 12300 1 M 0 12217 5 12304 1 M 0 12218 5 12305 1 M 0 12217 5 12306 1 M 0 12218 5 12308 1 M 0 12205 1 12311 1 E 0 12205 0 16 M 0 12220 1 12314 1 G 0 12206 0 G 0 12207 0 M 0 12219 1 12316 1 G 0 12208 0 M 0 12221 10 12316 1 M 0 12221 10 12316 1 M 0 12221 10 12316 1 M 0 12221 10 12316 1 M 0 12221 10 12316 1 M 0 12221 10 12316 1 M 0 12221 10 12316 1 M 0 12221 10 12316 1 M 0 12221 10 12316 1 M 0 12221 10 12316 1 M 0 12224 1 12321 1 E 0 12213 0 6 M 0 12225 1 12321 1 M 0 12227 1 12322 1 G 0 12214 0 G 0 12214 0 O 0 12215 0 12322 M 0 12226 1 12325 1 E 0 12217 0 16 M 0 12204 1 12326 1 O 0 12216 0 12327 M 0 12201 1 12205 1 E 0 12201 0 16 M 0 12202 1 12210 1 E 0 12202 0 16 M 0 12203 1 12215 1 E 0 12203 0 16 G 0 12204 0 G 0 12211 0 O 0 12210 0 12215 O 0 12211 0 12215 O 0 12212 0 12215 M 0 12207 1 12225 1 M 0 12222 5 12225 1 M 0 12207 10 12226 1 M 0 12207 10 12227 1 M 0 12223 5 12227 1 M 0 12207 10 12229 1 M 0 12222 5 12229 1 M 0 12207 10 12231 1 M 0 12223 5 12231 1 M 0 12207 10 12232 1 M 0 12207 10 12233 1 M 0 12222 5 12233 1 M 0 12223 5 12235 1 M 0 12207 10 12237 1 M 0 12222 5 12237 1 M 0 12207 10 12238 1 M 0 12207 10 12239 1 M 0 12223 5 12239 1 M 0 12222 5 12241 1 M 0 12206 1 12246 1 G 0 12209 0 M 0 12208 5 12247 1 M 0 12209 5 12248 1 M 0 12210 5 12249 1 M 0 12209 5 12250 1 M 0 12210 5 12251 1 M 0 12208 5 12252 1 M 0 12210 5 12253 1 M 0 12208 5 12254 1 M 0 12209 5 12255 1 M 0 12208 5 12256 1 M 0 12209 5 12257 1 M 0 12210 5 12258 1 M 0 12209 5 12259 1 M 0 12210 5 12260 1 M 0 12208 5 12261 1 M 0 12211 5 12263 1 M 0 12212 5 12264 1 M 0 12213 5 12265 1 M 0 12212 5 12266 1 M 0 12213 5 12267 1 M 0 12211 5 12268 1 M 0 12213 5 12269 1 M 0 12211 5 12270 1 M 0 12212 5 12271 1 M 0 12211 5 12272 1 M 0 12212 5 12273 1 M 0 12213 5 12274 1 M 0 12212 5 12275 1 M 0 12213 5 12276 1 M 0 12211 5 12277 1 M 0 12214 5 12279 1 M 0 12215 5 12280 1 M 0 12216 5 12281 1 M 0 12215 5 12282 1 M 0 12216 5 12283 1 M 0 12214 5 12284 1 M 0 12216 5 12285 1 M 0 12214 5 12286 1 M 0 12215 5 12287 1 S #SHOPS 0 #MOBPROGS #12201 say Hello, my name is Inigo Montoya. say You killed my father. Prepare to die. ~ #12202 emote throws a rock at you! It misses by an inch. say I didn't have to miss, you know. say How about we face each other as God intended. No weapons, say no tricks. Mano-a-mano. Sportsmanlike. ~ #12203 say Why, it's so simple! say I must simply deduce from what I know of you, are you the sort of man who would put the poison in his own goblet? Or his enemy's? say Now a clever man would put the poison into his own goblet, because only a great fool would reach for what was in front of him. say I am not a great fool, so I can clearly not choose the wine in front of you. say But you must have known I was not a great fool, you would have counted on it! say So I can clearly not choose the wine in front of me! ~ #12204 say Haha, you fool, you fell victim to one of the classic blunders, the most famous of which is "Never get involved in a land war in Asia." say But only slightly less well known is this: "Never go in against a sicilian when DEATH is on the line!" laugh rofl giggle ~ #0 #$ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ #AREA draconia.are~ Dragon Tower~ { 5 30} Wench Dragon Tower~ 2200 2299 #MOBILES #2200 oldstyle hatchling dragon baby~ the dragon hatchling~ A dragon hatchling is here, chewing on a bone. ~ This small dragon hisses at you as you enter the room. Although it is only a few feet long, its sharp teeth make you think twice about petting it. ~ dragon~ ABG 0 -900 0 7 0 2d6+85 3d9+100 1d8+1 none 4 4 4 9 EFNU 0 0 0 stand stand none 100 0 0 medium 0 F res H F vul I #2201 oldstyle draconian~ the Draconian~ The Draconian is standing here. ~ This horrible creature is a bizarre cross between a man and a dragon. He has black scales and a seven foot wingspan. He scowls at you and hefts his spear as you enter the room. ~ human~ ABCF D -900 0 13 0 2d10+170 6d9+100 2d5+3 none -1 -1 -1 8 EFNU 0 0 0 stand stand male 100 0 0 medium 0 #2202 oldstyle lord crypt master~ the dragon master~ The lord of this crypt is here. ~ He doesn't look happy to see you. ~ human~ ABCF T -1000 0 27 0 5d10+650 13d9+100 5d4+7 none -8 -8 -8 6 EFNU 0 0 0 stand stand male 1750 0 0 medium 0 #2203 oldstyle man mage wizard~ a powerful mage~ A man is here, studying some books. ~ A powerful looking mage is standing in this room studying his spells. You are surprised at the fact that he is human, and realize that he must be very powerful to have been accepted by the creatures which live here. ~ human~ ABR BDH -900 0 22 0 4d10+360 22d9+100 2d7+5 none -5 -5 -5 3 FU 0 0 0 stand stand male 30 0 0 medium 0 #2204 oldstyle cleric draconian~ the holy Draconian~ A Draconian is here, deep in thought. ~ A Draconian stands here, dressed in simple robes. Around his neck you notice a golden medallion in the shape of a five headed dragon. ~ human~ ABCFQ DH -900 0 22 0 5d10+400 22d9+100 2d8+6 none -5 -5 -5 5 EIKU 0 0 0 stand stand male 20 0 0 medium 0 #2205 oldstyle king draconian~ the Draconian King~ A Draconian wearing fine clothes is here, pondering his greatness. ~ The king of the draconians sits here on a golden throne. He looks as though he could crush your head with a single blow. Yet you sense that he is controlled by a greater power. ~ human~ ABC DH -900 0 26 0 5d10+600 13d9+100 3d7+7 none -7 -7 -7 6 EFNU 0 0 0 stand stand male 40 0 0 medium 0 #2206 oldstyle concubine draconian~ a concubine~ A concubine is resting here. ~ This is a concubine of the king. She is lounging here, wearing nothing at all. You find yourself strangely repulsed as she draws a knife and prepares to defend herself. ~ human~ AB 0 -500 0 6 0 2d7+71 3d9+100 1d7+1 none 4 4 4 9 EFNU 0 0 0 stand stand female 5 0 0 medium 0 #2207 oldstyle bodyguard draconian~ A bodyguard~ A bodyguard is here, staring at you menacingly. ~ This creature has devoted its life to defending the king. Your intrusion has not pleased it. ~ human~ ABF CDF -800 0 18 0 3d9+283 9d9+100 2d7+4 none -3 -3 -3 7 EFNU 0 0 0 stand stand male 250 0 0 medium 0 #2220 oldstyle tiamat dragon~ Tiamat~ A five headed dragon hisses at you as you enter this room. ~ You see before you the master of this Tower, Tiamat. She frowns at you as she prepares to make you pay for your insolence ... with your lives! ~ human~ ABCF DFTV -1000 0 52 0 50d10+5500 26d9+100 6d7+20 none -22 -22 -22 2 EFNU AB CD 0 stand stand female 2500 0 0 medium 0 #2221 oldstyle dragon red~ the Great Red Dragon~ A red dragon is here, contemplating your existence. ~ This huge red dragon dominates the chamber. As you turn to flee, he grins at you and invites you to stay ... forever! ~ dragon~ ABCF DF -1000 0 45 0 25d10+3000 22d9+100 8d4+16 none -15 -15 -15 4 EFNR H 0 0 stand stand male 500 0 0 medium 0 F res H #2222 oldstyle dragon black~ the Great Black Dragon~ A black dragon is here, laughing at your insolence. ~ This huge black wyrm laughs at your puny weapons. You realize that he is not going to roll over and die for you. ~ dragon~ ABCF DF -900 0 39 0 15d10+1700 19d9+100 5d6+13 none -13 -13 -13 5 EFNR K 0 J stand stand male 1000 0 0 medium 0 F res H F vul I #2223 oldstyle dragon white~ the Great White Dragon~ A white dragon is here, waiting for you. ~ This dragon towers over you. Recalling your previous experiences with white dragons, you are not afraid. She smiles at you and says 'I think you will find me a greater challenge than my offspring.' ~ dragon~ ABCF DF -1000 0 37 0 10d10+1500 18d9+100 3d10+12 none -12 -12 -12 5 EFNR I 0 H stand stand female 1750 0 0 medium 0 F res H F vul I #2225 oldstyle dragon green~ the Ancient Green Dragon~ A green dragon is here, looking distraught. ~ This huge beast appears to be the most directly related to the draconians. She looks at you with sorrow in her eyes and says 'You have slaughtered my children. Prepare to die.' ~ dragon~ ABCF DF -1000 0 41 0 25d10+2000 20d9+100 4d8+14 none -14 -14 -14 4 EFNR L 0 P stand stand female 1000 0 0 medium 0 F res H F vul I #2226 oldstyle hydra~ a large hydra~ A hydra is here, blocking the doorway. ~ A hydra is here, guarding the entrance to a sealed vault. You have the feeling it isn't happy to see you. ~ human~ ABCF DF -800 0 18 0 3d9+283 9d9+100 2d7+4 none -3 -3 -3 7 EFNU 0 0 0 stand stand none 250 0 0 medium 0 #2227 oldstyle slave human~ A human slave~ A Human slave is here, hard at work. ~ He looks like he's under a lot of stress. He would probably like it if you left him alone. ~ human~ ABS DF 0 0 5 0 2d7+46 2d9+100 1d5+1 none 6 6 6 9 BEFJNU 0 0 0 stand stand male 5 0 0 medium 0 #2240 oldstyle zombie draconian~ a Draconian zombie~ A Draconian zombie is here, staring at nothing in particular. ~ This used to be one of the warriors of this tribe. He was denied his final rest, however, and now guards this corridor tirelessly as a zombie. ~ human~ ABCF DF -400 0 9 0 2d6+110 4d9+100 1d8+2 none 2 2 2 8 EFNU 0 0 0 stand stand none 75 0 0 medium 0 #2241 oldstyle dragon phase~ the phase dragon~ A Phase Dragon is darting around the room. ~ This small dragon looks like he's up to no good. ~ dragon~ ACFGH DF -300 0 10 0 2d7+121 5d9+100 2d4+2 none 1 1 1 8 EFNR 0 0 0 stand stand male 250 0 0 medium 0 #2242 oldstyle fool draconian~ the draconian fool~ A Fool is here, making fun of you. ~ This dragon man looks VERY foolish, dressed in a green and blue striped suit. As you enter the room, he points at you and laughs. ~ human~ AGHS DF 0 0 5 0 2d7+46 2d9+100 1d5+1 none 6 6 6 9 BEFJNU 0 0 0 stand stand male 25 0 0 medium 0 #2243 oldstyle queen draconian~ the Draconian Queen~ A Female Draconian sits, here, looking very important. ~ This draconian looks VERY busy as she orders her slaves around. You think it might be a good idea to leave her alone. ~ human~ ABC DFH -600 0 20 0 3d9+333 10d9+100 2d8+5 none -4 -4 -4 7 EFNU 0 0 0 stand stand female 500 0 0 medium 0 #0 #OBJECTS #2200 spear jagged~ a jagged spear~ A jagged spear has been left here.~ oldstyle~ weapon 0 AN staff 2 6 thrust 0 10 150 153 P #2201 dagger silver~ a silver dagger~ A silver dagger is lying here.~ oldstyle~ weapon 0 AN dagger 3 6 pierce 0 22 10 2000 P A 20 -2 #2202 knife tooth dragon~ a dragon's tooth knife~ A dangerous looking knife made from a dragon's tooth has been left here.~ oldstyle~ weapon 0 AN dagger 5 5 pierce 0 30 80 3200 P A 19 2 A 2 1 #2203 bracelet dragon~ a dragon skin bracelet~ A scaly bracelet lies on the ground.~ oldstyle~ armor 0 AM 6 6 6 3 0 15 100 1170 P #2204 belt silk black~ a black silk belt~ A black belt made of the finest silk is hanging here.~ oldstyle~ armor 0 AL 6 6 6 2 0 17 250 3900 P A 5 2 #2210 belt silk white~ a white silk belt~ A white belt made of the finest silk is hanging here.~ oldstyle~ armor 0 AL 6 6 6 2 0 17 250 3900 P A 1 2 #2211 bracelet platinum~ a platinum bracelet.~ A tarnished platinum bracelet has been dropped here.~ oldstyle~ armor A AM 7 7 7 0 0 20 50 1450 P #2220 symbol holy~ a holy symbol~ A golden holy symbol is here.~ oldstyle~ jewelry A ACO 0 0 0 0 0 10 20 270 P A 12 15 #2221 robe black~ a plain black robe~ A black robe is hanging on a hook on the wall.~ oldstyle~ armor 0 AK 5 5 5 0 0 21 30 2000 P A 19 2 #2222 sword emerald~ an emerald sword~ An emerald long sword is leaning against the wall.~ oldstyle~ weapon 0 AN sword 4 6 slash D 28 240 2300 P #2223 club stone~ a stone club~ A heavy looking stone club is here.~ oldstyle~ weapon 0 AN mace 3 6 crush 0 18 180 940 P #2224 ring diamond~ a diamond ring~ A diamond ring lies gleaming on the ground.~ oldstyle~ jewelry 0 AB 0 0 0 0 0 37 60 6800 P A 19 3 A 18 3 #2230 ring copper~ a copper ring~ A copper ring is here.~ oldstyle~ jewelry 0 AB 0 0 0 0 0 15 10 2600 P A 4 2 #2231 key steel~ a steel key~ A steel key.~ oldstyle~ key 0 A 0 0 0 0 0 0 10 0 P #2232 key ruby~ a ruby key~ A ruby key.~ oldstyle~ key 0 A 0 0 0 0 0 0 10 0 P #2233 key white~ a white key~ A white key.~ oldstyle~ key 0 A 0 0 0 0 0 0 10 0 P #2234 key grey~ a grey key~ A grey key is resting on the ground here.~ oldstyle~ key 0 A 0 0 0 0 0 0 10 0 P #2237 key stone~ a stone key~ A stone key.~ oldstyle~ key 0 A 0 0 0 0 0 0 10 0 P #2240 key black~ a black key~ A black key.~ oldstyle~ key 0 A 0 0 0 0 0 0 10 0 P #2241 key platinum~ a platinum key~ A platinum key.~ oldstyle~ key 0 A 0 0 0 0 0 0 10 0 P #2242 shield crested~ a crested shield~ A large crested shield draws your attention.~ oldstyle~ armor 0 AJ 8 8 8 3 0 25 200 3900 P A 5 1 #2243 wand golden~ a golden wand~ A golden wand has been dropped here.~ oldstyle~ wand A AO 25 10 10 'dispel magic' 0 14 50 5500 P #2244 staff silver~ a silver staff~ A silver staff.~ oldstyle~ staff AG AO 25 20 20 'faerie fog' 0 14 50 11700 P #2245 staff dragon~ the staff of the dragon~ A powerful oak staff has been left here.~ oldstyle~ staff AG AO 25 10 10 'call lightning' 0 15 50 10200 P #2246 mail scale~ scale mail~ A set of scale mail has been abandoned here.~ oldstyle~ armor A AD 8 8 8 0 0 25 200 3900 P #2250 staff black~ a black staff~ You notice the faint outline of a staff.~ oldstyle~ staff AJ AO 30 3 3 'energy drain' 0 14 250 5300 P #2251 potion cyan~ a cyan potion~ A small cyan potion has been left here.~ oldstyle~ potion 0 A 30 'blindness' 'harm' '' '' 9 10 1060 P #2252 potion magenta~ a magenta potion~ A magenta potion.~ oldstyle~ potion H A 30 'cure critical' 'protection evil' '' '' 7 10 600 P #2254 gauntlets spiked~ a pair of spiked gauntlets~ A pair of spiked gauntlets.~ oldstyle~ armor AG AH 4 4 4 0 0 20 100 2500 P A 1 1 A 19 2 #2260 scimitar golden~ a golden scimitar~ A golden scimitar.~ oldstyle~ weapon A AN sword 3 5 slash 0 16 100 2500 P A 4 1 A 3 1 #2261 brooch diamond~ a diamond brooch~ A diamond brooch.~ oldstyle~ jewelry G AC 0 0 0 0 0 25 20 980 P A 12 25 #2270 scroll~ a runed scroll~ A runed scroll.~ oldstyle~ scroll G AO 30 'armor' 'protection evil' 'shield' '' 12 10 1960 P #2271 gloves dragon~ a pair of dragon skin gloves~ A pair of dragon skin gloves are lying on the ground.~ oldstyle~ armor 0 AH 6 6 6 3 0 17 50 4000 P A 2 2 #2275 helm dragon~ a helm of dragon kind~ A helm made of a dragon's skull is lying on the ground.~ oldstyle~ armor 0 AE 10 10 10 5 0 35 150 4100 P A 13 15 #2276 fur cloak~ a fur cloak~ A large mound of fur is lying here.~ oldstyle~ armor 0 AK 6 6 6 1 0 16 100 1910 P A 13 10 A 1 1 #2280 leggings dragon scale~ a pair of dragon scale leggings~ A pair of dragon scale leggings is lying on the ground.~ oldstyle~ armor 0 AF 7 7 7 3 0 20 150 1590 P #2281 sleeves dragon scale~ a set of dragon scale sleeves~ A set of dragon scale sleeves is lying on the ground.~ oldstyle~ armor 0 AI 7 7 7 3 0 20 120 1590 P #2285 whip dragon tail~ a dragon tailed whip~ A dragon tailed whip is lying on the ground.~ oldstyle~ weapon BJ AN whip 4 5 whip 0 24 140 1530 P A 19 2 A 18 2 #2286 hammer copper~ a copper hammer~ A copper hammer is lying on the ground.~ oldstyle~ weapon 0 AN mace 3 5 crush 0 15 120 750 P #2287 dagger silver~ a silver dagger~ A silver dagger is lying here.~ oldstyle~ weapon 0 AN dagger 2 4 pierce 0 5 10 360 P #2299 key gold tarnished~ a tarnished gold key~ A tarnished gold key lies here.~ oldstyle~ key 0 A 0 0 0 0 0 0 10 0 P #0 #ROOMS #2201 The Tower Gates~ You are at the entrance to a tall tower. Lightning flashes periodically and it is raining. You think it might be a good idea to turn back into the grove. ~ 0 A 1 D0 You see a large steel gate. Beyond is the Foyer of the Tower. ~ gate steel~ 1 2231 2202 D1 The shadows cloud your vision. ~ ~ 0 0 1304 E gate~ The gate is tall and secure. Whoever built it values privacy. ~ S #2202 The Foyer~ This is the entrance to the Tower. The hallway continues to the north, leading towards a staircase. You notice a grim painting on the wall, and quickly look away. ~ 0 CD 0 D0 You see a long hallway. ~ ~ 0 -1 2203 D2 You see the gate. ~ ~ 0 -1 2201 E painting~ This painting depicts the grisly death of a foolish human. You hope you do not share his fate. ~ S #2203 Hallway~ This hallway seems to stretch on forever. You notice a stairway in the distance. ~ 0 D 0 D0 The hall continues. ~ ~ 0 -1 2204 D2 You see the foyer. ~ ~ 0 -1 2202 S #2204 Hallway~ You trudge down the hallway. You notice doors to the east and west. ~ 0 D 0 D0 The hall continues. ~ ~ 0 -1 2207 D1 You see a door. You notice a sign. ~ door~ 1 -1 2205 D2 The hall continues. ~ ~ 0 -1 2203 D3 You see an oak door. There is an inscription on it. ~ oak~ 1 -1 2206 E inscription~ It says "STORAGE" ~ E sign~ The sign says "NURSERY" in bold letters. ~ S #2205 Nursery~ It looks like a tornado has been through here. Toys are scattered everywhere, and a small group of dragon hatchlings are fighting over a bone. ~ 0 D 1 D1 You see a large stone door. ~ door stone~ 2 2297 2223 D3 You see the hallway. ~ ~ 1 -1 2204 S #2206 Storage Room~ This room is covered with dust, it looks as if no one has been here in ages. ~ 0 D 1 D1 You see the hallway. ~ ~ 1 -1 2204 D5 You see nothing special. ~ trapdoor~ 1 -1 2208 E dust~ As you look closely at the dust, you notice the outline of a trapdoor! ~ S #2207 End of the Hallway~ You have finally reached the end of the hallway. A huge staircase leads up. You see a sign at the base of the staircase. ~ 0 D 0 D2 The hall continues. ~ ~ 0 -1 2204 D4 The second floor. ~ ~ 0 -1 2210 E sign~ The sign reads: This area is kind of tough. You probably shouldn't go up these stairs alone if you are under 18th level, or at all if you under 14th level. Have fun! -- Wench ~ S #2208 Guardian's Room~ You climb down the rickety stairs and find yourself face to face with a gargantuan hydra. How fast can you climb UP stairs? ~ 0 D 1 D2 A large grey door. ~ grey~ 1 2234 2209 D4 You see the storage room. ~ door trap trapdoor~ 1 -1 2206 S #2209 The Treasure Room~ You have made it past the hydra into the vault. You are astounded by the treasure here. Not only are you now rich, you can probably rest here safely. The west wall seems to have a large door made entirely of ruby. ~ 0 CD 1 D0 You see nothing special. ~ grey~ 2 2234 2208 D3 You see a ruby door! ~ door ruby~ 2 2232 2218 S #2210 The Second Floor~ You have made it up to the second floor. You hear hissing and see several dragon men rushing you. You wonder how long you will be staying here. ~ 0 D 1 D2 You see the court. ~ ~ 0 1 2211 D5 You see the first floor. ~ ~ 0 -1 2207 S #2211 The Court~ You have entered what seems to be a large court. The people guarding it don't seem happy to see you ... ~ 0 D 1 D0 You see nothing special. ~ ~ 0 -1 2210 D1 You see a wooden door. ~ door wooden~ 1 -1 2212 D2 You see the court. ~ ~ 0 -1 2213 S #2212 Hall O' Pleasure~ You stop dead in your tracks as you enter this ornately decorated room - it is populated with the king's harem. ~ 0 D 1 D3 You see the Court. ~ ~ 0 -1 2211 S #2213 The Court~ You are continuing down the hall. To the east and west you see ornate doors. ~ 0 0 1 D0 You see the court. ~ ~ 0 -1 2211 D1 You see a black door. ~ door black~ 1 2240 2214 D2 You see the court. ~ ~ 0 -1 2216 D3 You see a white door. ~ door white~ 1 2233 2215 S #2214 The Library~ You have entered a huge room, filled with books. A peaceful man is sitting at a table, studying. ~ 0 D 1 D3 You see the court. ~ door black~ 1 2240 2213 S #2215 The Sanctum~ This small room is modestly decorated with small dragon icons. Its sole occupant is deep in thought. ~ 0 D 1 D1 You see the Court. ~ door white~ 1 2233 2213 S #2216 The Court Ends~ You have reached the end of the court. A huge Draconian is sitting in a chair here. As you enter, he motions with his hand and you are rushed by three of his bodyguards. ~ 0 D 1 D0 You see the court. ~ ~ 0 -1 2213 D1 You see a private chamber. ~ ~ 0 -1 2217 S #2217 bedroom~ This is the personal room of the draconian king. It is not empty. ~ 0 D 1 D3 You see Court. ~ ~ 0 -1 2216 S #2218 Entrance to the Crypt~ You have entered a large room which smells heavily of reptile. You wonder what awaits you here. ~ 0 D 1 D1 You see the Treasure Vault. ~ door ruby~ 2 2232 2209 D3 You see the Crypt. ~ ~ 0 -1 2219 S #2219 Crypt~ You are in a large room which continues to the west. You notice many coffins here. Open coffins reveal remains of something other than man. The smell of reptile is very strong here. ~ 0 D 1 D1 You see the entrance. ~ ~ 0 -1 2218 D3 You see nothing special. ~ ~ 0 -1 2222 S #2220 The Lair~ You have entered a large room dominated by a great white dragon. It growls at you before it attacks. ~ 0 D 1 D2 You the cave opening. ~ ~ 0 0 2235 S #2221 A Lair~ You have entered a large room dominated by a great black dragon. It looks as though it is amused by your presence. ~ 0 D 1 D0 You the cave opening. ~ ~ 0 0 2241 S #2222 The Crypt Ends~ You have come to the end of the Crypt. It seems deserted. There is a strange coffin lying against the wall. ~ 0 D 1 D1 You see the Crypt. ~ ~ 0 -1 2219 D3 ~ coffin~ 1 0 2232 E coffin~ A coffin lies a against the east wall. It is closed. ~ S #2223 Entrance to the Great Hall~ You have entered a huge hall. It has been carefully decorated with beautiful tapestries depicting a great battle between dragons and men. The dragons appear to be the victors. ~ 0 D 1 D1 The Hall continues. ~ ~ 0 -1 2224 D3 You see the Nursery. ~ door stone~ 1 2297 2205 S #2224 The Great Hall~ You are working your way down the Hall. To the north, you notice a smaller passageway, while the main hall continues to the east. ~ 0 D 1 D0 You see a narrow passageway. ~ ~ 0 -1 2225 D1 You see the Hall. ~ ~ 0 -1 2229 S #2225 A Narrow Passageway~ This Passageway branches off from the main hall and leads somewhere ... where? ~ 0 D 1 D0 You see a large Lair. It looks dangerous. ~ ~ 0 -1 2226 D2 You see the great hall. ~ ~ 0 -1 2224 S #2226 Lair~ You have entered a large lair with bones strewn about the ground. You notice the source of these as you come face to face with a rather large red dragon. You notice a trap door in the floor. ~ 0 D 1 D2 The narrow passageway. ~ ~ 0 -1 2225 D5 You see a trap door. ~ door trap trapdoor~ 1 -1 2227 S #2227 Underground Tunnel~ You have entered an underground tunnel. It is dark and dirty, and you find yourself wishing you were back in Midgaard. ~ 0 AD 2 D0 You see the tunnel. ~ ~ 0 -1 2228 D4 You see the red dragon's lair. ~ door trap trapdoor~ 1 -1 2226 S #2228 Underground Tunnel~ This tunnel has come to a dead end. You feel nervous about being trapped here. ~ 0 ACD 2 D2 You see the tunnel. ~ ~ 0 -1 2227 S #2229 The Great Hall Ends.~ You have come to the end of the great hall. You see before you a huge golden door, it must be at least twenty feet tall! It has beautiful etchings of dragons. You see a sign on the door. ~ 0 D 1 D1 You see a great golden door. ~ door great golden~ 2 2299 2230 D3 You see the hall. ~ ~ 0 -1 2224 E sign~ Congratulations on making it this far! Watch out, it gets a little nasty here... :) - Wench ~ S #2230 THE Lair~ You have entered a huge lair. You feel that something big lives here or at least did. The golden door lies back to the west. ~ 0 D 2 D3 You see a great golden door. ~ door golden great~ 2 2299 2229 S #2231 The End...~ You have reached the final lair. It is dominated by a huge five headed dragon. You suddenly realize that you have SERIOUS problems... ~ 0 D 2 D2 You see the top of the mountain. ~ ~ 2 2241 2243 S #2232 Stairwell~ This is an old decrepit stairwell that leads to the wine cellar. It looks like it hasn't been used for decades. Well, at least not by anything living. ~ 0 D 2 D1 The crypt~ ~ 0 0 2222 D5 A wine cellar~ ~ 0 0 2233 S #2233 Wine cellar~ This is the old wine cellar of the Dragon Tower. The shelves are empty. Nothing living has been in here for a long time. You see a tunnel leading off to the east and boy does it smell bad. Kinda of like rotting flesh. ~ 0 A 2 D1 A tunnel ~ ~ 0 0 2234 D4 The stairwell ~ ~ 0 0 2232 S #2234 Tunnel~ This tunnel seems to stretch for miles. You try to distinguish the end but your eyes soon tire from the strain. The smell here has increased two fold. The tunnel continues to go to the east. The wine cellar lies back to the west. ~ 0 AI 2 D0 A cave opening ~ ~ 0 0 2235 D1 A tunnel ~ ~ 0 0 2236 D3 A tunnel ~ ~ 0 0 2233 S #2235 A cave opening~ You stand at the opening of a giant cave. There are many bones strewn across the room. Some human, some indistinguishable. It smells very bad in here. You can hear movement in the cave to the north. The tunnel goes back to the south. ~ 0 AI 2 D0 The lair ~ ~ 0 0 2220 D2 The tunnel ~ ~ 0 0 2234 S #2236 The End of the tunnel~ You have finally come to the end of the tunnel. Back to the west lies the miles of tunnels you have walked through. You see the faint outline of a trapdoor above you. A bridge over an underground river lies to the south. ~ 0 AI 2 D2 bridge ~ ~ 0 0 2237 D3 The tunnel ~ ~ 0 0 2234 D4 trapdoor ~ ~ 0 0 2202 S #2237 The Bridge~ You are walking along an old wooden bridge. Its not that secure. You might want to hurry along. To the south, on the other side of the bridge, lies a small opening. ~ 0 AD 2 D0 The tunnel end ~ ~ 0 0 2236 D2 A small opening ~ ~ 0 0 2238 S #2238 A small opening~ You are standing in a small opening. To the north lies the old wooden bridge. To your south the you can see a clearing. You can see sunlight again. What a welcome relief! ~ 0 AD 2 D0 bridge ~ ~ 0 0 2237 D2 clearing ~ ~ 0 0 2239 S #2239 Clearing~ You stand out in a clearing. Mountains are all around you. There is a well in the middle of the clearing. Lying against the well is a sign. A path leads up the mountain. The small opening is back to the north. ~ 0 0 2 D0 the small opening ~ ~ 0 0 2238 D4 A path ~ ~ 0 0 2240 D5 The well ~ ~ 0 0 2244 E sign~ The sign reads: This is a bottomless pit cleverly disguised as a well. People have fallen in and never been heard from again. Trust me, you don't want to go down there. The All Powerful Well Keeper ~ E well~ You peer over the side of the well. It looks VERY, VERY deep. It appears to be ENDLESS. ~ S #2240 A path~ This path leads up the side of the mountain. A clearing lies below you. There is a cave opening to the west. The path continues up the mountain. ~ 0 0 2 D3 cave opening ~ ~ 0 0 2241 D4 the path continues ~ ~ 0 0 2242 D5 clearing ~ ~ 0 0 2239 S #2241 A cave opening~ You stand before a huge cave opening. You hearing heavy breathing from within the cave. There are a few skeletons lying about. The cave lies to the south. The path is back to the east. ~ 0 0 2 D1 the path ~ ~ 0 0 2240 D2 A lair ~ ~ 0 0 2221 S #2242 The path continues~ The path continues up the mountain to the top. The path also goes down. Thats it, nothing more to see. ~ 0 0 2 D4 top of the mountain ~ ~ 0 0 2243 D5 path ~ ~ 0 0 2240 S #2243 The top of the mountain~ You are standing at the top of the mountain. It feels more like the top of the world. To your north lies a huge platinum door. You hear very pronounced grumbling from behind the doors. It sounds like something huge and hungry. But if you don't have the key you don't have to worry because you can't get in. If you do have the key I would suggest not going in. Some believe the Five Headed dragon Tiamat was imprisoned here by the gods. But who believes in fairy tales. Well, if you're scared, you can always go down the mountain. ~ 0 0 2 D0 The platinum door ~ door platinum~ 2 2241 2231 D5 The path continues ~ ~ 0 0 2242 E door platinum~ A huge platinum door separates you from harm~ S #2244 Well~ O h ! N o ! I warned you! You have fallen into the bottomless pit. You life flashes right before your eyes. Pretty pathetic isn't it? Next time you'll know to listen to the God of Laughs. ~ 0 BC 0 S #0 #RESETS M 0 2200 12 2241 1 * the dragon hatchling M 0 2200 12 2239 1 * the dragon hatchling M 0 2200 12 2201 1 * the dragon hatchling G 1 2231 -1 * a steel key M 0 2200 12 2202 1 * the dragon hatchling M 0 2200 12 2203 2 * the dragon hatchling M 0 2200 12 2203 2 * the dragon hatchling M 0 2200 12 2205 4 * the dragon hatchling M 0 2200 12 2205 4 * the dragon hatchling M 0 2200 12 2205 4 * the dragon hatchling M 0 2200 12 2205 4 * the dragon hatchling M 0 2201 7 2203 2 * the Draconian E 1 2200 20 16 * a jagged spear M 0 2201 7 2204 3 * the Draconian E 1 2200 20 16 * a jagged spear M 0 2201 7 2204 3 * the Draconian E 1 2200 20 16 * a jagged spear M 0 2201 7 2204 3 * the Draconian E 1 2200 20 16 * a jagged spear M 0 2200 12 2207 1 * the dragon hatchling M 0 2227 5 2207 2 * A human slave M 0 2200 12 2206 1 * the dragon hatchling M 0 2226 1 2208 1 * a large hydra G 1 2234 1 * a grey key G 1 2243 9 * a golden wand G 1 2223 20 * a stone club E 1 2244 5 17 * a silver staff D 0 2230 3 2 * THE Lair west D 0 2218 1 2 * Entrance to the Crypt east D 0 2201 0 2 * The Tower Gates north D 0 2229 1 2 * The Great Hall Ends. east D 0 2243 0 2 * The top of the mountain north D 0 2209 3 2 * The Treasure Room west D 0 2222 3 2 * The Crypt Ends west M 0 2201 7 2210 2 * the Draconian E 1 2200 20 16 * a jagged spear M 0 2207 20 2210 5 * A bodyguard E 1 2286 20 16 * a copper hammer M 0 2207 20 2211 5 * A bodyguard E 1 2286 -1 16 * a copper hammer M 0 2207 20 2211 5 * A bodyguard E 1 2260 10 16 * a golden scimitar M 0 2206 5 2212 5 * a concubine E 1 2287 10 16 * a silver dagger M 0 2206 5 2212 5 * a concubine G 1 2233 2 * a white key E 1 2287 10 16 * a silver dagger M 0 2206 5 2212 5 * a concubine G 1 2240 2 * a black key E 1 2287 10 16 * a silver dagger M 0 2206 5 2212 5 * a concubine E 1 2287 10 16 * a silver dagger M 0 2203 1 2214 1 * a powerful mage E 1 2223 10 12 * a stone club E 1 2250 10 17 * a black staff G 1 2251 10 * a cyan potion E 1 2261 3 3 * a diamond brooch M 0 2242 5 2214 1 * the draconian fool M 0 2204 1 2214 1 * the holy Draconian E 1 2220 -1 3 * a holy symbol E 1 2211 10 14 * a platinum bracelet. E 1 2210 10 13 * a white silk belt G 1 2270 10 * a runed scroll G 1 2252 10 * a magenta potion M 0 2205 1 2216 1 * the Draconian King E 1 2222 8 16 * an emerald sword E 1 2276 -1 12 * a fur cloak E 1 2242 -1 11 * a crested shield E 1 2254 -1 9 * a pair of spiked gauntlets G 1 2232 2 * a ruby key M 0 2207 20 2216 5 * A bodyguard M 0 2207 20 2216 5 * A bodyguard M 0 2207 20 2216 5 * A bodyguard M 0 2242 5 2216 4 * the draconian fool M 0 2242 5 2216 4 * the draconian fool M 0 2243 1 2217 1 * the Draconian Queen E 1 2203 -1 14 * a dragon skin bracelet E 1 2204 5 13 * a black silk belt E 1 2201 -1 16 * a silver dagger M 0 2227 5 2217 4 * A human slave M 0 2227 5 2217 4 * A human slave M 0 2241 2 2217 2 * the phase dragon M 0 2240 8 2218 2 * a Draconian zombie M 0 2240 8 2218 2 * a Draconian zombie M 0 2240 8 2219 2 * a Draconian zombie M 0 2240 8 2219 2 * a Draconian zombie M 0 2240 8 2232 1 * a Draconian zombie M 0 2240 8 2233 1 * a Draconian zombie M 0 2240 8 2234 1 * a Draconian zombie M 0 2240 8 2236 1 * a Draconian zombie M 0 2223 1 2220 1 * the Great White Dragon E 1 2246 10 5 * scale mail M 0 2222 1 2221 1 * the Great Black Dragon E 1 2280 10 7 * a pair of dragon scale leggings M 0 2202 1 2222 1 * the dragon master E 1 2202 -1 16 * a dragon's tooth knife E 1 2281 -1 10 * a set of dragon scale sleeves E 1 2271 -1 9 * a pair of dragon skin gloves M 0 2221 1 2226 1 * the Great Red Dragon E 1 2275 5 6 * a helm of dragon kind E 1 2245 5 17 * the staff of the dragon G 1 2299 2 * a tarnished gold key M 0 2225 1 2230 1 * the Ancient Green Dragon G 1 2241 2 * a platinum key G 1 2285 5 * a dragon tailed whip E 1 2261 3 3 * a diamond brooch M 0 2220 1 2231 1 * Tiamat S #SHOPS 0 #SPECIALS M 2200 spec_breath_any * the dragon hatchling M 2203 spec_cast_mage * a powerful mage M 2204 spec_cast_cleric * the holy Draconian M 2205 spec_breath_any * the Draconian King M 2220 spec_breath_any * Tiamat M 2221 spec_breath_fire * the Great Red Dragon M 2222 spec_breath_acid * the Great Black Dragon M 2223 spec_breath_frost * the Great White Dragon M 2225 spec_breath_gas * the Ancient Green Dragon M 2226 spec_poison * a large hydra M 2227 spec_thief * A human slave M 2240 spec_cast_undead * a Draconian zombie M 2241 spec_breath_gas * the phase dragon M 2242 spec_thief * the draconian fool M 2243 spec_breath_any * the Draconian Queen S #$ ~~~~~~~~~~~~~~~~~~~~~~ #AREA dragon2.are~ Dragon Spyre~ {20 50} Anon DragonSpyre~ 2400 2499 #MOBILES #2400 Copper Dragon~ The Copper Dragon~ The Copper Dragon of Time stands before you. ~ A majestic Dragon stands before you in all its glory. The gleam from its copper scales seems to stop time. The Dragon does not seem happy that you are here. It ATTACKS. ~ dragon~ ABFGHT DFHZ 350 0 20 0 3d9+333 199d1+1 2d8+5 charge -4 -4 -4 7 CFM AB 0 I stand stand male 4999 0 0 huge 0 #2401 White Dragon~ The White Dragon~ The White Dragon of Ice stands before you. ~ A intimidating Dragon stands before you. The icy glare blinds you long enough for the Ice Dragon to devour you. ~ dragon~ ABFGHT DFHZ -350 0 20 0 3d9+333 199d1+1 2d8+5 charge -4 -4 -4 7 CFM AB 0 I stand stand male 4999 0 0 huge 0 #2402 Pixie~ A Pixie~ A Pixie flits about the room. ~ This winged creature is the epitome of mischief. He loves to pick on travelers, and guess what.... It's your turn :). ~ elf~ AFGH 0 -360 0 16 0 3d9+233 159d1+1 2d6+4 punch -2 -2 -2 7 FHKN AB 0 D stand stand male 1499 0 0 small 0 #2403 Time Dragon Spirit~ The Spirit of the Time Dragon~ The translucent Spirit of the Dragon stares at you through uncaring eyes. ~ The Spirit of the Time Dragon guards the hoard gathered by the copper dragons who have stood sentinel over this spot. The Spirit lunges for your SOUL!!!!!!! ~ dragon~ ABFGT DFHU 0 0 30 0 6d12+853 299d1+1 4d6+8 charge -9 -9 -9 6 CFM AB 0 I stand stand male 6499 0 0 huge 0 #2404 Ice Dragon Spirit~ The Spirit of the Ice Dragon~ The shimmering Spirit of the Dragon freezes you in your steps. ~ The Spirit of the Ice Dragon Stands over the hoard of the previous white dragon guardians. The Spirit attempts to leech you life blood from your body. ~ dragon~ ABFGT DFHU 0 0 31 0 6d12+928 309d1+1 4d6+9 charge -10 -10 -10 5 CFM AB 0 I stand stand male 6999 0 0 huge 0 #2405 Pixie King~ The Pixie King~ The Pixie King looks at you with a merry glint in his eyes and nods. ~ The Pixe King is slightly bigger than other pixies. He is really cool. The King loves to frolic and play, especially with new friends. He asks you "Will you be my friend?". ~ elf~ ABFG DF 1000 0 24 0 5d10+500 239d1+1 4d4+6 charge -6 -6 -6 5 EN AB 0 D stand stand male 2499 0 0 small 0 #2406 gate keeper gatekeeper~ The GateKeeper~ The GateKeeper appears to look right through you as he stands at his post. ~ The GateKeeper is a grim staunch figure. He looks as if he has been carrying a large burden for some time. You feel sorry for him, but he does have the key that you need to continue on through the cave. ~ elf~ ABFGT DF 0 0 25 0 5d10+550 249d1+1 2d10+7 punch -7 -7 -7 6 EFHIKN AB 0 D stand stand male 2799 0 0 small 0 #2407 eternity dragon~ The Eternity Dragon~ The Eternity Dragon stands before you, it pays you no heed as it stays its everlasting vigil. ~ The Eternity Dragon is by far the largest dragon you have ever seen or heard of. Its body easily stretching 300 feet from nose to tail. This entire cavern, which seems to span the distance of about three levels of this mountain, is completely filled by the dragon. At the time it seems peaceful, but you can tell that attacking it would be the dumbest, and last thing you ever did. ~ dragon~ AT BDFHU 0 0 60 0 50d10+9500 599d1+1 8d6+28 charge -30 -30 -30 0 CFM 0 0 I stand stand male 14999 0 0 huge 0 #2408 pixie guard~ A Pixie Guard~ The Pixie Guard stands here, prepared to loose his life for the king. ~ The Pixie Guard doesn't really do much to inspire fear in your heart, but you suppose that if pressed, he could fight quite visciously compared to most Pixies. ~ elf~ ABGMT 0 1000 2405 20 0 3d9+333 199d1+1 2d8+5 punch -4 -4 -4 7 EIN 0 0 D stand stand male 1799 0 0 small 0 #2409 mage pixie master~ The Master Pixie Mage~ The Master Pixie Mage is here ruffling through the King's belongings. ~ The Master Pixie Mage does not look like any of the other Pixies you have encountered. His glow has taken on a pale green color, and he is staring at you maliciously. The Staff he carries seems familiar, but you are not sure from where you remember it. ~ elf~ ACGHR DH -500 0 35 0 10d10+1200 349d1+1 6d4+9 pound -11 -11 -11 0 FHN 0 0 D stand stand male 4499 0 0 small 0 #2410 pixie guard~ A Pixie Guard~ The Pixie Guard stands here, prepared to loose her life for the king. ~ The Pixie Guard doesn't really do much to inspire fear in your heart, but you suppose that if pressed, she could fight quite visciously compared to most Pixies. ~ elf~ ABGMT 0 1000 2405 20 0 3d9+333 199d1+1 2d8+5 scratch -4 -4 -4 7 E 0 0 CD stand stand female 1899 0 0 small 0 #2411 Pixie~ A Pixie~ A Pixie flits about the room. ~ This winged creature is the epitome of mischief. He loves to pick on travelers, and guess what.... It's your turn :). ~ elf~ AHS DEPQZ -500 2402 15 0 3d9+203 149d1+1 2d6+2 punch -1 -1 -1 8 FHKN 0 0 D stand stand male 1499 0 0 small 0 #0 #OBJECTS #2400 sword~ a very tiny sword~ A very petite sword lies here on the ground, you almost didn't see it.~ steel~ weapon AGL AN sword 5 4 slice 0 15 10 700 G A 19 -1 A 14 10 E pixie~ This elegant sword appears to have served its previous owner very well, but you aren't sure how well a weapon this small would serve you. ~ #2401 white dragon claw key~ a small white key shaped like a claw~ A small white claw is sitting here, lost.~ steel~ key M AO 0 0 0 0 0 18 10 0 G E key claw white dragon~ This key appears to have been fashioned from the claw of a dragon. You are glad you weren't the locksmith assigned to getting the materials. ~ #2402 door key~ a door key~ There is a door key sitting here.~ steel~ key M AO 0 0 0 0 0 0 10 0 G E key door~ This is a small nondescript key, with nothing special about it. bronze~ #2403 gate keeper key~ the gatekeeper's key~ A large bronze key sits upon the ground, covered with dust.~ silver~ key M AO 0 0 0 0 0 25 10 0 G E gate keeper key~ This is the key to the gate. It belongs to the gatekeeper, and he is probably looking for it. ~ #2404 copper dragon claw key~ a small copper key shaped like a claw~ A small copper claw lies here, abonded by everyone~ bone~ key M AO 0 0 0 0 0 19 10 0 G E copper dragon claw key~ This key appears to have been fashioned from a dragon's claw. It is quite large. ~ #2405 pixie king key~ a very small key~ The key to the Pixie King's bedroom is here, it is almost impossible find.~ steel~ key M AO 0 0 0 0 0 22 10 0 G E pixie king key~ This is a very small key, you cannot imagine what door this would go to. ~ #2406 white pendant dragon scale~ a white dragon scale pendant~ Upon the ground lies a solid white pendant, it issues forth an aura of cold.~ silver~ armor AGI AC 7 7 7 0 1 19 120 3500 G A 19 1 A 24 -2 E white pendant dragon scale~ This pendant appears to be very ancient. It is solid white, with a blue diamond set in the center. You feel chilled whenever it touches open flesh. ~ #2407 copper pendant dragon scale~ a copper dragon scale pendant~ Upon the ground lies a solid copper pendant, as you reach for it, time seems to slow.~ bone~ armor AGI AC 7 7 7 0 1 19 120 3500 G A 18 1 A 24 -2 E copper pendant dragon scale~ The pendant you now own appears to be very new, in fact it looks freshly forged. It is solid copper, white a streak of gold shaped like an hourglass in the center. When you look back up, hours have passed. ~ #2408 pixie wings~ a pair of pixie wings~ A pair of translucent wings lie upon the ground, their is an eerie glow about them.~ fire~ light AG A 0 0 -1 0 0 33 60 7500 G A 14 150 A 13 75 A 12 50 E pixie wings~ Just what they are called. You feel sorry for the pixie who used to own these. ~ #2409 pendant eternity~ the pendant of eternity~ A small pendant is here on the ground, you almost ignore it, til it calls out your name.~ energy~ armor AGIF AC 13 13 13 2 0 51 1 41970 G F A 17 -35 U E pendant eternity~ As you stare at the pendant, you begin to feel as if you are being sucked in. It is all you can do to look away. ~ #2410 white dragon scale breast plate~ a white dragonscale breast plate~ A shimmering white breast plate lies here, it is cold to the touch.~ steel~ armor GJ AD 7 7 7 1 4 18 190 6430 G A 24 -5 A 9 15 E white dragon scale breast plate~ This is a very quickly strewn together breast plate. It looks like it was fashioned from the breast of a real dragon, minutes after it was slain. ~ #2411 copper dragon scale breast plate~ a copper dragonscale breast plate~ An elegant copper breast plate lies here, it looks very new.~ bone~ armor GK AD 7 7 7 1 4 19 200 6230 G A 18 2 A 17 -5 E copper dragon scale breast plate~ This is a very hastely strewn together breast plate. It looks like it was made from the breast of a real dragon, minutes after it was slain. ~ #2412 corpse~ a corpse~ A corpse is lying on the ground, mangled beyond recognition.~ meat~ furniture 0 0 0 0 0 0 0 0 0 0 G E corpse ground~ This corpse appears to be that of an adventurer who wasn't as lucky as you. Looking around, you can't see anything that could have destroyed his body this badly, but then again, you probably wouldn't want to. ~ #2413 spray paint can~ a can of spraypaint~ A can of spraypaint is sitting here.~ metal~ weapon 0 AN exotic 1 1 pierce 0 1 1 1 G #2414 pixie stick~ a Pixie Stick~ A Pixie Stick lies here on the ground, it looks tasty.~ crystal~ weapon AL AN mace 5 5 pound D 19 20 1700 G A 18 2 A 19 -3 E pixie stick~ This is a Pixie Stick. While you may be used to eating these "sugar sticks", the Pixies use them, quite well, as weapons.~ #2415 pixie plate breast~ a Pixie breast plate~ There is a very small piece of metal lying here.~ steel~ armor A AD 7 7 7 0 2 18 30 2230 G A 1 -3 A 17 -5 E plate pixie breast~ This is a piece of Pixie armor. It looks very well crafted, but has an odd aura about it.~ #2416 pixie greaves~ a pair of Pixie greaves~ A pair of very small metallic pants lie here.~ steel~ armor AG AF 7 7 7 1 2 18 14 1900 G A 5 -2 A 3 3 E pixie greaves~ These are VERY small pants....although they do seem fairly stretchy..... ~ #2417 pixie arm plates~ a pair of Pixie armplates~ A pair of small metal sleeves lie here, glowing.~ steel~ armor AG AI 7 7 7 1 2 18 19 2077 G A 11 -30 A 2 2 E pixie arm plates~ These arm plates would be a tad bit to small for you.....IF YOU WERE A FREAKING SMURF!!!!~ #2418 wisp dragon fire~ a wisp of DragonFyre~ There is a small flame sitting here.~ fire~ light AL A 0 0 -1 0 0 18 20 2300 G A 19 2 E flame wisp dragon fyre fire~ You aren't quite sure how it is, but the DragonFyre is existing without its dragon.~ #2419 helm dragon~ a white dragon scale helm~ A white dragon scale helm with a plume of dragon mane lies here.~ steel~ armor AGJ AE 7 7 7 1 2 18 230 2460 G A 1 3 A 2 -2 E helm dragon~ This helm appears to have been created from the scales of a freshly dead dragon. The plume is made from the mane of said dragon.~ #2420 helm dragon~ a copper dragon scale helm~ A copper helm made from the scales of a dragon is here.~ bone~ armor AGK AE 7 7 7 1 4 19 250 2960 G A 5 2 A 2 -2 E helm dragon~ This helm appears to be made from the scales of a recently dead dragon. The plume appears to be made from the plume of said dragon. It has a copper sheen to it. ~ #2421 staff magius~ the Staff of the Magius~ A gnarled wooden shaft lies here, pulsing slightly.~ wood~ weapon ABCGFHM AN staff 5 12 pound D 33 400 45780 G A 13 -200 A 12 200 E staff magius~ This is the Staff of the Magius. Rumored to bring untold mystical power to the one who owns it, it is also rumored to completely destroy the person physically. ~ #2422 dagger~ a Pixie dagger~ A very petite dagger lies here on the ground, you almost didn't see it.~ steel~ weapon AGL AN dagger 5 4 stab 0 14 5 647 G A 19 1 A 14 10 #2423 diamond gem~ a large diamond~ A large diamond catches and reflects the lighting.~ gem~ gem W AO 0 0 0 0 0 0 1 15000 P #2424 red ruby gem~ a red ruby~ A beautiful, bloody red ruby is here.~ gem~ gem W AO 0 0 0 0 0 0 1 12000 P #2425 flaming quartz gem~ a flaming quartz~ A large piece of flaming quartz lies on the ground.~ gem~ gem AW AO 0 0 0 0 0 0 1 9000 P #2426 bar platinum~ a bar of platinum~ A bar of platinum has been left here.~ platinum~ treasure AW AO 0 0 0 0 0 0 500 12000 P #2427 piece duranium~ a piece of duranium~ A piece of duranium is here.~ gem~ gem AW AO 0 0 0 0 0 0 1 300 P #2428 piece neutronium~ a piece of neutronium~ A piece of neutronium is here.~ gem~ gem AW AO 0 0 0 0 0 0 1 500 P #2429 black pearl~ a black pearl~ A black pearl lies here on the ground.~ gem~ gem AW AO 0 0 0 0 0 0 1 5000 P #2430 blue pearl~ a blue pearl~ A blue pearl lies here on the ground.~ gem~ gem AW AO 0 0 0 0 0 0 1 5000 P #2431 scarlet ribbon~ scarlet ribbon~ A scarlet ribbon is lying here, it is hot to the touch.~ fire~ armor AG AQ 9 10 9 1 1 32 20 4717 G A 17 -20 #2432 rabbit's foot magic~ rabbit's foot~ Magic rabbit's foot is floating here.~ meat~ armor AG AQ 7 7 8 0 1 17 20 617 G A 17 -20 #2433 pixie shield~ a Pixie shield~ Very small shield lies here on the ground.~ steel~ armor A AJ 9 6 7 0 1 19 30 981 G #0 #ROOMS #2400 An Ancient Path through the dense forest~ This path appears to be very old, and well travelled. It amazes you that you have never noticed it was here before. That is until you look back and realize that the clay road is completely invisible to you from here. To the east, the path continues. It appears that the western opening you entered through is now impassible. You are here whether you like it or not.... There is a small (Glowing) (Humming) tablet. ~ 0 C 3 D1 An Ancient Path through the dense forest ~ ~ 0 0 2401 E tablet small~ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + + + This area has been groked, strongly modified, debugged (?:) + + and adapted in monday's night, july'96 + + by jaceks + + + ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ~ S #2401 An Ancient Path through the dense forest~ The path is becoming more and more difficult to traverse now, as the trees seem to reach out to strangle you. You feel like you are utterly alone, and, if not for the mountain you can now see in the distance, would probably just recall to Midgaard. But then again, who ever said that adventuring was easy? ~ 0 0 3 D1 End of the Ancient Path ~ ~ 0 0 2402 D3 An Ancient Path through the dense forest ~ ~ 0 0 2400 S #2402 The End of the Ancient Path~ You finally burst free from the grasp of the wood, only to find yourself at the foot of a path. The path leads north, to the mountain which has, until now been your only beacon. Now that you can better see the ominous mountain looming before you, you begin to rethink the idea of recalling to Midgaard. ~ 0 0 3 D0 Path to the Mountain ~ ~ 0 0 2403 D3 An Ancient Path through the dense forest ~ ~ 0 0 2401 S #2403 Path to the Mountain~ You are on a small nondescript path leading northward to the mountain. The closer you get to the mountain, the worse you feel about the whole thing. You begin to remember hearing old stories about a hidden mountain, which was, for some unknown reason, named DragonSpyre. ~ 0 0 3 D0 Path to the Mountain ~ ~ 0 0 2404 D2 End of the Anicient Path ~ ~ 0 0 2402 S #2404 Path to the Mountain~ You are on a small nondescript path leading northward to the mountain. The closer you get to the mountain, the worse you feel about the whole thing. The deep stench of dragon is wafting through the air now, and you are starting to feel the first tinges of dragon fear stir within you. Maybe you should go back while you still have that option. ~ 0 0 3 D0 At the foot of the Mountain ~ ~ 0 0 2405 D2 Path to the Mountain ~ ~ 0 0 2403 S #2405 At the foot of the Mountain~ You have reached the foot of the great mountain. Here, the dragon stench is almost strong enough to disable you. The only way you are able to stand it is by ripping of a piece of cloth, and covering your mouth and nose with it as you walk. Far above you, you see what must be the entrance to the cave. ~ 0 0 3 D2 Path to the Mountain ~ ~ 0 0 2404 D4 Climbing the Mountain ~ ~ 0 0 2406 S #2406 Climbing the Mountain~ Now that you have something to somthing to concentrate upon, scaling the mountain, you are actually able to think more clearly. You have encountered dragons before, and vanquished them, why should these be any different. This thought continues rolling through your mind, but as you reach the next level of the cliff, it does little to ease your fear. ~ 0 0 5 D4 Climbing the Mountain ~ ~ 0 0 2407 D5 At the foot of the Mountain ~ ~ 0 0 2405 S #2407 Climbing the Mountain~ You are now close enough to the entrance to hear the sounds from within. The first thing you are aware of is that the mountain itself seems to breathe. In and out goes its breath, constantly in and out. You suddenly hear footsteps approaching from all around you, and brace for combat. It takes you a few moments to realize that the sound was your heart beating. ~ 0 0 5 D4 The ledge on the Mountain ~ ~ 0 0 2408 D5 Climbing the Mountain ~ ~ 0 0 2406 S #2408 The ledge on the Mountain~ You have reached a small ledge about one fourth of the way up the mountain. To the east is the entrance to what seems to be a small cave. The only hint as to the size of the cave are the screams that are echoing from within it, which seem to last an eternity. ~ 0 0 5 D1 Entrance to the Cave ~ ~ 0 0 2409 D5 Climbing the Mountain ~ ~ 0 0 2407 S #2409 Entrance to the Cave~ Once inside the cave you feel completely lost to the outside world. All around you are horrific sounds of death and fear. The walls are all stained with many differing shades of red or brown, with a few frost particles glittering on one of the walls. Even with the cloth, the smell of the dragons is almost unbearable. ~ 24 8 0 D1 Walking through DragonSpyre ~ ~ 0 0 2410 D3 A ledge on the Mountain ~ ~ 0 0 2408 S #2410 Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you wish you hadn't come here in the first place. ~ 0 D 0 D1 Walking through DragonSpyre ~ ~ 0 0 2411 D3 Entrance to the Cave ~ ~ 0 0 2409 S #2411 Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you wish you hadn't come here in the first place. ~ 0 D 0 D1 Walking through DragonSpyre ~ ~ 0 0 2412 D3 Walking through DragonSpyre ~ ~ 0 0 2410 S #2412 Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The wall appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you wish you hadn't come here in the first place. ~ 0 D 0 D1 Walking through DragonSpyre ~ ~ 0 0 2413 D3 Walking through DragonSpyre ~ ~ 0 0 2411 S #2413 Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you wish you hadn't come here in the first place. ~ 0 D 0 D1 Walking through DragonSpyre ~ ~ 0 0 2414 D3 Walking through DragonSpyre ~ ~ 0 0 2412 S #2414 Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you wish you hadn't come here in the first place. ~ 0 D 0 D1 Walking through DragonSpyre ~ ~ 0 0 2415 D3 Walking through DragonSpyre ~ ~ 0 0 2413 S #2415 Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you wish you hadn't come here in the first place. ~ 0 D 0 D0 Walking through DragonSpyre ~ ~ 0 0 2416 D2 Walking through DragonSpyre ~ ~ 0 0 2419 D3 Walking through DragonSpyre ~ ~ 0 0 2414 S #2416 Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you wish you hadn't come here in the first place. ~ 0 D 0 D0 Walking through DragonSpyre ~ ~ 0 0 2417 D2 Walking through DragonSpyre ~ ~ 0 0 2415 S #2417 Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you wish you hadn't come here in the first place. ~ 0 D 0 D0 Walking through DragonSpyre ~ ~ 0 0 2418 D2 Walking through DragonSpyre ~ ~ 0 0 2416 S #2418 Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you wish you hadn't come here in the first place. ~ 0 D 0 D0 Walking through DragonSpyre ~ ~ 0 0 2439 D2 Walking through DragonSpyre ~ ~ 0 0 2417 S #2419 Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you wish you hadn't come here in the first place. ~ 0 D 0 D0 Walking through DragonSpyre ~ ~ 0 0 2415 D1 Walking through DragonSpyre ~ ~ 0 0 2420 S #2420 Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you wish you hadn't come here in the first place. ~ 0 D 0 D1 Walking through DragonSpyre ~ ~ 0 0 2421 D3 Walking through DragonSpyre ~ ~ 0 0 2419 S #2421 Walking through DragonSpyre~ Within the realm of the DragonSpyres, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you wish you hadn't come here in the first place. ~ 0 D 0 D1 Walking through DragonSpyre ~ ~ 0 0 2422 D3 Walking through DragonSpyre ~ ~ 0 0 2420 S #2422 Walking through DragonSpyre~ You are beginning to feel very unnerved. Since you have been walking through DragonSpyre, the screams had been slowly dying off, and now they are no more. Normally the lack of death cries would be a welcome change, only now they have been replaced by a very eerie silence. You don't like this one bit. ~ 0 D 0 D0 Walking through DragonSpyre ~ ~ 0 0 2423 D3 Walking through DragonSpyre ~ ~ 0 0 2421 S #2423 Walking through DragonSpyre~ This cave is really starting to get on your nerves. With each new step, you hear what sounds like giggling coming from all sides, goading you onward. Daring you to learn the secrets that DragonSpyre has held for the past three hundred years. "They are only dragons." ~ 0 D 0 D0 Walking through DragonSpyre ~ ~ 0 0 2424 D2 Walking through DragonSpyre ~ ~ 0 0 2422 S #2424 Walking through DragonSpyre~ This cave is really starting to get on your nerves. With each new step, you hear what sounds like giggling coming from all sides, goading you onward. Daring you to learn the secrets that DragonSpyre has held for the past three hundred years. "They are only dragons." To the north, the path forks. ~ 0 D 0 D0 Walking through DragonSpyre ~ ~ 0 0 2425 D2 Walking through DragonSpyre ~ ~ 0 0 2423 S #2425 Walking through DragonSpyre~ You have reached a fork in the path through DragonSpyre. You can't be sure which way you should go, but the odd scraching sound to the east makes you want to go west. The giggling that has been following you around has now become a full blown laugh. "They are ONLY dragons." ~ 0 D 0 D1 Walking through DragonSpyre ~ ~ 0 0 2428 D2 Walking through DragonSpyre ~ ~ 0 0 2424 D3 Walking through DragonSpyre ~ ~ 0 0 2426 S #2426 Walking through DragonSpyre~ The walls are blank and featureless, solid rock that has not been touched for unknown centuries. The floor is scuffed and scraped from thousands of claws passing over it. The ceiling is out of sight, the cave is obviously made for something well beyond human size. "They are only dragons." ~ 0 D 0 D1 Walking through DragonSpyre ~ ~ 0 0 2425 D3 Walking through DragonSpyre ~ ~ 0 0 2427 S #2427 Walking through DragonSpyre~ The walls are blank and featureless, solid rock that has not been touched for unknown centuries. The floor is scuffed and scraped from thousands of claws passing over it. The ceiling is out of sight, the cave is obviously made for something well beyond human size. To the west is a small crevice that you could just barely squeeze through. "They are only dragons." ~ 0 D 0 D1 Walking through DragonSpyre ~ ~ 0 0 2426 D3 Walking through DragonSpyre ~ ~ 0 0 2417 S #2428 Walking through DragonSpyre~ The walls are blank and featureless, solid rock that has not been touched for unknown centuries. The floor is scuffed and scraped from thousands of claws passing over it. The ceiling is out of sight, the cave is obviously made for something well beyond human size. "They are only dragons?" ~ 0 D 0 D1 Walking through DragonSpyre ~ ~ 0 0 2429 D3 Walking through DragonSpyre ~ ~ 0 0 2425 S #2429 Walking through DragonSpyre~ The walls are blank and featureless, solid rock that has not been touched for unknown centuries. The floor is scuffed and scraped from thousands of claws passing over it. The ceiling is out of sight, the cave is obviously made for something well beyond human size. "They are only dragons?" ~ 0 D 0 D1 Walking through DragonSpyre ~ ~ 0 0 2430 D3 Walking through DragonSpyre ~ ~ 0 0 2428 S #2430 Walking through DragonSpyre~ The walls are blank and featureless, solid rock that has not been touched for unknown centuries. The floor is scuffed and scraped from thousands of claws passing over it. The ceiling is out of sight, the cave is obviously made for something well beyond human size. To the north you can hear a low rumbling sound. "They are only DRAGONS!" ~ 0 D 0 D0 Walking through DragonSpyre ~ ~ 0 0 2431 D1 Walking through DragonSpyre ~ ~ 0 0 2433 D3 Walking through DragonSpyre ~ ~ 0 0 2429 S #2431 Walking through DragonSpyre~ The walls are blank and featureless, solid rock that has not been touched for unknown centuries. The floor is scuffed and scraped from thousands of claws passing over it. The ceiling is out of sight, the cave is obviously made for something well beyond human size. To the north you can hear a low rumbling sound. "They are only DRAGONS!" ~ 0 D 0 D0 The Lair of the White Dragon ~ ~ 0 0 2432 D2 Walking through DragonSpyre ~ ~ 0 0 2430 S #2432 The Lair of the White Dragon~ You have managed, through luck(?), to find the lair of the white dragon. It stands before you, glaring at you with its pale blue eyes. All around, the walls are coated with a thick layer of ice. You slip several times before gaining your balance enough to face the fearsome beast. Will you fight it, or flee? "It is JUST a dragon." ~ 0 D 0 D1 Walking through DragonSpyre ~ wall~ 2 2401 2444 D2 Walking through DragonSpyre ~ ~ 0 0 2431 S #2433 Walking through DragonSpyre~ The ground is damp here, and the air is so thick that it is almost hard to breathe. It still is not to late to go back. Far ahead, you think you can see what looks like a large door. "They are only dragons." ~ 0 D 0 D1 Walking through DragonSpyre ~ ~ 0 0 2434 D3 Walking through DragonSpyre ~ ~ 0 0 2430 S #2434 Walking through DragonSpyre~ The ground is damp here, and the air is so thick that it is almost hard to breathe. It still is not to late to go back. Now that you are closer to the wall, you are sure that there is a door ahead and on the far eastern wall. "They are only dragons. I have killed many dragons before!" ~ 0 D 0 D1 Walking through DragonSpyre ~ ~ 0 0 2435 D3 Walking through DragonSpyre ~ ~ 0 0 2433 S #2435 Walking through DragonSpyre~ The ground is damp here, and the air is so thick that it is almost hard to breathe. It still is not to late to go back. Now that you are closer to the wall, you are sure that there is a door ahead and on the far eastern wall. "They are only dragons. I have killed many dragons before!" ~ 0 D 0 D1 Walking through DragonSpyre ~ ~ 0 0 2436 D3 Walking through DragonSpyre ~ ~ 0 0 2434 S #2436 Walking through DragonSpyre~ The ground is damp here, and the air is so thick that it is almost hard to breathe. It still is not to late to go back. Now that you are closer to the wall, you are sure that there is a door ahead and on the far eastern wall. "They are only dragons. I have killed many dragons before!" ~ 0 D 0 D1 Walking through DragonSpyre ~ ~ 0 0 2437 D3 Walking through DragonSpyre ~ ~ 0 0 2435 S #2437 Walking through DragonSpyre~ The ground is damp here, and the air is so thick that it is almost hard to breathe. It still is not to late to go back. On the eastern wall is a large oaken door. "Surely i can kill a dragon." ~ 0 D 0 D1 Walking through DragonSpyre ~ door oaken~ 2 2402 2438 D3 Walking through DragonSpyre ~ ~ 0 0 2436 S #2438 Walking through DragonSpyre~ The ground is damp here, and the air is so thick that it is almost hard to breathe. It still is not to late to go back. On the western wall is a large oaken door. "Dragons aren't THAT scary." ~ 0 D 0 D3 Walking through DragonSpyre ~ door oaken~ 2 2402 2437 S #2439 Walking through DragonSpyre~ Within the realm of DragonSpyre, everything seems different. The wall appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you wish you hadn't come here in the first place. You can hear the sound of running water somewhere to the north. ~ 0 0 0 D0 Walking through DragonSpyre ~ ~ 0 0 2440 D2 Walking through DragonSpyre ~ ~ 0 0 2418 S #2440 Walking through DragonSpyre~ Within the realm of DragonSpyre, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you wish you hadn't come here in the first place. To the north, the sound of water flowing is quite loud. ~ 0 0 0 D0 Walking through DragonSpyre ~ ~ 0 0 2441 D2 Walking through DragonSpyre ~ ~ 0 0 2439 S #2441 Walking through DragonSpyre~ Within the realm of DragonSpyre, everything seems different. The walls appear to reach out towards you, while the floor and ceiling struggle to crush the life from you. The further you proceed into the Mountain, the more you wish you hadn't come here in the first place. To the east, there is room that is continually being flushed with boiling acid from one of the higher levels. ~ 0 0 0 D0 Walking through DragonSpyre ~ door~ 2 2402 2443 D1 Walking through DragonSpyre ~ ~ 0 0 2442 D2 Walking through DragonSpyr ~ ~ S #2442 Walking through DragonSpyre~ You should read room descriptions more often. The acid cascades over your body, and burns the skin from the muscle, then the muscle from the bone. You have never experienced this much pain in your entire life. ~ 0 ACDJ 0 S #2443 Walking through DragonSpyre~ You are at the end of the tunnel. You feel like there should be another door around here somewhere... This area eminates a feeling of dread, but you aren't afraid of a little challenge, now are you? Just remember the fame and fortune you will gain! ~ 0 0 0 D2 Walking through DragonSpyre ~ door~ 2 2402 2441 S #2444 Walking through DragonSpyre~ You have made it passed the white dragon, the first of your challenges. Now, you are entitled to his treasure...if you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was still intact. You begin to hope that it wasn't a baby.... ~ 0 0 0 D1 Walking through DragonSpyre ~ ~ 0 0 2445 D3 Lair of the White Dragon ~ wall~ 2 2401 2432 S #2445 Walking through DragonSpyre~ You have made it passed the white dragon, the first of your challenges. Now, you are entitled to his treasure...if you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was still intact. You begin to hope that it wasn't a baby.... ~ 0 0 0 D1 Walking through DragonSpyre ~ ~ 0 0 2446 D3 Walking through DragonSpyre ~ ~ 0 0 2444 S #2446 Walking through DragonSpyre~ You have made it passed the white dragon, the first of your challenges. Now, you are entitled to his treasure...if you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was still intact. You begin to hope that it wasn't a baby.... ~ 0 0 0 D1 Walking through DragonSpyre ~ ~ 0 0 2447 D3 Walking through DragonSpyre ~ ~ 0 0 2445 S #2447 Walking through DragonSpyre~ You have made it passed the white dragon, the first of your challenges. Now, you are entitled to his treasure...if you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was still intact. You begin to hope that it wasn't a baby.... ~ 0 0 0 D0 Walking through DragonSpyre ~ ~ 2 0 2448 D1 Walking through DragonSpyre ~ ~ 0 0 2451 D3 Walking through DragonSpyre ~ ~ 0 0 2446 S #2448 Walking through DragonSpyre~ You have made it passed the white dragon, the first of your challenges. Now, you are entitled to his treasure...if you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was still intact. You begin to hope that it wasn't a baby.... ~ 0 0 0 D0 Walking through DragonSpyre ~ ~ 2 0 2449 D2 Walking through DragonSpyre ~ ~ 0 0 2447 S #2449 Walking through DragonSpyre~ You have made it passed the white dragon, the first of your challenges. Now, you are entitled to his treasure...if you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was still intact. You begin to hope that it wasn't a baby.... ~ 0 0 0 D1 Walking through DragonSpyre ~ door~ 2 2401 2450 D2 Treasure Room ~ ~ 0 0 2448 S #2450 Treasure Room~ All alround the horde of the white dragon glimmers. It appears that he hass been collecting for quite some time. There are little bits of everything here, from broken swords, to the leg bone of a dracolich. The main thing that catches your eye is the large pile of gold resting all around the room. You are about to claim it as your own, when you are struck from behind... ~ 0 0 0 D3 Walking through DragonSpyre ~ door~ 2 2401 2449 S #2451 Walking through DragonSpyre~ You have made it past the white dragon, the first of your challenges. Now, you are entitled to his treasure...if you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was intact. You begin to hope that it wasn't a baby.... ~ 0 0 0 D1 Walking through DragonSpyre ~ ~ 0 0 2452 D3 Walking through DragonSpyre ~ ~ 0 0 2447 S #2452 Walking through DragonSpyre~ You have made it past the white dragon, the first of your challenges. Now, you are entitled to his treasure...if you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was intact. You begin to hope that it wasn't a baby.... ~ 0 0 0 D1 Walking through DragonSpyre ~ ~ 0 0 2453 D3 Walking through DragonSpyre ~ ~ 0 0 2451 S #2453 Walking through DragonSpyre~ You have made it past the white dragon, the first of your challenges. Now, you are entitled to his treasure...if you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was intact. You begin to hope that it wasn't a baby.... ~ 0 0 0 D1 Walking through DragonSpyre ~ ~ 0 0 2454 D3 Walking through DragonSpyre ~ ~ 0 0 2452 S #2454 Walking through DragonSpyre~ You have made it past the white dragon, the first of your challenges. Now, you are entitled to his treasure...if you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was intact. You begin to hope that it wasn't a baby.... ~ 0 0 0 D1 Walking through DragonSpyre ~ ~ 0 0 2455 D3 Walking through DragonSpyre ~ ~ 0 0 2453 S #2455 Walking through DragonSpyre~ You have made it past the white dragon, the first of your challenges. Now, you are entitled to his treasure...if you can find it. The hallway here is colder than the rest of the cave. You assume that the white dragon made frequent passes through here to make sure his gold was intact. You begin to hope that it wasn't a baby.... ~ 0 0 0 D2 Walking through DragonSpyre ~ ~ 0 0 2456 D3 Walking through DragonSpyre ~ ~ 0 0 2454 S #2456 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D0 Walking through DragonSpyre ~ ~ 2 0 2455 D2 Walking through DragonSpyre ~ ~ 0 0 2457 S #2457 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D0 Walking through DragonSpyre ~ ~ 2 0 2456 D2 Walking through DragonSpyre ~ ~ 0 0 2458 S #2458 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D0 Walking through DragonSpyre ~ ~ 2 0 2457 D3 Walking through DragonSpyre ~ ~ 0 0 2459 S #2459 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D1 Walking through DragonSpyre ~ ~ 0 0 2458 D3 Walking through DragonSpyre ~ ~ 0 0 2460 S #2460 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D1 Walking through DragonSpyre ~ ~ 0 0 2459 D3 Walking through DragonSpyre ~ ~ 0 0 2461 S #2461 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D1 Walking through DragonSpyre ~ ~ 0 0 2460 D2 Walking through DragonSpyre ~ ~ 0 0 2462 S #2462 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D0 Walking through DragonSpyre ~ ~ 2 0 2461 D2 Walking through DragonSpyre ~ ~ 0 0 2463 S #2463 Walking through DragonSpyre~ The hallway here is a radcial change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D0 Walking through DragonSpyre ~ ~ 2 0 2462 D1 Walking through DragonSpyre ~ ~ 0 0 2464 S #2464 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D1 Walking through DragonSpyre ~ ~ 0 0 2465 D3 Walking through DragonSpyre ~ ~ 0 0 2463 S #2465 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D2 Walking through DragonSpyre ~ wall~ 2 2403 2466 D3 Walking through DragonSpyre ~ ~ 0 0 2464 S #2466 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D0 Walking through DragonSpyre ~ wall~ 2 2403 2465 D2 Walking through DragonSpyre ~ ~ 0 0 2467 S #2467 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D0 Walking through DragonSpyre ~ ~ 0 0 2466 D2 Walking through DragonSpyre ~ ~ 0 0 2468 S #2468 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D0 Walking through DragonSpyre ~ ~ 0 0 2467 D2 Walking through DragonSpyre ~ ~ 0 0 2469 S #2469 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D0 Walking through DragonSpyre ~ ~ 0 0 2468 D2 Walking through DragonSpyre ~ ~ 0 0 2470 S #2470 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. To the west is a large gate. ~ 0 0 5 D0 Walking through DragonSpyre ~ ~ 0 0 2469 D1 Walking through DragonSpyre ~ ~ 0 0 2471 D3 Walking through DragonSpyre ~ gate~ 2 2404 2474 S #2471 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D1 Walking through DragonSpyre ~ ~ 0 0 2472 D3 Walking through DragonSpyre ~ ~ 0 0 2470 S #2472 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D1 Lair of the Copper Dragon ~ ~ 0 0 2473 D3 Walking through DragonSpyre ~ ~ 0 0 2471 S #2473 Lair of the Copper Dragon~ Within the bounds of this room, time has seemed to stop. There is no movement, save for the large mass at the back of the room. Out of the corner of you eye, you manage to catch a glimpse of a droplet of water "falling" from a stalagtite...it appears to have been in the same position for the past century. You have no chance to move before the Dragon strikes. ~ 0 0 5 D3 Walking through DragonSpyre ~ ~ 0 0 2472 S #2474 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. To the east is a large gate. ~ 0 0 5 D1 Walking through DragonSpyre ~ gate~ 2 0 2470 D3 Walking through DragonSpyre ~ ~ 0 0 2475 S #2475 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D1 Walking through DragonSpyre ~ ~ 0 0 2474 D3 Walking through DragonSpyre ~ ~ 0 0 2476 S #2476 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D1 Walking through DragonSpyre ~ ~ 0 0 2475 D2 Walking through DragonSpyre ~ ~ 0 0 2477 D3 Walking through DragonSpyre ~ ~ 0 0 2479 S #2477 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D0 Walking through DragonSpyre ~ ~ 0 0 2476 D2 Treasure Room ~ door~ 2 2404 2478 S #2478 Treasure Room~ All about you are the untold fortunes of many generations of families. Nothing here seems to be touched by age, it is all in perfect condition. It has remained as it was many years ago when it was taken. Although the Dragon and the original families considered these items "treasure", you manage to find little of value beside a pile of gold coins you collect. ~ 0 0 5 D0 Walking through DragonSpyre ~ door~ 2 2404 2477 D2 Walking through DragonSpyre ~ door~ 2 2404 2483 S #2479 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D1 Walking through DragonSpyre ~ ~ 0 0 2476 D3 Walking through DragonSpyre ~ ~ 0 0 2480 S #2480 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D1 Walking through DragonSpyre ~ ~ 0 0 2479 D3 Walking through DragonSpyre ~ ~ 0 0 2481 S #2481 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D1 Walking through DragonSpyre ~ ~ 0 0 2480 D2 Walking through DragonSpyre ~ ~ 0 0 2482 S #2482 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes o for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. You have reached a dead end. ~ 0 0 5 D0 Walking through DragonSpyre ~ ~ 0 0 2482 S #2483 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D0 Treasure Room ~ door~ 2 2404 2478 D2 Walking through DragonSpyre ~ ~ 2 2404 2484 S #2484 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D0 Walking through DragonSpyre ~ ~ 0 0 2483 D2 Walking through DragonSpyre ~ ~ 0 0 2485 S #2485 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D0 Walking through DragonSpyre ~ ~ 0 0 2484 D1 Walking through DragonSpyre ~ ~ 0 0 2491 D2 Walking through DragonSpyre ~ ~ 0 0 2495 D3 Walking through DragonSpyre ~ ~ 0 0 2486 S #2486 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were i. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D1 Walking through DragonSpyre ~ ~ 0 0 2485 D3 Walking through DragonSpyre ~ ~ 0 0 2487 S #2487 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D1 Walking through DragonSpyre ~ ~ 0 0 2486 D3 Walking through DragonSpyre ~ ~ 0 0 2488 S #2488 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D1 Walking through DragonSpyre ~ ~ 0 0 2487 D3 Walking through DragonSpyre ~ ~ 0 0 2489 S #2489 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D1 Walking through DragonSpyre ~ ~ 0 0 2488 D3 Pixie King's Bedroom ~ door~ 2 2405 2490 S #2490 Pixie King's Bedroom~ You have entered into the private quarters of the Pixie King. You can just imagine a horde of guards walking in on you, but luckily they never do. Even so, you better make your stay here a short one. ~ 0 0 5 D1 Walking through DragonSpyre ~ door~ 2 2405 2487 S #2491 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D1 Walking through DragonSpyre ~ ~ 0 0 2492 D3 Walking through DragonSpyre ~ ~ 0 0 2485 S #2492 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D1 Walking through DragonSpyre ~ ~ 0 0 2493 D3 Walking through DragonSpyre ~ ~ 0 0 2491 S #2493 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D1 Throne room of the Pixie King ~ door~ 1 -1 2494 D3 Walking through DragonSpyre ~ ~ 0 0 2492 S #2494 Throne room of the Pixie King~ The throne room is remarkably well kempt considering the anarchy of the Pixie hierarchy. The power of the time dragon does not seem to affect this room in the least bit. There is a humongous throne sitting at the far end of the room. There appears to be a Pixie engulfed in it. ~ 0 0 5 D3 Walking through DragonSpyre ~ door~ 2 -1 2493 S #2495 Walking through DragonSpyre~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D0 Walking through DragonSpyre ~ ~ 0 0 2485 D2 Approaching the end of the Hallway ~ ~ 0 0 2496 S #2496 Approaching the end of the Hallway~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D0 Walking through DragonSpyre ~ ~ 0 0 2495 D2 Approaching the end of the Hallway ~ ~ 0 0 2497 S #2497 Approaching the end of the Hallway~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D0 Approaching the end of the Hallway ~ ~ 0 0 2496 D2 Approaching the end of the Hallway ~ ~ 0 0 2498 S #2498 Approaching the end of the Hallway~ The hallway here is a radical change from where you just where. Here, the walls look much more undeveloped than the last hallway you were in. It feels like time itself is slowing down. The hallway looks like it goes on for all eternity, but at the sluggish pace you are moving, eternity might not be that long of a distance. ~ 0 0 5 D0 Approaching the end of the Hallway ~ ~ 0 0 2497 D2 The end of the Hallway ~ ~ 0 0 2499 S #2499 The End of the Hallway~ You have come to the end of the hallway. As you enter the room, you hear a slight rumbling coming from the eastern wall. You look, and see that the wall has opened to reveal a safe passage to the beginning of the cavern. There is also an exit to the north. ~ 0 0 5 D0 Approaching the end of the Hallway ~ ~ 0 0 2498 D1 The Beginning of the Cavern ~ ~ 0 0 2408 S #0 #RESETS * * this area was converted to ROM format by jaceks, july 1996 * mobs and object was enhanced * new mob, many new object and section SPECIALS added * few rooms was modified * section RESETS enhanced and revised * M 0 2400 1 2473 1 * copper dragon E 1 2404 30 17 * a small copper key shaped like a claw E 1 2411 30 5 * a copper dragonscale breast plate E 1 2420 30 6 * a copper dragon scale helm E 1 2418 30 0 * a wisp of DragonFyre E 1 2407 30 3 * a copper dragon scale pendant G 1 2429 -1 * a black pearl * M 0 2401 1 2432 1 * white dragon E 1 2401 30 17 * a small white key shaped like a claw E 1 2410 30 5 * a white dragonscale breast platea white E 1 2419 30 6 * a white dragon scale helm E 1 2418 30 0 * a wisp of DragonFyre E 1 2406 30 3 * a white dragon scale pendant G 1 2430 -1 * a blue pearl * M 0 2402 22 2412 1 * pixie E 1 2400 30 16 * a very tiny sword G 1 2428 -1 * piece of neutronium M 0 2402 22 2416 1 * pixie E 1 2400 30 16 * a very tiny sword G 1 2428 -1 * piece of neutronium M 0 2402 22 2420 1 * pixie E 1 2400 30 16 * a very tiny sword G 1 2428 -1 * piece of neutronium M 0 2402 22 2424 1 * pixie E 1 2400 30 16 * a very tiny sword G 1 2428 -1 * piece of neutronium M 0 2402 22 2428 1 * pixie E 1 2400 30 16 * a very tiny sword G 1 2428 -1 * piece of neutronium M 0 2402 22 2434 1 * pixie E 1 2400 30 16 * a very tiny sword G 1 2428 -1 * piece of neutronium M 0 2402 22 2438 1 * pixie E 1 2400 30 16 * a very tiny sword G 1 2428 -1 * piece of neutronium M 0 2402 22 2440 1 * pixie E 1 2400 30 16 * a very tiny sword G 1 2428 -1 * piece of neutronium M 0 2402 22 2450 1 * pixie E 1 2400 30 16 * a very tiny sword G 1 2428 -1 * piece of neutronium M 0 2402 22 2460 1 * pixie E 1 2400 30 16 * a very tiny sword G 1 2428 -1 * piece of neutronium M 0 2402 22 2470 1 * pixie E 1 2400 30 16 * a very tiny sword G 1 2428 -1 * piece of neutronium * M 0 2403 1 2478 1 * time dragon G 1 2424 -1 * a red ruby * M 0 2404 1 2450 1 * dragon spirit G 1 2425 -1 * a flaming quartz * M 0 2405 1 2494 1 * pixie king E 1 2405 1 17 * a very small key the Pixie King's bedroom G 1 2426 -1 * bar of platinum * M 0 2406 1 2465 1 * gatekeeper E 1 2403 1 17 * the gatekeeper's key * M 0 2407 1 2499 1 * eternity dragon E 1 2409 30 3 * the pendant of eternity G 1 2423 -1 * a large diamond * M 0 2408 1 2494 1 * pixie guard, he E 1 2415 30 5 * a Pixie breast plate E 1 2416 30 7 * a pair of Pixie greaves E 1 2417 30 10 * a pair of Pixie armplates E 1 2414 30 16 * a Pixie Stick E 1 2433 30 11 * a Pixie shield E 1 2432 30 18 * a rabbit's foot * M 0 2409 1 2490 1 * pixi mage master E 1 2421 30 16 * the Staff of the Magius E 1 2408 30 0 * a pair of pixie wings E 1 2431 30 18 * a scarlet ribbon * M 0 2410 1 2494 1 * pixie guard, she E 1 2415 30 5 * a Pixie breast plate E 1 2416 30 7 * a pair of Pixie greaves E 1 2417 30 10 * a pair of Pixie armplates E 1 2414 30 16 * a Pixie Stick E 1 2433 30 11 * a Pixie shield E 1 2432 30 18 * a rabbit's foot * M 0 2411 11 2414 1 * pixie (hidden one) E 1 2422 30 16 * a pixie dagger G 1 2427 -1 * piece of duranium M 0 2411 11 2418 1 * pixie (hidden one) E 1 2422 30 16 * a pixie dagger G 1 2427 -1 * piece of duranium M 0 2411 11 2422 1 * pixie (hidden one) E 1 2422 30 16 * a pixie dagger G 1 2427 -1 * piece of duranium M 0 2411 11 2426 1 * pixie (hidden one) E 1 2422 30 16 * a pixie dagger G 1 2427 -1 * piece of duranium M 0 2411 11 2430 1 * pixie (hidden one) E 1 2422 30 16 * a pixie dagger G 1 2427 -1 * piece of duranium M 0 2411 11 2436 1 * pixie (hidden one) E 1 2422 30 16 * a pixie dagger G 1 2427 -1 * piece of duranium M 0 2411 11 2444 1 * pixie (hidden one) E 1 2422 30 16 * a pixie dagger G 1 2427 -1 * piece of duranium M 0 2411 11 2455 1 * pixie (hidden one) E 1 2422 30 16 * a pixie dagger G 1 2427 -1 * piece of duranium M 0 2411 11 2465 1 * pixie (hidden one) E 1 2422 30 16 * a pixie dagger G 1 2427 -1 * piece of duranium M 0 2411 11 2480 1 * pixie (hidden one) E 1 2422 30 16 * a pixie dagger G 1 2427 -1 * piece of duranium * O 0 2412 4 2413 1 * corpse O 0 2412 4 2442 1 O 0 2412 4 2447 1 O 0 2412 4 2467 1 * D 0 2441 0 2 D 0 2443 2 2 D 0 2432 1 2 D 0 2444 3 2 D 0 2449 1 2 D 0 2450 3 2 D 0 2437 1 2 D 0 2438 3 2 D 0 2465 2 2 D 0 2466 0 2 D 0 2470 3 2 D 0 2474 1 2 D 0 2477 2 2 D 0 2478 0 2 D 0 2483 0 2 D 0 2493 1 1 D 0 2494 3 1 D 0 2489 3 2 D 0 2490 1 2 S #SPECIALS M 2402 spec_thief * pixie M 2405 spec_cast_cleric * pixie king M 2409 spec_cast_mage * pixi mage master M 2411 spec_thief * pixie S #$ ~~~~~~~~~~~~~~~~~~~~~~~ #AREA Elvandar.are~ Elvandar~ {15 25} Tomas Elvandar~ 9800 9899 #MOBILES #9800 Kheinsa Queen~ Kheinsa~ Kheinsa, the Elven Queen, sits before you..... ~ Kheinsa, the Elven Queen, is dressed in smoothly flowing sapphire robes, accenting her crystal pale blue eyes, her glowing golden hair cascades lightly over her elegant facial features and rests upon her shoulders. The only distinction of her rank, aside from her unsurpassable beauty is a slender golden circlet around her ageless brow. Centuries have come and passed however Kheinsa is as beautiful as when your grandfather's grandfather first laid eyes upon her. ~ elf~ ABGQ CDHJUZ 0 750 9800 30 2 6d12+853 13d30+100 4d6+8 pound -9 -9 -9 0 FK ABMNPQabc B Z sit sit female 1000 AHMV ABCDEFGHIJK medium 0 #9801 Khoteth War Leader~ Khoteth~ Khoteth, the Elven War Leader, stands before you..... ~ Khoteth, the Elven War Leader, stands before you dressed in a suit of pure white armor and hooded crimson cloak. From the scabbard at his side hangs one of the most feared Elven Swords in the history of the long lived. Khoteth has sent many of his peoples' foes to their doom. He stands to the rear and right of the Queen's throne, prepared to defend her and his peoples honor. ~ elf~ ABGT CJPUZ 0 500 9801 30 4 6d12+928 2d30+100 4d6+9 slash -10 -10 -10 0 CEFKR ABMNPQabc B Z stand stand male 500 AHMV ABCDEFGHIJK medium 0 #9802 Tagor Spell Weaver Mage~ Tagor~ Tagor, the Elven Spell Weaver, stands before you..... ~ Tagor, the ancient Elven Spell Weaver, stands before you dressed in a white robe with an hooded emerald cloak. In his right hand, Tagor hold an ancient gnarled staff. From the Staff you can sense an aura of wisdom and knowledge flowing small runes carved down its length. Tagor, the oldest of the Elven Elders, serves as the Elven Court Counselor. ~ elf~ ABGR CDJUZ 0 500 9802 25 3 5d10+500 13d25+100 2d10+6 pierce -6 -6 -6 0 FK ABMNPQabc B Z sit sit male 100 AHMV ABCDEFGHIJK medium 0 #9803 Zarog High Priest~ Zarog~ Zarog, the Elven High Priest of Tomas, stands before you..... ~ Zarog, the Elven High Priest of Tomas, stands before you dressed in a pure white robe, black rope belt, and hooded black cloak. From his neck hangs a small golden holy emblem, the symbol of his service and devotion to the ancient one, Tomas. While you can feel the aura of goodness radiating from Zarog, you also sense that the calluses on his hands are a reminded of harsher times when he pledged his service with the shield and mace, rather than prayer. ~ elf~ ABGQa CJNUZ 0 500 9803 25 3 5d10+550 13d25+100 3d6+6 pound -7 -7 -7 0 FK ABMNPQabc B Z stand stand male 100 AHMV ABCDEFGHIJK medium 0 #9804 S'Talon Captain Guard~ S'Talon~ S'Talon, Captain of the Elven Guards, stands before you..... ~ S'Talon, Captain of the Elven Guards, stands before you in a highly polished steel suit of armor, hanging loosely from the scabbard is a four foot long Elven long sword. S'Talon's tabard is that of a golden oak tree on a field of emerald. From the look in S'Talon's eyes you can tell he is either a valuable friend or a fierce opponent. ~ elf~ AGT JNUZ 0 500 9804 20 2 4d10+360 2d20+100 4d4+5 pound -4 -4 -4 0 CEFKQ ABMNPQ B Z stand stand male 50 AHMV ABCDEFGHIJK medium 0 #9805 Elf Guard~ The Guard~ One of the Elven Guards stands before you..... ~ The Elven Guard is dressed in the uniform of the Elven Court, an emerald tunic, with a golden oak tree embroidered in the upper left portion, worn over a suit of Elven plate mail armor, in their scabbard is a four foot long Elven swords which radiates a softly glowing light. In the upper right portion of their white shields is a small golden oak tree, while a golden crown is located in the lower left field. ~ elf~ ABGT JNPZ 0 350 9805 15 0 3d9+233 2d15+100 2d6+3 slash -2 -2 -2 0 EFKU ABMNPQ B Z stand stand either 50 AHMV ABCDEFGHIJK medium 0 #9806 Warrior Elf~ The Warrior~ The Elven Warrior stands before you..... ~ The Elven Warrior is dressed in a forest green tunic, worn over a enameled hardwood breast plate, dark brown wool leggings, and a green shield with a golden oak tree painted on. Hanging from the Warrior's waist is a scabbard with a four foot Elven long sword which radiates a golden aura. ~ elf~ AGTY JPZ 0 350 9806 15 0 3d9+283 2d15+100 2d6+3 slash -3 -3 -3 0 EFKR AMNPQ B Z stand stand either 50 AHMV ABCDEFGHIJK medium 0 #9807 Noble Elf~ The Noble~ The Elven Noble stands before you..... ~ The Elven Nobles are dressed in beautiful flowing emerald, crimson, and sapphire robes. They appear to walk along the golden tree top paths with great ease despite their great height above the forest floor. ~ elf~ AGT JNPZ 0 350 9807 15 0 3d9+283 2d15+100 2d6+3 slash -3 -3 -3 0 EFKU AMNPQ B Z stand stand either 50 AHMV ABCDEFGHIJK medium 0 #9808 Tracker Elf~ The Tracker~ The Elven Tracker stands before you..... ~ The Elven Tracker is dressed in a forest green tunic, dark brown leggings, they carry a quiver of cloth fletched arrows with smooth wooden shafts over their right shoulder, and the Elven long bow in their hands radiates an golden aura. ~ elf~ AEGTY FJNPZ 0 250 9808 12 0 2d10+170 2d12+100 1d10+3 sting -3 -3 -3 0 EFKU AMNPQ B Z stand stand either 50 AHMV ABCDEFGHIJK medium 0 #9809 Scout~ The Scout~ The Elven Scout stands before you..... ~ The Elven Scout is dressed in a forest green tunic, and dark brown leggings, from their waist hangs a scabbard with a four foot long Elven long sword which radiates a golden aura. ~ elf~ AGTY FJNPZ 0 250 9809 17 0 3d9+283 2d15+100 2d6+3 slash -3 -3 -3 0 EFKU AMNPQ B Z stand stand either 50 AHMV ABCDEFGHIJK medium 0 #9810 Commoner Elf~ The Commoner~ The Elven Commoner stands before you..... ~ The Elven Commoners are dressed in darker colored robes than the Nobles, however their robes are still elegant and finely crafted. ~ elf~ AGT JNPZ 0 150 9810 12 0 2d10+170 2d12+100 1d10+3 slash -2 -2 -2 0 FK AMNPQ B Z stand stand either 50 AHMV ABCDEFGHIJK medium 0 #9811 Dwarf Y'Aarg~ Y'Aarg~ Y'Aarg, Clan Chief of the Mountain Dwarves, sits before you..... ~ Y'Aarg is dressed in a suit of mithril silver plate armor, engraved into the breast plate on the upper left portion are two Dwarven hammers, crossed to form an 'X'. Hanging from his belt is a War Hammer, which radiates a golden light. His grey beard covers most of his facial features, however you detect a hint of mirth in his eyes. ~ dwarf~ ABGT CJUZ 0 350 9811 23 2 5d10+500 2d23+100 3d6+6 pound -6 -6 -6 0 EFKR ABMNPQ LQYZ R stand stand male 100 AHMV ABCDEFGHIJK medium 0 #9812 Jajlo' Dwarf ~ Jajlo'~ Jajlo', Wife of Y'Aarg, sits before you..... ~ Jajlo' stands before you dressed in the black flowing robes of the Dwarven Chief Priestess of Tomas, the Ancient One. Hanging from the woven sash are the holy symbols of her Order and a Dwarven War Hammer. Her auburn hair plays upon the mirth of her emerald eyes giving her a youthful look, despite her many centuries of age. ~ dwarf~ ABGQ CJUZ 0 500 9812 21 1 4d10+360 13d21+100 2d7+5 pound -5 -5 -5 0 EFK ABMNPQ LQYZ R stand stand female 100 AHMV ABCDEFGHIJK medium 0 #9813 Clove Dwarf~ Clove~ Clove, Clan Leader of the Hill Dwarves, sits before you..... ~ Clove, Clan Leader of the Hill Dwarves, stands before you dressed in a green tunic over silver breast plate, in the upper left corner of the tunic is a wolves' head embroidered in golden thread. Hanging from the scabbard at her side is a Dwarven short sword which radiates a golden aura. ~ dwarf~ ABGT CJNUZ 0 250 9813 20 2 3d9+333 13d20+100 2d8+5 pound -4 -4 -4 0 EFK ABMNPQ LQ R stand stand female 100 AHMV ABCDEFGHIJK medium 0 #9814 Elf~ The Dark Elf~ The Dark Elf stands before you..... ~ The Dark Elf is dressed in their traditional garb of forest green tunic, dark brown leggings, and long swords. They appear to differ from normal Elves due to their darker skin hue and dull look in their eyes of cold rage and hate. ~ unique~ ABGT GOZ 0 -500 9814 15 0 3d9+308 2d20+100 2d7+4 slash -4 -4 -4 0 EFKR ABM 0 NZ stand stand either 100 0 0 medium 0 #9815 Goblin~ The Goblin~ The Goblin sits before you..... ~ The Goblin stands before you dressed in a green tunic and dark brown leggings. Goblins, servants of the Dark Elves, have a green tint to their skin and large protruding teeth. While capable of speech and thought, they are not known for their thinking abilities but rather their fierce fighting abilities. ~ goblin~ ABCT GJZ 0 -350 9815 15 -1 3d9+233 2d15+100 2d6+3 pound -2 -2 -2 0 FKV AMPQ Q CN sit sit either 50 AHMV ABCDEFGHIJK small 0 #9816 Troll~ The Troll~ The Troll stands before you..... ~ The Troll, servant of the Dark Elves, is covered with dark hair and has a foul odor around them. The Trolls are neither sentient or agile enough to be good warriors for the Dark Elves and therefore are utilized as beasts of burden. ~ troll~ ABGT FGJLZc 0 -350 9816 10 -2 3d8+134 2d10+100 2d6+3 pound -2 -2 -2 0 CDFKV AEPQ BEM HKN stand stand either 0 ABHMV ABCDEFGHIJKUV medium 0 #9817 Bear~ The Bear~ The Bear stands before you..... ~ Dark black fur obscures all but the facial features of this massive bear, glowing red eyes pierce your soul as you prepare to defend your life. The only other feature on the bear you can see are the razor sharp claws reaching out towards you to tear your soul from your body. ~ bear~ ABFG DZ 0 0 9817 15 0 3d8+200 2d15+100 1d12+3 claw -2 -2 -2 25 CDEO ABE EI C rest rest male 0 AGV ABCDEFHJKUV large 0 #9818 Geoffrey Stable Boy~ Geoffrey~ Geoffrey, the Elven Stable Boy, stands before you..... ~ Geoffrey the Elven Stable Boy stands before you dressed in a forest green tunic, dark brown leggings and leather boots. In his right hand Geoffrey holds a wooden hay rake as he prepares to feed the Queen's Elven steeds their daily diet of hay, barley, and oats. ~ elf~ ABGT JNZ 0 250 9818 15 0 3d9+283 2d15+100 2d6+5 slash -4 -4 -4 0 EFK AMNPQ B Z stand stand male 100 AHMV ABCDEFGHIJK medium 0 #9819 Stallion Horse~ The Stallion~ The Elven Stallion stands before you..... ~ You are awestruck by the sure magnificence of the Stallion, which traces its ancestry to the winged horses of myth and legend. The Stallion appears to be encircled by a radiant aura of golden light, a sign of its magical and mystical origin. On the Elven Queen or Noble have ever been observed mounted upon on of these great beast. ~ unique~ ABG CNZ 0 350 9819 15 0 3d9+208 2d20+100 2d6+5 charge -4 -4 -4 0 IW ABEMNPQ a 0 stand stand male 0 0 0 medium 0 #9820 Justin Merchant~ Justin~ Justin, the Elven Merchant stands before you..... ~ Justin, the Elven Merchant, is dressed in bright and colorful tunic of Elven weave, while he is dressed better than the Commoner, Justin's attire is not as regal as the Nobles. Over his left shoulder Justin carries a wicker pack basket which holds the wares he is peddling through out Elvandar. Type 'List' to see a sample of the wares the Merchant is peddling. ~ elf~ AGTV DJPUZ 0 350 9820 66 0 75d10+14000 2d66+100 8d8+75 pound -36 -36 -36 -36 EFK ABCD B Z stand stand male 0 AHMV ABCDEFGHIJK medium 0 #0 #OBJECTS #9800 Green Tunic~ Elven Tunic~ The Forest Green Elven Tunic rests upon the ground.....~ Cloth~ armor U AD 6 6 6 2 0 15 10 0 P E Elven Green Tunic~ Finely crafted by the Elven Weavers, this Tunic was woven for strength and flexibility for the Elven Warriors and Guards, who's duty it is to protect Elvandar. ~ #9801 Elven Plate~ Elven Light Plate~ The Elven Light Plate Armor rests upon the ground.....~ Gold~ armor IK AD 8 8 8 4 4 15 200 500 P A 17 -5 A 1 1 E Elven Light Plate~ Finely crafted by Elven Smiths, this armor has been forged from holy fire to give the gold additional strength. In the upper portion of the left side of the armor is engraved an oak tree, Crest of the Elven Court. ~ #9802 Crown~ Golden Crown~ The Elven Golden Crown rests upon the ground.....~ Gold~ armor AIK AE 10 10 10 10 0 30 20 0 P A 3 1 A 4 1 A 12 15 E Crown~ The Elven Crown has graced the brow of the King and Queens of Elvandar since the dawn of time, forged from the purest gold and holy fire, the Crown is inset with precious gems and jewels. ~ #9803 Breast Plate~ Elven Breast Plate~ The Golden Elven Breast Plate rest upon the ground.....~ Gold~ armor IKL AD 10 10 10 10 4 30 250 1500 P A 13 15 A 17 -10 E Breast Plate~ Finely crafted by Elven Smiths, the War Leader's Breast Plate has been forged from holy fire to give the gold additional strength. Only the purest of hearts may wear the Breast Plate, and only after making an Oath to Tomas to protect the 'Those of the Long Life.' ~ #9804 Gauntlets~ Elven Gauntlets~ The Elven Gauntlets rest upon the ground.....~ Gold~ armor I AH 5 5 5 0 4 30 20 250 P A 1 1 A 18 1 A 19 1 E Gauntlets~ Finely crafted by Elven Smiths, the War Leader's Gauntlets have been forged from holy fire to give the gold additional strength. Only the purest of hearts may wear the Gauntlets, and only after making an Oath to Tomas to protect 'Those of the Long Life.' ~ #9805 Protector Sword~ The Protector~ The Elven Protector rests upon the ground.....~ Gold~ weapon AIK ANR sword 6 6 slash AI 30 50 0 P A 18 1 A 19 1 E Protector Sword~ Finely crafted by the Elven Weapons Master, the Sword of the Protector was forged in holy fire to give the gold additional strength. Only the purest of hearts may wield the 'Protector,' and only after making an Oath to Tomas to protect 'Those of the Long Life.' ~ #9806 Oracle~ Elven Oracle~ The Elven Oracle floats in the air.....~ Gold~ armor KLU AQ 0 0 0 5 0 25 10 0 P A 12 20 E Oracle~ The origin of the Oracle has been lost through the centuries of the Elven folk, however legend states that the Oracle was created by the first Elven Smith, forged in holy fire, an offering to Tomas, the Ancient One. ~ #9807 Hammer Faith~ Hammer of Faith~ The Elven Hammer of Faith rests upon the ground.....~ Stone~ weapon AIK ANR mace 5 5 pound I 21 50 250 P A 18 2 A 19 2 E Hammer Faith~ Finely crafted by Elven Weapon Masters, the Hammers of Faith were created for the Priest of Tomas to defend their faith against the heretics of the world. ~ #9808 Guard's Sword~ Elven Guard's Sword~ The Elven Guard's Sword rests upon the ground.....~ Mithril~ weapon B ANR sword 4 4 slash 0 15 50 150 P A 19 1 E Guard Sword~ Finely crafted by the Elven Weapons Master, the Elven Guards Swords are forged from mithril from the mines of the Stone Dwarfs, who live in the mountains near Elvandar. ~ #9809 Noble Dagger~ Noble's Dagger~ The Elven Noble's Dagger rests upon the ground.....~ Silver~ armor 0 AL 2 2 2 0 0 15 10 0 P A 12 5 A 13 5 E Noble Dagger~ Finely crafted by the Elven Smith, the Noble's Dagger fits well into the jeweled sheath which is attached to your belt. ~ #9810 Holy Aura~ Holy Aura~ You sense a Holy Aura.....~ Nothingness~ armor AIKLU AK 8 8 8 2 0 21 20 0 P A 1 1 #9811 Elven Boots~ Elven Boots~ The Elven Boots rest upon the ground.....~ Soft Leather~ armor 0 AG 5 5 5 0 0 15 20 100 P A 14 50 E Boots~ Finely crafted by the Elven Cobblers, the Elven Boots are designed for stealth to be used by the Trackers searching the forests for the enemies of Elvandar. ~ #9812 Forest Cloak~ Forest Cloak~ The Elven Forest Cloak rests upon the ground.....~ Cloth~ armor 0 AC 5 5 5 2 0 17 20 0 P A 0 0 E Forest Cloak~ Finely crafted by the Elven Weavers, the Forest Cloak serves to camouflage the Elven Scouts so they can observe the movements of their enemies within the forests. ~ #9813 Dwarven Battle Axe~ Dwarven Battle Axe~ The Dwarven Axe rests upon the ground.....~ Mithril~ weapon 0 ANR axe 4 4 cleave D 20 50 150 P A 19 2 E Dwarven Axe~ Finely crafted by the Dwarven Smiths, the Clan Leader's Battle Axe is engraved with the Crest of each of the Clans, Stone or Hill. There is a leather thong in the handle of the Battle Axe which can be used to hang it from your belt. ~ #9814 Dark Sword~ Dark Sword~ The Dark Sword rests upon the ground.....~ Mithril~ weapon E ANR sword 4 4 slash D 10 50 100 P E Dark Sword~ Finely crafted by the Dark Elves Weapon Master, the Dark Sword is the preferred weapon of the Dark Elves, not quite as effective as the Elven Swords, the Dark Sword still does a considerable amount of damage. ~ #9815 Wings~ Wings~ The Elven Wings rest upon the ground.....~ Feather~ armor AKL AKU 0 0 0 5 0 15 10 250 P A 2 1 E Wings~ The Wings, from the Elven Stallion, are made from pure snow white feathers. ~ #9816 Bread~ Elven Bread~ The Elven Bread rests upon the ground.....~ Food~ food N A 15 25 0 0 0 0 10 15 P E Bread~ You can feel the warmth coming from the freshly baked Elven Bread, made from the wild wheat which grows in the forests fields. ~ #9817 Elder Berry Wine~ Elder Berry Wine~ The Bottle of Elder Berry Wine rests upon the ground.....~ Glass~ drink N A 50 50 'elvish wine' 0 0 0 20 35 P E Elder Berry Wine~ The green Elder Berry Wine sloshes from side to side in the clear glass bottle. ~ #9818 Parchment~ Elven Parchment~ The Elven Parchment rests upon the ground.....~ Parchment~ scroll GN A 50 'invisibility' '' '' '' 25 0 1000 P E Parchment~ The Elven Parchment has several words written on it in an ancient tongue, to activate the Scroll recite the words. ~ #9819 Vellum~ Elven Vellum~ The Elven Vellum Scroll rests upon the ground.....~ Vellum~ scroll GN A 50 'word of recall' '' '' '' 20 0 750 P E Vellum~ The Elven Vellum has several words written on it in an ancient tongue, to activate the Scroll recite the words. ~ #9820 Throne~ throne~ The Elven Throne fills the Chamber with a sense of power.....~ Gold~ container A 0 0 A 0 0 0 0 10000 0 P E Elven Throne~ On the forward wall of the Royal Court, the Elven Throne has been specifically designed by the finest artisans and craftsman of Elvandar. The Throne has been in the Court for thousands of years and the first Kings and Queens ruled from its seat of power. Ornate carvings in the back and front of the Throne appear to center upon a small opening in the Throne's back in which a dagger can be inserted to trip a secret compartment. ~ #9821 Belt Pouch~ Elven Belt Pouch~ The Elven Pouch rests upon the ground.....~ Cloth~ container 0 AL 150 0 0 50 50 5 20 0 P E Pouch~ Crafted by the finest of Elven Weavers and Spellweavers, the Elven Pouch fits neatly on you belt. ~ #9822 Scroll Elvandar Map~ Scroll Of Elvandar~ Someone has dropped a Scroll of Elvandar.....~ Parchment~ treasure 0 AO 0 0 0 0 0 1 20 500 P E Scroll~ ----------}o Scroll Of Elvandar o{---------- Mouth Of River | Elven River | Elven River | River Fork / \ Western Fork Eastern Fork | | Elven River Elven River | | Waterfall Elven River | Elven River | Elven Stream | River Ford | Forest --- Forest --- Forest | | | Forest --- Glade --- Forest | | | Forest --- Forest --- Forest | Oak Tree -----}o Look At Tree City o{----- ~ E Tree City~ ---------------}o Tree City o{--------------- Part I ^ Stall --- Stable --- Stall N | | Spiral Stairs W - 0 - E | Part II S Spiral Stairs | Elven Square --- Elven Square --- Elven Square | | Square -- House House -- Square | | Elven Square --- Elven Square --- Elven Square | Spiral Stairs Part III Throne Room | Great Hall Temple Of Tomas | | Spellweavers --- Queen's Square --- Temple Atrium | | Spellweavers Spiral Stairs -----}o o{----- ~ #0 #ROOMS #9800 Mouth Of The River~ This is where the Elven River flows into the Migaard River, which surrounds Thera's Capital City of Migaard. In the distance to the Northeast you can see Migaard's Wharves and Levee which extend out in the middle of the River. Fishing vessels, ships of war, and merchant ships can be seen just off the port side of the Levee, waiting their turn to unload their precious cargoes and depart upon their next voyage. To the South the Elven River continues to flow on into the distance, towards the Tree City of Elvandar. ~ 0 4 7 D0 To the North the Elven River joins the River Migaard. ~ ~ 0 -1 9775 D2 To the South the Elven River flows towards Elvandar. ~ ~ 0 -1 9801 S #9801 Elven River~ The crystal clear waters of the Elven River allow you to see the fish and various other aquatic life forms as they go about their business in the water's depths. Stone ledges and out croppings on either side of the River prevent you from beaching your canoe and exploring the wonders of the Elven Forests. Beautiful trees with leaves of gold, crimson, silver, and emerald appear to sway from side to side in the warm breeze, almost if they were alive and dancing to the forests beautiful music. To the Northeast you can see the City of Migaard, getting smaller and smaller in the distance as you travel to the South, to Elvandar. ~ 0 0 7 D0 To the North the Elven River flows towards Migaard. ~ ~ 0 -1 9800 D2 To the South the Elven River flows towards Elvandar. ~ ~ 0 -1 9802 S #9802 Elven River~ The crystal clear waters of the Elven River allow you to see the fish and various other aquatic life forms as they go about their business in the water's depths. Stone ledges and out croppings on either side of the River prevent you from beaching your canoe and exploring the wonders of the Elven Forests. Beautiful trees with leaves of gold, crimson, silver, and emerald appear to sway from side to side in the warm breeze, almost if they were alive and dancing to the forests beautiful music. To the North the you can see the City of Migaard, getting smaller and smaller in the distance as you travel to the South, to Elvandar. ~ 0 0 7 D0 To the North the Elven River flows towards Migaard. ~ ~ 0 -1 9801 D2 To the South the Elven River flows towards Elvandar. ~ ~ 0 -1 9803 S #9803 Fork Of The Elven River~ The crystal clear waters of the Elven River appear to be moving a little quicker at the Fork, to the West you can hear what you believe to be the roar of thunder, perhaps there is a storm brewing in the distance, while to the East the river slowly makes its winding way to the ancient City, and to the North the horizon of the City of Migaard is slowly being consumed by the beautiful sights of the Elven Forests. Due to the magical nature of the Elven Forest you are either basked in the glow of the warm sunshine or pale moon light, there only appears to be one season in the forest, that of spring. ~ 0 0 7 D0 To the North the Elven River flows towards Migaard. ~ ~ 0 -1 9802 D1 ~ ~ 0 0 9806 D3 ~ ~ 0 0 9804 S #9804 Western Fork Of The Elven River~ Having decided to take the Western Fork of the Elven River you maneuver your canoe towards the source of the storm, in the distance you can see mists rising up from rocks along the sandy beach. The water appears to be moving quite quickly almost as if something was reaching out and pulling it from the River and taking it someplace. You decide to beach your canoe on the banks of the River while you decide which way you shall proceed, towards the source of thunder, into the path of danger, or back towards the East, towards the calm quiet of the River. ~ 0 0 7 D1 ~ ~ 0 0 9803 D2 To the South the Elven River flows towards into the unknown. ~ ~ 0 -1 9805 S #9805 Elven River~ Finally you have reached the source of the thunderous noise, which sounded like a storm in the distance but in reality is the rush of crystal clear water cascading over a stone ledge, down hundreds of feet, to crash upon the rocks below creating the legendary Elven mists. The waters of the River begin pulling your canoe quickly towards your impending fate. With all your strength you put your back into the paddle and push off towards the East and calmer waters. On the shores you can see the crafts of more unfortunate adventurers littering the banks, several appear to have large holes tore into the keel by the jagged edges of rocks just below the surface. ~ 0 0 7 D0 To the North the Elven River flows into the unknown. ~ ~ 0 -1 9804 D2 To the South the Elven River flows into the unknown. ~ ~ 0 -1 9811 S #9806 Eastern Fork Of The Elven River~ The crystal clear waters of the Elven River allow you to see the fish and other aquatic life forms as they go about their business in the water's depths. To the West you can see the Fork of the Elven River, at which point the two halves of the River join together and continue to flow North towards the City of Migaard. To the South the River continues to flow in a peaceful fashion, taking you slowly but surely to the Elven City. ~ 0 0 7 D2 To the South the Elven River flows towards Elvandar. ~ ~ 0 -1 9807 D3 To the West the Elven River flows towards Migaard. ~ ~ 0 -1 9803 S #9807 Elven River~ The crystal clear waters of the Elven River allow you to see the fish and other aquatic life forms as they go about their business in the water's depths. To the North the River fills your vision in a beautiful horizon of glittering golden, silver, and crimson leaves dancing in the warm breezes. To the East, the River continues to flow on towards the Elven City, as you squint into the bright sunlight you think you can make out the shapes and images of the Elven Forests, sacred land of the 'Long Lived.' ~ 0 0 7 D0 To the North the Elven River flows towards Migaard. ~ ~ 0 -1 9806 D1 To the East the Elven River flows towards Elvandar. ~ ~ 0 -1 9808 S #9808 Elven River~ The crystal clear waters of the Elven River allow you to see the fish and other aquatic life forms as they go about their business in the water's depths. To the West the River fills your vision in a beautiful horizon of glittering golden, silver, and crimson leaves dancing in the warm breezes. To the South, the River continues to flow on towards the Elven City, as you squint into the bright sunlight you can make out the shapes and images of the Elven Forests, sacred land of the 'Long Lived.' ~ 0 0 7 D2 To the South the Elven River flows towards Elvandar. ~ ~ 0 -1 9809 D3 ~ ~ 0 0 9807 S #9809 Elven Stream~ The Elven River appears to dwindle in its volume of water as the banks of the Forests slowly begin to creep back in and take control of the scenery. The crystal clear waters are getting shallow, however you can still see the fish and various other life forms going about their business in the water's depths. To the North, the Elven River appears to expand and fill your vision in a beautiful horizon of glittering golden, silver, and crimson leaves dancing in the warm breezes. To the South, the Stream continues towards a stone ledge which extends over and above the Stream, the entrance to the Elven Forest, and gateway to the City beyond. ~ 0 0 7 D0 To the North the Elven River flows towards Migaard. ~ ~ 0 -1 9808 D2 To the South the Elven River flows towards Elvandar. ~ ~ 0 -1 9810 S #9810 Ford Of The Stream~ The Elven River appears to dwindle in its volume of water, yet again, as the banks of the Forests creep back in and take control of the scenery. The crystal clear waters are extremely shallow, however you can still see the smooth pebbles and colorful rocks on the water's bottom. From this point on you must abandon the River and set forth on foot, through the Elven Forests to the City of Elvandar. Next to the Elven Brook, which continues on towards the South, there are several small animal paths, barely noticeable, on the soft carpet of green. To the North, the Elven River appears to expand and flow towards the Capital City of Migaard. ~ 0 4 7 D0 To the North the Elven River flows towards Migaard. ~ ~ 0 -1 9809 D2 To the South the Elven River flows towards the Elven Forest. ~ ~ 0 -1 9813 S #9811 Elven Waterfall~ The sounds of the crystal clear waters of the Elven River cascading over the ledge are almost deafening, you being to wonder if this journey will mark your final upon the lands. In the distance, at the base of the Water Fall you can see your impending doom, the sharp and jagged rocks which break the waters and casts up the mists. Perhaps now you should not have chosen the road not traveled, and proceeded to the East, towards the City of Elvandar, since you can not fight the rushing waters and your demise appears inevitable. You let out one last shout of courage as you sink below the waters cold embrace. ~ 0 4194308 7 S #9812 Elven Forest~ Massive and ancient oak trees tower above you as you stand on the lush green carpet of the Elven Forest, leaves of gold, silver, crimson, and emerald sway to and fro in the warm breezes, dancing to a music you can not hear. You have never seen such an assortment of trees, beasts, birds, and all sorts of creatures in a forest, that's because the Elven Forest is alive with the power of magic. Centuries upon centuries, the Elven Spellweavers have fashioned the Elven Forest to what you see before you, a vision of beauty and delight. From this point you may continue on to the South and West, deeper into the Forest. ~ 0 0 3 D2 The Elven Forest extends to the South. ~ ~ 0 -1 9815 D3 The Elven Forest extends to the West. ~ ~ 0 -1 9813 S #9813 Elven Forest~ Two ancient and massive oak trees appear to bend over the path, their branches and leaves inter-twining above your heads, forming an arch signifying the entrance to the Elven Forest. You have never seen such an assortment of trees, beasts, birds, and all sorts of creatures in a forest, that's because the Elven Forest is alive with the power of magic. Centuries upon centuries, the Elven Spellweavers have fashioned the Elven Forest to what you see before you, a vision of beauty and delight. >From this point you may continue South, to the Elven River, North, East, or West, deeper into the Forest. ~ 0 0 2 D0 To the North the Elven River flows towards Migaard. ~ ~ 0 -1 9810 D1 The Elven Forest extends to the East. ~ ~ 0 -1 9812 D2 ~ ~ 0 0 9816 D3 The Elven Forest extends to the West. ~ ~ 0 -1 9814 S #9814 Elven Forest~ Massive and ancient oak trees tower above you as you stand on the lush green carpet of the Elven Forest, leaves of gold, silver, crimson, and emerald sway to and fro in the warm breezes, dancing to a music you can not hear. You have never seen such an assortment of trees, beasts, birds, and all sorts of creatures in a forest, that's because the Elven Forest is alive with the power of magic. Centuries upon centuries, the Elven Spellweavers have fashioned the Elven Forest to what you see before you, a vision of beauty and delight. From this point you may continue on to the South and East, deeper into the Forest. ~ 0 0 3 D1 The Elven Forest extends to the East. ~ ~ 0 -1 9813 D2 The Elven Forest extends to the South. ~ ~ 0 -1 9817 S #9815 Elven Forest~ Massive and ancient oak trees tower above you as you stand on the lush green carpet of the Elven Forest, leaves of gold, silver, crimson, and emerald sway to and fro in the warm breezes, dancing to a music you can not hear. You have never seen such an assortment of trees, beasts, birds, and all sorts of creatures in a forest, that's because the Elven Forest is alive with the power of magic. Centuries upon centuries, the Elven Spellweavers have fashioned the Elven Forest into what you see before you, a vision of delight. From this point you may continue on to the North, East, South, or West, deeper into the Forest. ~ 0 0 3 D0 The Elven Forest extends to the North. ~ ~ 0 -1 9812 D1 The Elven Forest extends on into the unknown. ~ ~ 0 -1 9821 D2 The Elven Forest extends to the South. ~ ~ 0 -1 9818 D3 The Elven Forest extends to the West. ~ ~ 0 -1 9816 S #9816 Sacred Elven Glade~ Special attention has been placed upon the Sacred Glade by the Spellweavers, this is the nexus of magic which keeps the Forest alive and healthy. In the center of the Sacred Glade there are seven ancient oak trees representing Truth, Justice, Honor, Loyalty, Courage, Reverence, and Knowledge which form the Circle of Light. Protective wards have been put into place to make sure that no one may defile the sanctity of this place with violence. The Elven Brook flows from a small spring in the center of the Circle. From this point you may continue North, East, South, West, deeper into the Elven Forest. ~ 0 1028 3 D0 ~ ~ 0 0 9813 D1 The Elven Forest extends to the East. ~ ~ 0 -1 9815 D2 The Elven Forest extends to the South. ~ ~ 0 -1 9819 D3 The Elven Forest extends to the West. ~ ~ 0 -1 9817 S #9817 Elven Forest~ Massive and ancient oak trees tower above you as you stand on the lush green carpet of the Elven Forest, leaves of gold, silver, crimson, and emerald sway to and fro in the warm breezes, dancing to a music you can not hear. You have never seen such an assortment of trees, beasts, birds, and all sorts of creatures in a forest, that's because the Elven Forest is alive with the power of magic. Centuries upon centuries, the Elven Spellweavers have fashioned the Elven Forest to what you see before you, a vision of beauty and delight. From this point you may continue on North, East, South, or West, deeper into the Forest. ~ 0 1028 3 D0 The Elven Forest extends to the North. ~ ~ 0 -1 9814 D1 The Elven Forest extends to the East. ~ ~ 0 -1 9816 D2 The Elven Forest extends to the South. ~ ~ 0 -1 9820 D3 The Elven Forest extends on into the unknown. ~ ~ 0 -1 9822 S #9818 Elven Forest~ Massive and ancient oak trees tower above you as you stand on the lush green carpet of the Elven Forest, leaves of gold, silver, crimson, and emerald sway to and fro in the warm breezes, dancing to a music you can not hear. You have never seen such an assortment of trees, beasts, birds, and all sorts of creatures in a forest, that's because the Elven Forest is alive with the power of magic. Centuries upon centuries, the Elven Spellweavers have fashioned the Elven Forest to what you see before you, a vision of beauty and delight. From this point you may continue on to the North and West, deeper into the Forest. ~ 0 0 3 D0 The Elven Forest extends to the North. ~ ~ 0 -1 9815 D3 The Elven Forest extends to the West. ~ ~ 0 -1 9819 S #9819 Elven Forest~ Two ancient and massive oak trees appear to bend over the path, the branches and leaves inter-twining above your heads, forming an arch signifying the entrance to the City of Elvandar. You have never seen such an assortment of trees, beasts, birds, and all sorts of creatures in a forest, that's because the Elven Forest is alive with the power of magic. Centuries upon centuries, the Elven Spellweavers have fashioned the Elven Forest to what you see before you a vision of beauty and delight. From this point you may continue on to the North and the City of Elvandar, East, South, or West, deeper into the Forest. ~ 0 0 3 D0 The Elven Forest extends to the North. ~ ~ 0 -1 9816 D1 The Elven Forest extends to the East. ~ ~ 0 -1 9818 D2 ~ ~ 0 0 9823 D3 The Elven Forest extends to the West. ~ ~ 0 -1 9820 S #9820 Elven Forest~ Massive and ancient oak trees tower above you as you stand on the lush green carpet of the Elven Forest, leaves of gold, silver, crimson, and emerald sway to and fro in the warm breezes, dancing to a music you can not hear. You have never seen such an assortment of trees, beasts, birds, and all sorts of creatures in a forest, that's because the Elven Forest is alive with the power of magic. Centuries upon centuries, the Elven Spellweavers have fashioned the Elven Forest to what you see before you, a vision of beauty and delight. From this point you may continue on to the North and East, deeper into the Forest. ~ 0 0 3 D0 The Elven Forest extends to the North. ~ ~ 0 -1 9817 D1 The Elven Forest extends to the East. ~ ~ 0 -1 9819 S #9821 Cave In The Elven Forest~ The rough surface walls of the Cave appear to have been more man-made quality rather than a natural one, in fact this cave and the extending tunnels are all that are left of what once used to be prosperous Dwarven silver, gold, and iron ore mines. You laugh to yourself as you ponder the ironic subtleties of the mine, namely the fact that you have to crouch to stand, after all the Dwarven folk are not as tall as the average Elf, therefore why would they make the mine taller than necessary. The other tunnels which extend from the main Cave are too small for you to navigate freely and the support beams have weakened with age and rot, therefore you return to the Forest to the East. ~ 0 0 3 D3 The Elven Forest extends to the West. ~ ~ 0 -1 9815 S #9822 Dark Elf's Camp~ The small fire in the center of the Camp casts evil little shadows upon the rock out cropping, which partially conceals the Dark Elf war party. Distant Cousins of the Forest Elves, they possess some of the same qualities of the Forest Elves. However to confuse them would be an insult you might not survive to regret. You can make out at least two tents, which means there are probably at least three Dark Elves or their minions. While you are at an advantage due to being on higher ground you can not see into the camp clearly due to the glowing embers of the fire. From this point you may continue East, deeper into the Forest. ~ 0 1 0 D1 The Elven Forest extends to the East. ~ ~ 0 -1 9817 S #9823 Massive Oak~ The lush green carpet of the Elven Forest is adorned with golden, silver, crimson, and emerald leaves from the Massive Oak, you think to yourself that it is odd that one tree can have such an assortment of colours on its leaves, however you realize that this is no ordinary Oak, rather the entrance to the mythical City of Elvandar, heart of the Elven Forest. Upon closer examination of the Oak, you can make out small steps carved into its girth, winding their way to the West, just as the sun, towards the Tree Top City. From this point you may go North, towards Elvandar, or South, deeper into the Elven Forest. ~ 0 0 3 D0 ~ ~ 0 0 9819 D2 ~ ~ 0 0 9824 S #9824 Spiral Stairs~ >From East to West, just as the rising and setting motion of the sun, the Spiral Stairs wind to and fro the Tree Top City of Elvandar and the Elven Forest. While you attempt to suppress the urge to look down, you feel your heart rising higher in higher in your throat with pure exhilaration. In the distance you can barely make out the features of the City above or the Forest beneath. The steps of the Spiral Stairs have been carefully carved into the side of the massive oak, with a great deal of care and detail to make sure the Oak is not harmed. >From this point you may continue to the East, to the Tree Top City, or North, to the Elven Forest. ~ 0 12 0 D0 ~ ~ 0 0 9823 D1 The Spiral Stairs ascend to the East. ~ ~ 0 -1 9825 S #9825 Spiral Stairs~ >From East to West, just as the rising and setting motion of the sun, the Spiral Stairs wind to and fro the Tree Top City of Elvandar and the Elven Forest. While you attempt to suppress the urge to look down, you feel your heart rising higher and higher in your throat with pure exhilaration. In the distance you can barely make out the features of the City above or the Forest beneath. The steps of the Spiral Stairs have been carefully carved into the side of the massive oak, with a great deal of care and detail to make sure the Oak is not harmed. >From this point you may continue to the East, to the Tree Top City, or West, to the Elven Forest. ~ 0 8 0 D1 The Spiral Stairs ascend to the East. ~ ~ 0 -1 9826 D3 The Spiral Stairs descend to the West. ~ ~ 0 -1 9824 S #9826 Spiral Stairs~ >From East to West, just as the rising and setting motion of the sun, the Spiral Stairs wind to and fro the Tree Top City of Elvandar and the Elven Forest. While you attempt to suppress the urge to look down, you feel your heart rising higher and higher in your throat with pure exhilaration. In the distance you can barely make out the features of the City above or the Forest beneath. The steps of the Spiral Stairs have been carefully carved into the side of the massive oak, with a great deal of care and detail to make sure the Oak is not harmed. >From this point you may enter the Stables, continue to the East, to the Tree Top City, or West, to the Elven Forest. ~ 0 8 0 D0 ~ stable~ 1 0 9832 D1 The Spiral Stairs ascend to the East. ~ ~ 0 -1 9827 D3 The Spiral Stairs descend to the West. ~ ~ 0 -1 9825 S #9827 Spiral Stairs~ >From East to West, just as the rising and setting motion of the sun, the Spiral Stairs wind to and from the Tree Top City of Elvandar and the Elven Forest. While you attempt to suppress the urge to look down, you feel your heart rising higher and higher in your throat with pure exhilaration. In the distance you can barely make out the features of the City above or the Forest beneath. The steps of the Spiral Staircase have been carefully carved into the side of the massive oak, with a great deal of care and detail to make sure the Oak is not harmed. From this point you may continue to the East, to the Tree Top City, or West, to the Elven Forest. ~ 0 8 0 D1 The Spiral Stairs ascend to the East. ~ ~ 0 -1 9828 D3 The Spiral Stairs descend to the West. ~ ~ 0 -1 9826 S #9828 Spiral Stairs~ >From East to West, just as the rising and setting motion of the sun, the Spiral Stairs wind to and fro the Tree Top City of Elvandar and the Elven Forest. While you attempt to suppress the urge to look down, you feel your heart rising higher and higher in your throat with pure exhilaration. In the distance you can barely make out the features of the City above or the Forest beneath. The steps of the Spiral Stairs have been carefully carved into the side of the massive oak, with a great deal of care and detail to make sure the Oak is not harmed. >From this point you may continue to the East, to the Tree Top City, or West, to the Elven Forest. ~ 0 8 0 D1 The Spiral Stairs ascend to the East. ~ ~ 0 -1 9829 D3 The Spiral Stairs descend to the West. ~ ~ 0 -1 9827 S #9829 Spiral Stairs~ >From East to West, just as the rising and setting motion of the sun, the Spiral Stairs wind to and fro the Tree Top City of Elvandar and the Elven Forest. While you attempt to suppress the urge to look down, you feel your heart rising higher and higher in your throat with pure exhilaration. In the distance you can barely make out the features of the City above or the Forest beneath. The steps of the Spiral Stairs have been carefully carved into the side of the massive Oak, with a great deal of care and detail to make sure the Oak is not harmed. From this point you may continue North, to the Tree Top City, or West, to the Elven Forest. ~ 0 12 0 D0 The Spiral Stairs lead into the Elven Square. ~ ~ 0 -1 9835 D3 The Spiral Stairs descend to the West. ~ ~ 0 -1 9828 S #9830 Spiral Stairs~ >From East to West, just as the rising and setting motion of the sun, the Spiral Stairs wind to and fro the Tree Top City of Elvandar and the Elven Forest. While you attempt to suppress the urge to look down, you feel your heart rising higher and higher in your throat with pure exhilaration. In the distance you can barely make out the features of the City above or the Forest beneath. The steps of the Spiral Stairs have been carefully carved into the side of the massive oak, with a great deal of care and detail to make sure the Oak is not harmed. From this point you may continue North, East, to the Tree Tops, or South to the Elven Forest. ~ 0 8 0 D0 ~ ~ 0 0 9845 D1 The Spiral Stairs ascend to the East. ~ Wooden Door~ 0 -1 9831 D2 ~ ~ 0 0 9841 S #9831 Heights Of Elvandar~ To the West are the Spiral Stairs, winding from East to West, just as the rising and setting motion of the sun, which connect the Tree Top City of Elvandar and the Elven Forest. While you suppress the urge to look down, you feel your heart rising higher and higher in your throat with pure exhilaration. From the Heights of Elvandar you can barely make out the features of the Tree Top City and Elven Forest beneath. You may look out upon the magical lands and see dragons engaged in mortal combat in the skies to the North. From this point you may continue to the West, to the City of Elvandar and the Elven Forest below. ~ 0 4 1 D3 The Spiral Stairs descend to the West. ~ Wooden Door~ 1 -1 9830 S #9832 Elven Stables~ The walls of the Elven Stables have been carved directly into the middle of the ancient Oak and sealed with healing energies to make sure that the Oak remains alive and healthy. There are several wooden pegs on the Northern wall for the Stable Boy to hang up the Elven Stallion's golden bit and bridle. The Stallions are rare indeed, not only do they possess the ability to fly, but only a dozen or more are known to be in existence to this day Only one of the Royal Court may command the Stallions and as such they are rarely seen outside of Elvandar. From this point you may go to the South to the Spiral Stairs, or East and West into the Stalls. ~ 0 8 0 D1 The Gate lies to the East. ~ gate~ 1 -1 9833 D2 ~ stable~ 1 0 9826 D3 The Gate lies to the West. ~ ~ 0 -1 9834 S #9833 Elven Stallion's Stall~ The walls of the Elven Stallions Stall have been carved directly into the middle of the ancient Oak and sealed with healing energies to make sure that the Oak remains alive and healthy. On the Eastern wall there are several sacks of Elven Wheat for the Stallions to eat and fresh sweet hay or them to rest upon. The Stallions are looked after with the greatest of detail since they are free beasts and choose to remain in the magical forest and serve the Royal Court by their own choice. From this point you may go to the West, into the Stables. ~ 0 8 0 D3 The Gate lies to the West. ~ Gate~ 1 -1 9832 S #9834 Elven Mare's Stall~ The walls of the Elven Mare's Stall have been carved directly into the middle of the ancient Oak and sealed with healing energies to make sure that the Oak remains alive and healthy. On the Western wall there are several sacks of Elven Oats for the Mares to eat and fresh sweet hay for them to rest upon. The Mares are looked after with the greatest of detail since they are free beasts and choose to remain in the magical forest and serve the Royal Court by their own choice. From this point you may go to the West, into the Stables. ~ 0 8 0 D1 The Gate lies to the East. ~ Gate~ 1 -1 9832 S #9835 Elven Square~ The paths of the Elven Square are made from Oak branches which inter-twine together to form wide paths that are easily navigated by the Elven folk, however people who are Guests of the Elves are often quite terrified of the heights they have negotiated. In the center of the Square, which commonly occupied by a magnificent fountain in a Human city, the Elves have bound several branches to form a canopy from the sun's warmth, however you can look through the center of the Square and barely make out the features of the Forest beneath. From this point you may go East or West, upon the Elven Paths, or South, onto the Spiral Stairs. ~ 0 8 0 D1 ~ ~ 0 0 9837 D2 To the South leads to the Spiral Stairs. ~ ~ 0 -1 9829 D3 ~ ~ 0 0 9836 S #9836 Elven Square~ The paths of the Elven Square are made from Oak branches which inter-twine together to form wide paths that are easily navigated by the Elven folk, however people who are the Guests of the Elves are often quite terrified of the heights they have negotiated. In the center of the Square, which is commonly occupied by a magnificent fountain in a Human city, the Elves have bound several branches to form a canopy from the sun's warmth, however you can look through the center of the Square and barely make out the features of the Forest beneath. From this point you may go North or East, upon the Elven Paths. ~ 0 8 0 D0 The Elven Square continues to the North. ~ ~ 0 -1 9838 D1 ~ ~ 0 0 9835 S #9837 Elven Square~ The paths of the Elven Square are made from Oak branches which inter-twine together to form wide paths that are easily navigated by the Elven folk, however people who are the Guests of the Elves are often quite terrified of the heights they have negotiated. In the center of the Square, which is commonly occupied by a magnificent fountain in a Human city, the Elves have bound several branches to form a canopy from the sun's warmth, however you can look through the center of the Square and barely make out the features of the Forest beneath. From this point you may go North or West, upon the Elven Paths. ~ 0 8 0 D0 The Elven Square continues to the North. ~ ~ 0 -1 9839 D3 ~ ~ 0 0 9835 S #9838 Elven Square~ The paths of the Elven Square are made from Oak branches which inter-twine together to form wide paths that are easily navigated by the Elven folk, however people who are the Guests of the Elves are often quite terrified of the heights they have negotiated. In the center of the Square, which is commonly occupied by a magnificent fountain in a Human city, the Elves have bound several branches to form a canopy from the sun's warmth, however you can look through the center of the Square and barely make out the features of the Forest beneath. From this point you may go West, or North and South upon the Elven Paths. ~ 0 8 0 D0 The Elven Square continues to the North. ~ ~ 0 -1 9840 D2 The Elven Square continues to the South. ~ ~ 0 -1 9836 D3 The doors to the Commoner's House lies to the West. ~ Commoner's Door~ 1 -1 9843 S #9839 Elven Square~ The paths of the Elven Square are made from Oak branches which inter-twine together to form wide paths that are easily navigated by the Elven folk, however people who are the Guests of the Elves are often quite terrified of the heights they have negotiated. In the center of the Square, which is commonly occupied by a magnificent fountain in a Human city, the Elves have bound several branches to form a canopy from the sun's warmth, however you can look through the center of the Square and barely make out the features of the Forest beneath. From this point you may go East, or North and South upon the Elven Paths. ~ 0 8 0 D0 The Elven Square continues to the North. ~ ~ 0 -1 9842 D1 The doors to the Noble's Mansion lies to the East. ~ Noble's Door~ 1 -1 9844 D2 The Elven Square continues to the South. ~ ~ 0 -1 9837 S #9840 Elven Square~ The paths of the Elven Square are made from Oak branches which inter-twine together to form wide paths that are easily navigated by the Elven folk, however people who are the Guests of the Elves are often quite terrified of the heights they have negotiated. In the center of the Square, which is commonly occupied by a magnificent fountain in a Human city, the Elves have bound several branches to form a canopy from the sun's warmth, however you can look through the center of the Square and barely make out the features of the Forest beneath. From this point you may go South or East on the Elven Paths. ~ 0 8 0 D1 ~ ~ 0 0 9841 D2 The Elven Square continues to the South. ~ ~ 0 -1 9838 S #9841 Elven Square~ The paths of the Elven Square are made from Oak branches which inter-twine together to form wide paths that are easily navigated by the Elven folk, however people who are the Guests of the Elves are often quite terrified of the heights they have negotiated. In the center of the Square, which is commonly occupied by a magnificent fountain in a Human city, the Elves have bound several branches to form a canopy from the sun's warmth, however you can look through the center of the Square and barely make out the features of the Forest beneath. From this point you may go North, or East and West on the Elven Paths. ~ 0 8 0 D0 ~ ~ 0 0 9830 D1 The Elven Square continues to the East. ~ ~ 0 -1 9842 D3 ~ ~ 0 0 9840 S #9842 Elven Square~ The paths of the Elven Square are made from Oak branches which inter-twine together to form wide paths that are easily navigated by the Elven folk, however people who are the Guests of the Elves are often quite terrified of the heights they have negotiated. In the center of the Square, which is commonly occupied by a magnificent fountain in a Human city, the Elves have bound several branches to form a canopy from the sun's warmth, however you can look through the center of the Square and barely make out the features of the Forest beneath. From this point you may go South or West, upon the Elven Paths. ~ 0 8 0 D2 The Elven Square continues to the South. ~ ~ 0 -1 9839 D3 The Elven Square continues to the West. ~ ~ 0 -1 9841 S #9843 Commoner's House~ The walls of the Commoner's House have been carved directly into the middle the ancient Oak and sealed with healing energies to make sure that the Oak remains alive and healthy. On the Eastern walls there are several beautiful paintings of ancient Warriors, forgotten wars, and ancestors who have passed on to the 'Blessed Isles.' The House, while warm and comfortable, lacks the elaborate decor that you would have expected of an Elf. To the North there is a wooden door which leads to the sleeping chambers. From this point you may go East, upon the Elven Paths. ~ 0 8 0 D1 The doors to the Commoner's House lies to the East. ~ Commoner's House~ 1 -1 9838 S #9844 Noble's Mansion~ The walls of the Noble's Mansion have been carved directly into the middle of the ancient Oak and sealed with healing energies to make sure that the Oak remains alive and healthy. On the Northern and Southern walls of the Mansion there are ornately and delicately woven tapestries depicting the Royal Court and honor's that this Clan has achieved through out the centuries. While warm and comfortable, the Mansion is more elaborate than the Commoner's House, but not as splendid as you have expected. From this point you may go West, upon the Elven Paths. ~ 0 8 0 D3 The doors to the Noble's Mansion lies to the West. ~ noble~ 1 -1 9839 S #9845 Elven Queen's Square~ The paths of the Queen's Square are made from Oak branches which inter-twine together to form wide paths which are easily navigated by the Elven folk, however people who are the Guests of the Elves are often quite terrified by the heights they have negotiated. From the center of the Square you see three ornately carved wooden doors embossed with the golden scripts of the Elven language. The two doors to the North appear to be the largest and depict the most elaborate carvings, hence you determine that they lead to the Elven Court. However you are unable to determine the purpose of the Chambers to the East and West. From this point you may go to the North, South, or West. ~ 0 262156 0 D0 Two massive wooden doors are before you..... ~ Court's Doors~ 1 -1 9851 D1 Two small wooden doors are before you..... ~ Temple's Doors~ 1 -1 9848 D2 ~ ~ 0 0 9830 D3 Two small wooden doors are before you..... ~ Spellweaver's Doors~ 1 -1 9846 S #9846 Spellweaver's Chambers~ The walls of the Spellweavers Chambers have been carved directly in the middle of the ancient Oak and sealed with healing energies to make sure that the Oak remains alive and healthy. The Spellweavers serve as the Counselors to the Queen's Court and have thousands and thousands of volumes and tomes of ancient lore and history in order to assist the Queen in making her decisions. Not many of the Elven folk have the knowledge or skills required to under go the rigorous training of an Spellweaver and hence their words are heeded much attention when they make their voice known on a matter. From this point you may go South, or East, into the Queen's Court. ~ 0 262152 0 D1 Two small wooden doors are before you..... ~ Spellweaver's Doors~ 1 -1 9845 D2 The South leads into the Spellweaver's Sanctum. ~ ~ 0 -1 9847 S #9847 Spellweaver's Sanctum~ The walls of the Spellweaver's Sanctum have been carved directly in the middle of the ancient Oak and sealed with healing energies to make sure that the Oak remains alive and healthy. The walls of the Sanctum are lined with wooden book shelves with glass doors which contain the collective whole of the Elven knowledge, from the time that the first words were placed upon a Vellum Scroll, to the current events of the Goblin's War, the Spellweavers are constantly collecting, collating and cataloguing all the information they can get with in their grasp. >From this point you may go to the North, into the Spellweaver's Chambers. ~ 0 262152 0 D0 The North leads into the Spellweaver's Chambers. ~ ~ 0 -1 9846 S #9848 Atrium Of The Temple~ The walls of the Atrium of the Temple have been carved directly into the middle of the ancient Oak and sealed with healing energies to make sure that the Oak remains alive and healthy. The walls of the Atrium are adorned with elegant tapestries which depict Tomas' victories against the vile, corruptible, and evil inhabitants of Primula. Elven globes, magical lights, line the walls of the Temple and cast playful shadows upon the smooth wooden floor. You ponder the mysteries and meaning of life as you approach the Inner Sanctum of the Temple. >From this point you may go to the North, or West, back into the Queen's Square. ~ 0 262152 0 D0 The North leads into the Temple. ~ ~ 0 -1 9849 D3 Two small wooden doors are before you..... ~ ~ 1 -1 9845 S #9849 Temple Of Tomas~ The walls of the Temple have been carved directly into the middle of the ancient Oak and sealed with healing energies to make sure that the Oak remains alive and healthy. Elegant tapestries adorn the walls of the Temple, depicting the history of the Elven folk, from the time of the Great Beginning to the Blessed Isles, every aspect of Elven life has been represented in the Temple. Wooden benches line the Northern and Southern walls of the Temple so that the devoted may have a place to rest, meditate, and contemplate the lessons of their ancestors. From this point you may go South, into the Temple's Atrium. ~ 0 262152 0 D2 The South leads into the Atrium. ~ ~ 0 -1 9848 S #9851 Great Chambers~ The walls of the Great Chambers have been formed from the branches of the ancient Oak, centuries upon centuries, the Spellweavers have applied their magics to shape and mold the branches as the Oak matured into what it is this day. In the tradition and custom of the Elven people, there are no benches in the Great Chamber, since it would be considered an insult to the monarch dare anyone sit in their presence without their permission. The walls of the Chambers are adorned with magnificent tapestries of golden oak leaves, the tabard of the Royal Court. >From this point, you may go to the North, or South, into the Queen's Square. ~ 0 8 0 D0 The North leads into the Elven Throne Chamber. ~ ~ 0 -1 9852 D2 Two massive wooden doors are before you..... ~ Court's Doors~ 1 -1 9845 S #9852 Elven Throne Chamber~ The walls of the Throne Chamber had been formed from the branches of the ancient Oak, centuries upon centuries, the Spellweavers have applied their magics to shape and mold the branches as the Oak matured into what it is this day. On the Northern wall there are two golden thrones, the largest of which has been positioned in the center of the Chamber and clearly is occupied by the Ruling Lord or Lady of Elvandar. From this Chamber the Queen makes the decisions which will affect her people for decades and centuries, long after the mortal men have traveled to the Bless Isles and been forgotten. From this point, you may go to the South, into the Great Chamber. ~ 0 8 0 D2 The South leads into the Great Chamber. ~ ~ 0 -1 9851 S #0 #SPECIALS M 9800 spec_cast_cleric M 9802 spec_cast_mage M 9803 spec_cast_cleric M 9812 spec_cast_cleric M 9821 spec_cast_mage S #RESETS D 0 9832 1 1 D 0 9833 3 1 D 0 9838 3 1 D 0 9839 1 1 D 0 9843 1 1 D 0 9844 3 1 D 0 9845 0 1 D 0 9845 1 1 D 0 9845 3 1 D 0 9846 1 1 D 0 9848 3 1 D 0 9851 2 1 M 0 9814 3 9809 1 E 0 9814 0 16 M 0 9816 1 9809 1 M 0 9808 4 9812 1 E 0 9811 0 8 M 0 9809 2 9815 1 E 0 9812 0 3 M 0 9809 2 9817 1 E 0 9812 0 3 M 0 9808 1 9818 4 E 0 9808 0 8 M 0 9808 1 9820 4 E 0 9811 0 10 M 0 9817 1 9821 1 M 0 9815 2 9822 2 M 0 9805 5 9824 2 E 0 9808 0 16 M 0 9805 5 9824 2 E 0 9808 0 16 M 0 9806 2 9825 1 E 0 9800 0 5 M 0 9818 1 9832 1 E 0 9800 0 5 M 0 9819 1 9833 1 E 0 9815 0 12 M 0 9804 1 9835 1 E 0 9801 0 5 E 0 9808 0 16 M 0 9806 5 9835 1 M 0 9810 3 9836 1 M 0 9820 1 9837 1 G 0 9816 0 G 0 9817 0 G 0 9818 0 G 0 9819 0 M 0 9807 2 9842 1 E 0 9809 0 13 M 0 9810 3 9843 1 M 0 9807 2 9844 1 E 0 9809 0 13 M 0 9812 1 9845 1 E 0 9810 0 12 E 0 9807 0 16 M 0 9811 1 9845 1 E 0 9813 0 16 M 0 9813 1 9846 1 E 0 9813 0 16 M 0 9802 1 9847 1 E 0 9806 0 18 M 0 9803 1 9849 1 M 0 9805 5 9851 2 E 0 9808 0 16 M 0 9805 5 9851 2 E 0 9808 0 16 M 0 9800 1 9852 1 E 0 9802 0 6 M 0 9801 1 9852 1 E 0 9803 0 5 E 0 9804 0 9 E 0 9805 0 16 O 0 9820 0 9852 P 0 9821 -1 9820 1 S #SHOPS 9820 2 6 8 27 28 125 75 0 23 0 #$ ~~~~~~~~~~~~~~~~~~~~~~ #AREA drow.are~ Drow City~ {15 25} Drkside Drow City~ 5100 5199 #MOBILES #5100 oldstyle goblin slave~ the goblin slave~ A goblin slave lies here asleep. ~ The defenseless goblin begs for mercy. ~ goblin~ ABH 0 -450 0 1 0 2d6+10 0d9+100 1d4+0 none 9 9 9 10 EFNR 0 0 0 sleep sleep male 0 0 0 medium 0 #5101 oldstyle drow commoner~ the drow commoner~ A drow commoner walks on guard duty. ~ I doubt he is the type to give directions. ~ human~ ADFG D -1000 0 10 0 2d7+121 5d9+100 2d4+2 none 1 1 1 8 EFNU 0 0 0 stand stand male 15 0 0 medium 0 #5102 oldstyle drow noble warrior~ the drow warrior noble~ The drow warrior noble stands here guarding his home. ~ He looks pissed off! ~ human~ ABF D -1000 0 14 0 2d10+190 7d9+100 1d12+3 none -1 -1 -1 8 EFNU 0 0 0 stand stand male 50 0 0 medium 0 #5103 oldstyle drow noble mage~ the drow mage noble~ The drow mage noble is here protecting his home. ~ The mage prepares to cast a spell ... at you!! ~ human~ ABFR D -1000 0 15 0 2d10+190 15d9+100 1d10+3 none -1 -1 -1 5 FU 0 0 0 stand stand male 100 0 0 medium 0 #5104 oldstyle drow priestess~ the drow priestess~ The drow priestess is here shouting orders. ~ I wouldn't want go get on her bad side! ~ human~ ABFQ D -1000 0 17 0 3d9+258 17d9+100 2d6+4 none -3 -3 -3 6 EIKU 0 0 0 stand stand female 200 0 0 medium 0 #5105 oldstyle drow master~ The drow master~ The drow master stares at you angrily. ~ The drow master is ALWAYS ready for a fight. ~ human~ ABF D -1000 0 21 0 4d10+360 10d9+100 4d4+5 none -5 -5 -5 7 EFNU 0 0 0 stand stand male 500 0 0 medium 0 #5106 oldstyle drow weapons master~ The weapons master~ The drow weapons master is here shadow boxing. ~ He definitely knows his way around in combat. ~ human~ ABF D -1000 0 23 0 5d10+450 11d9+100 3d6+6 none -6 -6 -6 6 EFNU 0 0 0 stand stand male 750 0 0 medium 0 #5107 oldstyle drow matron mother~ the matron mother~ The matron mother of the house is standing here. ~ She looks really pissed off! ~ human~ ABF D -1000 0 24 0 5d10+500 12d9+100 2d10+6 none -6 -6 -6 6 EFNU 0 0 0 stand stand female 1500 0 0 medium 0 #5108 oldstyle drow matron mother~ the matron mother~ The matron mother of the 1st house is waiting for you. ~ She looks like she is about to rip your head off and eat it. ~ human~ ABFQ DH -1000 0 26 0 5d10+600 26d9+100 2d10+7 none -7 -7 -7 5 EIKU 0 0 0 stand stand female 1500 0 0 medium 0 #5109 oldstyle yochlol~ the yochlol~ A yochlol forms out of a swirling mist. ~ The yochlol is not in a good mood. ~ human~ ABF DH -1000 0 35 0 10d10+1300 17d9+100 4d7+11 none -11 -11 -11 5 EFNU 0 0 0 stand stand female 1500 0 0 medium 0 #5110 oldstyle drow guard~ the drow guard~ The drow guard is here staring at you ominously. ~ The drow guard blends so well with his environment, you barely see his form. ~ human~ ABF JQ -1000 0 12 0 2d10+150 6d9+100 1d10+3 none 0 0 0 8 EFNU 0 0 0 stand stand male 250 0 0 medium 0 #5111 oldstyle drow scout~ the drow scout~ The drow scout is here sneaking among the shadows. ~ The drow scout blends so well with her environment, you barely see her form. ~ human~ AFH PQ -1000 0 11 0 2d8+134 5d9+100 1d10+2 none 1 1 1 8 EFNU 0 0 0 stand stand female 50 0 0 medium 0 #0 #OBJECTS #5100 longsword commoner~ a commoner's longsword~ A commoner's longsword made of adamantite has been left here.~ oldstyle~ weapon 0 AN sword 2 6 slash 0 11 20 910 P A 19 1 A 18 1 #5101 longsword noble~ a noble's longsword~ A drow noble's longsword made of adamantite lies here.~ oldstyle~ weapon 0 AN sword 2 7 slash 0 15 10 1510 P A 19 2 A 18 2 #5102 whip snake two-headed~ a snake headed whip~ A whip with two snakes heads lies here.~ oldstyle~ weapon AG AN whip 2 6 whip F 11 10 920 P A 19 2 A 18 2 #5103 whip snake three-headed~ a snake headed whip~ A whip with three snake heads has been left here.~ oldstyle~ weapon AG AN whip 2 7 whip 0 15 10 1020 P A 19 2 A 18 2 #5104 whip snake four-headed~ a snake headed whip~ A whip with four snake heads has been left here.~ oldstyle~ weapon AG AN whip 4 5 whip 0 24 10 1530 P A 19 2 A 18 2 #5105 longsword black~ a black longsword~ A black longsword has been carelessly left here.~ adamantite~ weapon AG AN sword 3 6 slash 0 21 0 2100 P A 19 2 A 18 2 #5106 whip snake five-headed~ a snake headed whip~ A whip with five snake heads is lying here.~ oldstyle~ weapon AGJ AN whip 3 6 whip 0 14 0 10 P A 3 -1 A 1 -1 #5107 whip snake six-headed~ a snake headed whip~ A whip with six snake heads has been dropped here.~ oldstyle~ weapon AGJ AN whip 4 5 whip 0 13 0 0 P A 3 -2 A 1 -2 #5108 bracer iron~ an iron bracer~ An iron bracer has been dropped here.~ oldstyle~ armor AG AM 4 7 7 2 0 15 30 1150 P #5109 gauntlets iron~ a pair of gauntlets~ A pair of gauntlets has been dropped here.~ oldstyle~ armor A AH 5 5 5 0 0 17 20 3600 P A 1 2 #5110 wand blue silver~ a silvery blue wand~ A silvery blue wand has been dropped in the dirt.~ oldstyle~ wand G AO 10 3 3 'lightning bolt' 0 9 10 1550 P #5111 helmet helm~ a small helmet~ A small helmet lies up against a rock.~ oldstyle~ armor G AE 4 4 4 0 0 16 50 3300 P A 3 2 #5112 ring ruby~ a small ruby ring~ A small ruby ring lies in the dirt.~ oldstyle~ jewelry G AB 0 0 0 0 0 25 10 980 P A 13 25 #5113 dagger sacrificial~ a spider shaped dagger~ A dagger with spider leg shaped blades lies on the ground.~ oldstyle~ weapon GJ AN dagger 4 6 stab 0 30 20 3300 P A 19 3 A 18 3 #5114 hat green~ a small bright green hat~ A small bright green hat lies in the dirt.~ oldstyle~ armor H AE 4 5 5 0 0 12 10 1180 P A 17 -2 #0 #ROOMS #5100 City Entrance~ You are at the entrance to a small underground city. A great adamantite gate lies open to the west allowing entrance into the city. ~ 0 AD 0 D3 A huge gate opens to the west allowing entrance into the city.~ gate~ 0 0 5101 D4 A small hole in the ceiling leads up into darkness.~ door~ 1 -1 5270 E hole~ A small hole that looks to have been sealed at one time. ~ E gate~ A large adamantite gate with giant spider shaped emblems stands here. ~ S #5101 City street~ You walk along a highly ornate street going north-south. A large gate lies to the east while a building lies to the west. ~ 0 AD 0 D0 ~ ~ 0 0 5123 D1 ~ ~ 0 0 5100 D2 ~ ~ 0 0 5102 D3 ~ ~ 0 0 5122 S #5102 City street~ You walk along a highly ornate city street going north and west. ~ 0 AD 0 D0 ~ ~ 0 0 5101 D3 ~ ~ 0 0 5103 S #5103 City street~ You walk along a highly ornate city street going east-west. A large house stands to the south. ~ 0 AD 0 D1 ~ ~ 0 0 5102 D2 ~ ~ 0 0 5104 D3 ~ ~ 0 0 5106 S #5104 3rd House~ You stand inside the 3rd house of the city; it is fairly well decorated by drow standards having a few statues, murals and such. A door leads to the south. ~ 0 AD 0 D0 ~ ~ 0 0 5103 D2 ~ ~ 1 -1 5105 S #5105 Throne Room~ The throne room of the 3rd house is about as decorated as the inner courtyard except with a blood covered altar in the center of the room. ~ 0 AD 0 D0 ~ ~ 1 -1 5104 S #5106 City street~ You walk along a highly ornate city street going east-west. To the north is a large building. ~ 0 AD 0 D0 ~ ~ 0 0 5118 D1 ~ ~ 0 0 5103 D3 ~ ~ 0 0 5107 S #5107 City street~ You walk along a highly ornate city street leading north and east. To the south is an extremely large house. ~ 0 AD 0 D0 ~ ~ 0 0 5110 D1 ~ ~ 0 0 5106 D2 ~ ~ 0 0 5108 S #5108 2nd House~ You stand inside the 2nd house of the city. The room is highly decorated with statues of spiders and murals everywhere. ~ 0 AD 0 D0 ~ ~ 0 0 5107 D3 ~ ~ 1 -1 5109 S #5109 Throne Room~ The throne room of the 2nd house is just a little more decorative than the inner courtyard having an altar in the center of the room. ~ 0 AD 0 D1 ~ ~ 1 -1 5108 S #5110 Main Gate~ You are at the entrance to the 1st house of the city. A large gate, almost as big and elegant as the one at the entrance to the city, stands here. ~ 0 AD 0 D0 ~ ~ 0 0 5114 D2 ~ ~ 0 0 5107 D3 A large gate lies to the west.~ gate~ 1 -1 5111 S #5111 1st House~ You stand in the inner courtyard of the 1st and largest house in the city. The room is extremely large and decorative. Mural and paintings hang on the walls depicting some battles and a spider queen. ~ 0 AD 0 D1 ~ ~ 1 -1 5110 D3 ~ ~ 0 0 5112 S #5112 Throne Room~ The throne room of the 1st house is in one word...awesome. It is so horrifying it is almost beautiful. ~ 0 AD 0 D0 ~ ~ 1 -1 5113 D1 ~ ~ 0 -1 5111 S #5113 Main Chamber~ This is the council chamber for the Matron Mother herself. A huge table and chairs surrounding it sits in the center of the room. ~ 0 AD 0 D2 ~ ~ 1 -1 5112 S #5114 City street~ You walk along a highly ornate city street leading north-south and east. ~ 0 AD 0 D0 ~ ~ 0 0 5115 D1 ~ ~ 0 0 5117 D2 ~ ~ 0 0 5110 S #5115 City street~ You walk along a highly ornate city street leading south. A building is to the west. ~ 0 AD 0 D2 ~ ~ 0 0 5114 D3 ~ ~ 1 -1 5116 S #5116 Cleric Academy~ This is the most lavish of the academies being that it is for the clerics. ~ 0 AD 0 D1 ~ ~ 1 -1 5115 S #5117 City street~ You walk along a highly ornate city street going east-west. To the north is a giant temple. ~ 0 AD 0 D0 The entrance to the temple of Lloth.~ ~ 1 -1 5119 D1 ~ ~ 0 0 5121 D3 ~ ~ 0 0 5114 S #5118 Warrior's Academy~ This looks more like a barracks than a school. ~ 0 AD 0 D2 ~ ~ 0 0 5106 S #5119 Entrance to the Temple of Lloth~ The temple is the largest building in the city. Even it's doors are beyond imagination. Inside of the temple entrance, the walls are made of gold and adamantite. ~ 0 AD 0 D2 ~ ~ 1 -1 5117 D5 ~ ~ 0 0 5126 S #5120 Mage's Academy~ The mages academy is fairly well decorated see that the drow prefer magic over physical power greatly. ~ 0 AD 0 D2 ~ ~ 1 -1 5121 S #5121 City street~ You walk along a highly ornate city street going eastward. To the north is a building. ~ 0 AD 0 D0 ~ ~ 1 -1 5120 D1 ~ ~ 0 0 5123 D2 ~ ~ 0 0 5122 D3 ~ ~ 0 0 5117 S #5122 Slave Chamber~ The room is in shambles. Straw is strewn all about the room as beds for the unfortunate creatures who have fallen prey to drow imperialism. ~ 0 AD 0 D0 ~ ~ 0 0 5121 D1 ~ ~ 0 0 5101 S #5123 City street~ You walk along a highly ornate city street leading west and south. To the north is a relatively small house. ~ 0 AD 0 D0 ~ ~ 1 -1 5124 D2 ~ ~ 0 0 5101 D3 ~ ~ 0 0 5121 S #5124 4th house~ You stand inside the 4th house of the city. Its inner courtyard is rather dull by drow standards and rather small as well. ~ 0 AD 0 D1 ~ ~ 0 0 5125 D2 ~ ~ 1 -1 5123 S #5125 Throne Room~ The throne room is basically similar to the inner courtyard in regards to decor. there is a small throne behind the altar but that is about it. ~ 0 AD 0 D3 ~ ~ 0 0 5124 S #5126 Entrance Way~ You stand in the entrance way to the temple which opens up to the north into a large hallway going east and west. Small statues of spiders line the entrance way's walls. ~ 0 AD 0 D0 ~ ~ 0 0 5127 D4 ~ ~ 0 0 5119 S #5127 Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. To the north is a obsidian stairway. ~ 0 AD 0 D0 ~ ~ 0 0 5135 D1 ~ ~ 0 0 5128 D2 ~ ~ 0 0 5126 D3 ~ ~ 0 0 5131 S #5128 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. ~ 0 AD 0 D1 ~ ~ 0 0 5129 D3 ~ ~ 0 0 5127 S #5129 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. To the north is a door. ~ 0 AD 0 D0 ~ ~ 1 -1 5150 D1 ~ ~ 0 0 5130 D3 ~ ~ 0 0 5128 S #5130 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. ~ 0 AD 0 D1 ~ ~ 0 0 5134 D3 ~ ~ 0 0 5129 S #5131 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. ~ 0 AD 0 D1 ~ ~ 0 0 5127 D3 ~ ~ 0 0 5132 S #5132 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. To the south is a door. ~ 0 AD 0 D1 ~ ~ 0 0 5131 D2 ~ ~ 1 -1 5133 D3 ~ ~ 0 0 5134 S #5133 Warrior's Barracks~ The room is a complete mess. None of the beds are made, clothes and other items have been left all about the room. Well drow warriors never were known for neatness. ~ 0 AD 0 D0 ~ ~ 1 -1 5132 S #5134 Long Hallway~ You are in a long hallway lined with adamantite. The walls are engraved with pictures of elves and spiders. The hallway continues east and west. As you look down the hallway you can make out one or two figures moving away from you. ~ 0 AD 0 D1 ~ ~ 0 0 5132 D3 ~ ~ 0 0 5130 S #5135 Grand Stairway~ You are standing at the bottom of a giant obsidian and adamantite stairway. The edges are trimmed with gold. ~ 0 AD 0 D2 ~ ~ 0 0 5127 D4 ~ ~ 0 0 5136 S #5136 Grand Hallway~ You are standing in the middle of a grand hallway. The walls are of the purest adamantite with gold trim. Mosaics line the walls. ~ 0 AD 0 D0 ~ ~ 0 0 5138 D1 ~ ~ 1 -1 5137 D5 ~ ~ 0 0 5135 S #5137 Mage's Barracks~ The mage's living quarters is rather clean with the exception of a few used component containers. It is rather well decorated as well. Cots line the floor for the mages to sleep on. the only door is to the west. ~ 0 AD 0 D3 ~ ~ 1 -1 5136 S #5138 Grand Hallway~ You are walking down a grand hallway, heavily decorated with adamantite and gold. To the north the hall goes down a flight of stairs while a door is too the west. ~ 0 AD 0 D2 ~ ~ 0 0 5136 D3 ~ ~ 1 -1 5139 D5 ~ ~ 0 0 5140 S #5139 Cleric's Barracks~ The bed chamber is brightly decorated with spider shaped statues, murals and the like. Large beds line the floor making this a comfortable room to live in. ~ 0 AD 0 D1 ~ ~ 1 -1 5138 S #5140 Grand Stairway~ You are climbing a set of obsidian stairs surrounded by adamantite walls. To the north are a set of large golden doors. ~ 0 AD 0 D0 ~ ~ 1 -1 5141 D4 ~ ~ 0 0 5138 S #5141 Main Chamber~ This is the south side of a large auditorium used for services by the drow priestesses. In the center is a large sacrificial pit and beyond that is an altar. ~ 0 AD 0 D1 ~ ~ 0 0 5142 D2 ~ ~ 1 -1 5140 D3 ~ ~ 0 0 5144 S #5142 Eastern side of Chamber~ You are on the eastern side of the chamber overlooking the pit. To the east is a door while to the north is an altar. ~ 0 AD 0 D0 ~ ~ 0 0 5145 D1 ~ ~ 1 -1 5146 D2 ~ ~ 0 0 5141 S #5143 Sacrificial Pit~ A you climb down into the pit thousands of spiders cover you tearing your body to shreds. Lloth thanks you for your sacrifice. You've fallen, and you can't get up!!! ~ 0 CD 0 S #5144 Western side of Chamber~ You are on the western side of the main chamber overlooking a sacrificial pit. To the north is an altar. ~ 0 AD 0 D0 ~ ~ 0 0 5145 D2 ~ ~ 0 0 5141 S #5145 The Altar~ You are standing in front of a highly and freshly bloodstained altar. Engraved on the top of the altar is a giant spider with a human head. Looking down from the altar you see a large sacrificial pit. ~ 0 AD 0 D0 ~ ~ 0 0 5148 D1 ~ ~ 0 0 5142 D3 ~ ~ 0 0 5144 D5 ~ ~ 0 0 5143 S #5146 Slave Cells~ This is the main room to the cell chambers for the slaves to be sacrificed. You notice there are no guards around. ~ 0 AD 0 D0 ~ ~ 1 -1 5147 D3 ~ ~ 0 0 5142 S #5147 Slave Pen~ Rotten meat and breads lie about the floor while shackles hang from the walls. The room wreaks of death. You almost become nauseous and decide to leave the room since you were obviously too late to save the slave. ~ 0 AD 0 D2 ~ ~ 1 -1 5146 S #5148 Dais~ You stand upon a dais behind the altar. Above you is a enormous illusion of a female drow turning into a giant spider and back again. There is a door to the west. ~ 0 AD 0 D2 ~ ~ 0 0 5145 D3 ~ ~ 1 -1 5149 S #5149 The Treasury~ This is obviously only a temporary storage place for the collected treasure being rather bare. ~ 0 AD 0 D1 ~ ~ 1 -1 5148 S #5150 Weaponsmaster's Chamber~ This one person bedchamber is very elegant. The owner must be held in high to get this kind of treatment. ~ 0 AD 0 D2 ~ ~ 1 -1 5129 S #0 #RESETS M 0 5100 15 5122 15 * the goblin slave M 0 5101 10 5118 5 * the drow commoner E 1 5100 50 16 * a commoner's longsword M 0 5101 10 5133 5 * the drow commoner E 1 5100 50 16 * a commoner's longsword M 0 5102 4 5104 1 * the drow warrior noble E 1 5101 12 16 * a noble's longsword M 0 5102 4 5124 1 * the drow warrior noble E 1 5101 12 16 * a noble's longsword M 0 5102 4 5108 1 * the drow warrior noble E 1 5101 12 16 * a noble's longsword M 0 5102 4 5111 1 * the drow warrior noble E 1 5101 12 16 * a noble's longsword M 0 5103 4 5104 1 * the drow mage noble E 1 5102 4 16 * a snake headed whip M 0 5103 4 5124 1 * the drow mage noble E 1 5102 4 16 * a snake headed whip M 0 5103 4 5108 1 * the drow mage noble E 1 5102 4 16 * a snake headed whip M 0 5103 4 5111 1 * the drow mage noble E 1 5102 4 16 * a snake headed whip M 0 5104 4 5104 1 * the drow priestess E 1 5103 4 16 * a snake headed whip M 0 5104 4 5124 1 * the drow priestess E 1 5103 4 16 * a snake headed whip M 0 5104 4 5108 1 * the drow priestess E 1 5103 4 16 * a snake headed whip M 0 5104 4 5111 1 * the drow priestess E 1 5103 4 16 * a snake headed whip M 0 5105 3 5118 1 * The drow master E 1 5105 3 16 * a black longsword E 1 5110 5 17 * a silvery blue wand M 0 5105 3 5120 1 * The drow master E 1 5104 2 16 * a snake headed whip E 1 5110 5 17 * a silvery blue wand M 0 5105 3 5116 1 * The drow master E 1 5104 2 16 * a snake headed whip E 1 5110 5 17 * a silvery blue wand M 0 5106 2 5150 1 * The weapons master E 1 5105 3 16 * a black longsword E 1 5109 1 9 * a pair of gauntlets M 0 5106 2 5101 1 * The weapons master E 1 5105 3 16 * a black longsword M 0 5107 3 5125 1 * the matron mother E 1 5104 3 16 * a snake headed whip G 1 5114 3 * a small bright green hat M 0 5107 3 5105 1 * the matron mother E 1 5104 3 16 * a snake headed whip E 1 5111 2 6 * a small helmet M 0 5107 3 5109 1 * the matron mother E 1 5104 3 16 * a snake headed whip E 1 5108 2 10 * an iron bracer M 0 5108 1 5113 1 * the matron mother E 1 5104 1 16 * a snake headed whip E 1 5112 1 1 * a small ruby ring M 0 5109 1 5148 1 * the yochlol E 1 5113 1 16 * a spider shaped dagger D 0 5100 4 1 * City Entrance up S #SHOPS 0 #SPECIALS M 5103 spec_cast_mage * the drow mage noble M 5104 spec_cast_cleric * the drow priestess M 5108 spec_cast_cleric * the matron mother M 5109 spec_breath_any * the yochlol S #$ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ #AREA {DeTri} Devlin Deimos Tribe Area ~ #MOBILES #7030 Hannibal Lector~ The shopkeeper~ The shopkeeper of the Deimos tribe is here ~ He looks at you with a some what diranged manner ~ human~ ABGV CDEF 0 S 100 0 100d100+100 100d100+100 5d5+5 5 -30 -30 -30 -30 0 ABCDEFGHIJKLMNOPQRS 0 0 8 8 0 100000 0 0 3 0 #7031 Dr.Death~ death~ The Docter is here, waiting for you to die~ ~ human~ ABGVa CDEF 0 S 100 0 100d100+100 100d100+100 5d5+5 5 -30 -30 -30 -30 0 ABCDEFGHIJKLMNOPQRS 0 0 8 8 0 100000 0 0 3 0 #7032 Bill~ The Trainer~ Bill, the trainer of the Deimos tribe is standing here~ The train can help you practice skills and spells, train attributes and gain spells and skill groups. ~ human~ ABJKVGb CDEF 0 S 100 0 100d100+100 100d100+100 5d5+5 5 -30 -30 -30 -30 0 ABCDEFGHIJKLMNOPQRS 0 0 8 8 0 100000 0 0 3 0 #0 #ROOMS #7030 The entrance to the Deimos tribe area~ Before you stands a Condo complex with very few rooms. There is a plaque of the wall. ~ 70 DKN 0 D0 Bill's room. ~ ~ 0 -1 7034 D1 Hannibal's Shop. ~ ~ 0 -1 7033 D2 Hallway of Fear ~ ~ 0 -1 7032 D3 Dr.Death's room. ~ ~ 0 -1 7031 D5 Ragnorak. ~ ~ 0 -1 3001 E plaque~ Welcome all Members, The Offices of LadyRed, FireStorm, and Devlin are to the South, Thank you, This Area brought to you by Devlin. ~ S #7031 Dr.Death's Room~ Jack, the docter is here currently "helping" an older tribe member meet his maker, so see all kinds of insterments around here, including a cash machine, looks like he wants you to pay first. ~ 70 DKN 0 D1 Entrance ~ ~ 0 -1 7030 S #7032 The Hallway of Fear~ The Hallway of Fear, down the hall you see four doors, two of them are on each side of the hall, they seem to be the officers offices ~ 70 DKNS 0 D0 Entrance. ~ ~ 0 -1 7030 D2 Hallway of Fear ~ ~ 0 -1 7035 S #7033 Hannibal's Shop~ Hannibal Lecter, the Shopowner is here, look at you through his mask he seems to have a lot of those piled on the side of his little store also he is selling wonderful soft drinks on the side. ~ 70 DKN 0 D3 Entrance. ~ ~ 0 -1 7030 S #7034 Bill's Gym~ Bill is standanding in the middle of the room with all of the equipment and other stuff you would find at a gym, but this is for Deimos members only. ~ 70 DKN 0 D2 ~ ~ 0 -1 7030 S #7035 Hallway of Fear~ The Hallway looks a little less fearful as the last room. You see two doors, one to the east and one to the west. The Eastern door has a sign that reads "FireStorms Office" and the door on the Western side that reads " LadyRed's Office" Down the hall you see four more doors ~ 70 DKN 0 D0 The Hallway of Fear. ~ ~ 0 -1 7032 D3 LadyRed's Office. ~ ~ 1 -1 7036 D1 FireStorm's Office. ~ ~ 1 -1 7037 D2 Hallway of Fear. ~ ~ 0 -1 7040 S #7036 LadyRed's Office~ Walking towards the middle of this room you cant help but notice the beautiful black and white marble figurines all about the room. Most of the figures are of glorious Dragons flying through the sky. The rest are just collections of the different races and creatures all about the land of Aesir. Towards the huge bay windows that let in just the slightest sunshine that sparkles off the glass figurines on top of the black marble desk, you see two figurines made of what at first to you seems to be of glass but, as you walk closer to inspect them you realize that the figurines of a huge beautiful dragon and a fairy is actually made of diamonds. Inspecting the figurines closer you notice a small inscription at the base that reads "LadyRed and Firestorm Twins of light, darkness, peace, and rage." Hearing a noise behind you, you spin around and turn to see LadyRed standing in front of you pointing to a chair in front of the marble desk, paitiently and eagerly awaiting to speak to you about the great Tribe of Deimos. ~ 70 DKN 0 D1 Hallway of Fear. ~ ~ 0 -1 7035 D3 LadyRed's Bedroom. ~ ~ 1 -1 7038 S #7037 FireStorm's Office~ Entering this room your eyes adjust to the smei-darkness, but there is enough light to do basic work, such as helping her sister run the tribe, the walls are painted black, and most of the things in here are either dark or realted to the darkness in her soul. ~ 0 DKN 0 D3 Hallway of Fear. ~ ~ 1 -1 7035 D1 FireStorm's Bedroom ~ ~ 1 -1 7039 S #7038 LadyRed's Bedroom~ You open the door slightly to look inside this room. Looking around you see a huge master bedroom elegantly and lavishly decorated in Red, black and white. Looking around, you notice paintings of dragon, mythical creatures, and faces of the local towns people which are made by the occupant. As you walk towards the center of the room the soft, plush, black carpet gently tickles your toes. Admiring the Black marble dresser in the corner, you gently throw yourself into the middle of the heart shaped waterbed that is in the center of the room. The Comfortable red velvet covers on the waterbed make you feel at home and very sleepy. Slowly drifting to sleep you notice the room changing slightly, before you finally close your eyes to the deep sleep of a spell being cast upon you. You notice LadyRed standing above you and realize that you are now her love slave forever. ~ 0 DNK 0 D1 LadyRed's Office. ~ ~ 1 -1 7036 S #7039 FireStorm's Bedroom~ Stumbleing upon the rug of this dark room you can sense Fire's darkness in her soul, the bed has darkened sheets on it, the blinds are closed and appear to be stuck, what appears to be the book self is full of dark books, which the titles which you can't see because of the light, you feel that you should leave this dark, evil room. ~ 0 DNK 0 D3 FireStorm's Office. ~ ~ 1 -1 7037 S #7040 Hall of Fear ~ You can see the end of the hall not that far away, you can see a door on the east and west side, the sign on the west side reads, "Devlin's Office, Recruter" the door on the east side reads, " The Kennel, Beware " ~ 0 DNK 0 D3 Devlin's Office. ~ ~ 1 -1 7041 D1 The Kennel ~ ~ 1 -1 7043 D2 The End of the Hall ~ ~ 0 1 7045 S #7041 Devlin's Office~ This medium sized office, which has been fully decorated with Deimos posters and other things, on the right side of the room, a nice oak finished desk is there, on it there is a IBM, some papers, pens, and other things you would normally find on a desk. Potted plants are everywhere, reminding you of a jungle, you feel like sitting on one of the comfortable chairs when Devlin walks out from hid bedroom door. ~ 0 DNK 0 D1 Hallway of Fear ~ ~ 1 -1 7040 D3 Devlin's Bedroom ~ ~ 1 -1 7042 S #7042 Devlin's Bedroom~ When you walk into his bedroom you wonder how he got all of this electronic equipment, a VCR, 41" Screen T.V, an IBM. Over on the dresser you see a picture of his loving wife Gally, and various pictures of him standing over the dead bodies of the Seven Deadly Sins, when he was away at Rebirth. The bed is larger then other's you have seen, and with bedposts that almost touch the celing, makes you wonder what they are used for? ~ 0 DNK 0 D1 Devlin's Office. ~ ~ 1 -1 7041 S #7043 The Kennel~ You enter a large room where the entire place seems to have silvery-gray hair everywhere. On one wall is a diploma stating top honours from Aesir's top wolf-training University. Beside that is a picture of two women hugging a huge scary looking wolf. Closer examination shows that the wolf is indeed Raukotur and the two women are his lovely owners Ladyred and Firestorm. The desk near the back of the room is tidy with a in/out tray (and a few gnaw marks on the legs.). There is a feather pen in an inkwell. The feather must be from a huge bird (probably a roc) and the ink looks red, blood red. You begin thinking that you better be sure you read the fine print of any deal you make in this room. ~ 0 DNK 0 D1 The Kennel. ~ ~ 1 -1 7044 D3 The Hall of Fear. ~ ~ 1 -1 7040 S #7044 The Kennel~ In scary opposition to the office, this room looks rather messy. There is a bloody red cloak with a hood, probably from some victim. Some gnawed bones are on the floor, looks like from a number of races fairy, human, elf, dwarf. You look uneasily at the fact that the food and water dishes both seem to be empty. There are a tapestries on the walls depicting some of Rauk's more glorious moments. One shows him literally ripping apart Lassie, Benji and Beethoven with the motto "DOGS ARE WIMPS" at the bottom. The other depicts Deimos and what it stands for, Rauk had a motto put at the bottom "Loyalty to the Death". Seeing as Rauk is a very private wolf, you better hope that he never finds that you invaded his den.... ~ 0 DNK 0 D3 The Kennel. ~ ~ 0 1 7043 S #7045 The End of the Hall~ At the end of the hall you see two paths leading to the Donation Room and The Swimming Pool. ~ 0 DNK 0 D3 Donation Room. ~ ~ 0 1 7046 D1 Swimming Pool. ~ ~ 0 1 7047 S #7046 Donation Room~ This room is used to help each other out by giving other people equipment that we don't need any more ~ 0 DNK 0 D1 End of The Hall ~ ~ 0 1 7045 S #7047 Swimming Pool~ The pool of water is clear and suprisingly cool, it might just be the thing you need after a hard day of leveling ~ 0 DNK 0 D3 End of The Hall ~ ~ 0 1 7045 S #0 #OBJECTS #7030 Strange Brew~ Strange Brew~ A strange looking brew is here~ liquid~ 10 A A 0 0 0 0 0 1 2 5000 G #7031 Hannibal's Mask~ Hannibal's Mask~ A mask made of leather and metal is lying here~ metal~ 9 AI E 0 0 0 0 0 50 4 75000 G #0 #RESETS M 0 7030 1 7033 G 1 7030 -1 G 1 7031 -1 M 0 7031 1 7031 M 0 7032 1 7034 S #SHOPS 7030 10 10 10 10 10 100 100 1 24 0 #SPECIALS M 7031 spec_cast_adept S #$ ~~~~~~~~~~~~~~~~~~~~~ #AREA dara.are~ Darathorn's Pit~ {30 50} Helt Darathorn's Pit~ 15400 15478 #MOBILES #15400 Darathorn man human~ the Arch-Villan Darathorn~ Darathorn spins around as you enter his domain, and draws his dagger. ~ He is short, he could almost be a dwarf, suprising for someone of his reputation, but he isn't slow... ~ human~ BCFST BDEFHJOTZcc -1000 1500 50 0 1d1+9999 1d1+499 5d8+19 blast -20 -20 -20 -2 ADEFHJKP AB CDELQ 0 stand stand male 15400 0 0 small 0 #15401 trusted henchman~ the trusted henchman~ A trusted henchman hefts his axe and advances towards you. ~ This henchman was chosen for both his fighting prowess and loyalty to Darathorn. He will willingly fight to the death to save his master... as you will find out. ~ human~ CFGT BDFJT 0 1501 38 0 10d10+1600 1d1+300 5d6+12 beating -15 -15 -15 -2 CDEFIU AB DLP K stand stand either 4500 0 0 large 0 #15402 hand second right woman~ the Hand~ The frown on the Hand's face is quickly replaced by a sneer as she advances. ~ Darathorn's right-hand woman and second in command, is not your average rogue, but almost as cunning as Darathorn himself. The evil smirk on her face, however, indicates that she enjoys her work... killing! ~ human~ BCFSTV BDFHJNT -650 1502 45 0 25d10+3000 1d1+400 8d4+16 pierce -15 -15 -15 -5 ADEFHJ AB DL KMN stand stand female 3100 0 0 medium 0 #15403 golorth captain thug~ Golorth, the thug captain~ Golorth is seeing to his men. ~ He is big.. VERY big. The way he swings his 2-handed bastard sword tells you that his could have been a mistake. ~ human~ CGT DJT 100 1503 41 0 25d10+2000 1d1+199 4d8+14 punch -10 -10 -10 -1 CDEFKP AB DEI CH stand stand male 1120 0 0 huge 0 #15404 Alengrot cleric priest~ Alengrot, the evil cleric~ Alengrot's eyes shine, will you be his next sacrifice? ~ If evil had a partner, it would be Alengrot. His practice in the dark arts has cast him out from all society. He now works for those that can pay him to destroy their enemies. He does NOT like to be disturbed. ~ human~ BFQT DEHNTcc -1000 1504 45 0 25d10+3000 1d1+1200 8d4+15 wrath -20 -20 -20 -2 ADEFHJ AB CNOP FLM stand stand male 2750 0 0 medium 0 #15405 masked thug guard~ the masked thug~ The masked thug stands on guard, you are not welcome. ~ His sole purpose is to guard Darathorn. To fail is to die! ~ human~ BCFT BCDFJTV -600 1500 40 0 15d10+1850 1d1+299 4d8+13 stab -9 -8 -15 -5 CDEFIP AB EQ HK stand stand either 540 0 0 medium 0 #15406 advisor mage tolorian~ Tolorian, Darathorn's advisor~ Tolorian ignores you totally. ~ Tolorian, the mage, has only two passions, money and power. If you get in his way expect to pay with your life. ~ human~ BR DEHNT -500 1504 45 0 25d10+3549 1d1+1200 8d4+15 flame -15 -15 -15 -3 AFH AB CP E stand stand male 3120 0 0 medium 0 #15407 mother woman~ Darathorn's mother~ An old woman smiles calmly at you. ~ Darathorn's mother stays here to keep Darathorn on the wide and twisted path of an thief. It is thought that the true power lies with her and not with Darathorn. Upset her and find out. ~ human~ BCFQRSTUV DEFHNTZcc 0 1505 50 0 50d10+4500 1d1+1299 5d8+19 divine -20 -20 -20 3 AFHK AB CDP 0 stand stand female 5000 0 0 medium 0 #15408 guardian golem obsidian~ the obsidian golem~ The guardian is here to stop you. ~ Not bright, but it dosen't have to be to crush you with its HUGE hands. It is a watchdog... beware it will catch you. ~ human~ BFRTU DEFJNVZcc 0 1505 47 0 25d10+3500 1d1+199 6d6+17 crush -17 -17 -17 3 ACDEFHIKOP ABP DEFMO HJZ stand stand male 0 0 0 giant 0 #15409 thug guard minor~ the minor thug~ The thug shifts nervously and hefts his weapon. ~ He is trying to rise up in the ranks to reach that most coverted of postions.. the Hand. His main job is to insure no strangers wander around without at least one knife in their back. ~ human~ BCFT DJ -50 1501 30 0 6d12+853 1d1+199 4d6+8 slap -9 -9 -9 0 CDEFJKU A 0 0 stand stand either 200 0 0 medium 0 #15410 minor thief~ the minor thief~ The minor thief greedily eyes your money pouch. ~ He is the lowest of the low. Stealing from anyone he can get his hands on. Nothing is safe with him in the room. ~ human~ CGHS BJQ -100 1506 25 0 5d10+550 1d1+199 2d10+7 thrust -7 -7 -7 2 BFJU A FL K stand stand either 530 0 0 medium 0 #15411 thief~ the thief~ The thief reaches for his knife. ~ He is a cut-throat and will do anything to seperate you and your gold. ~ human~ CFGHS BDFJQ -300 1506 33 0 10d10+1100 1d1+299 6d4+10 stab -11 -11 -11 2 BDEFU A BFL Q stand stand male 640 0 0 medium 0 #15412 master thief~ the master thief~ The master thief peers at your possesions and smiles. ~ He didn't get those scars from shaving. To be a master thief, you need to be tough and ruthless. You had better be careful around him. ~ human~ CGST BDEFJTV -500 1506 38 0 10d10+1600 1d1+299 5d6+12 stab -13 -13 -13 2 BEFHJKU AB FL 0 stand stand male 1700 0 0 medium 0 #15413 shade guardian~ the shade guardian~ The shade's red eyes follow your every move. ~ You can feel the evil emanating from the shade. It feeds off warm-blooded creatures.. just like YOU! ~ human~ CFGOT BCDEFJNTV -850 1507 37 0 10d10+1500 1d1+999 3d10+12 chill -12 -12 -12 -2 AFH ABE CDM JHO stand stand either 0 0 0 small 0 #15414 assasin deadly~ the deadly assasin~ The assasin makes no move until you get too close to escape. ~ The assasins dead eyes stare straight through you and the pale face is totally expressionless. It is like looking into the face of death. These beings are idealy suited for visiting death on those that deserve it. This includes YOU! The creature doesn't seem totally alive and reminds you of a deadly puppet. ~ human~ BCFOT BDEFJPTUV -1000 1502 42 0 25d10+2250 1d1+499 3d12+14 cleave -14 -14 -14 2 ABCDEFHIK ABMQ CL HN stand stand either 0 0 0 medium 0 #15415 prisoner~ the wretched prisoner~ A prisoner tries too hide in the corner. ~ This could once have been called a human. Now it is just a blind, crippled, diseased animal. ~ human~ B AX 700 1509 20 0 3d9+333 1d1+199 2d8+5 bite -4 -4 -4 4 F A 0 CD sit sit male 0 0 0 medium 0 #15416 servant silent~ the silent servant~ The servant glides past without a sound. ~ He has been trained to move without a sound and his tongue has been removed. He seems not to take any notice of you or his surroundings. ~ human~ CGH BJPT 0 1507 20 0 3d9+330 1d1+149 2d8+5 scratch -4 -4 -4 4 F A B 0 stand stand either 220 0 0 medium 0 #15417 man barbarian warrior~ the barbarian warrior~ The barbarian warrior strolls past. ~ You see a savage barbarian. He is dressed in his rough skins and smells as if he hasn't washed in at least a decade. He seems to be a guest and is looking at the splendors of Darathorn's Pit. ~ human~ CGT JV 0 1508 43 0 25d10+2500 1d1+199 3d12+15 pound -15 -15 -15 3 CDEFIK A BDEI CH stand stand male 1200 0 0 large 0 #15418 beast kadrdw'ws~ the kadrdw'ws~ The kadrdw'ws bares its teeth at you. ~ You see a creature straight from a nightmare. It is BIG, it is MEAN, and it is ANGRY. Its entire surface is made up of bits of metal, stone and fur. It's face is only recognisable as such because of the big hole it uses as its mouth and its two small red eyes. It may have been human once, but now it seems that some magic has transformed it into a fearsome beast. ~ human~ BCFRTV BDEFJNVcc 0 1509 55 0 50d10+7000 1d1+699 10d4+23 crush -25 -25 -25 1 ACDFO ABP CDEI HJ stand stand either 0 0 0 giant 0 #0 #OBJECTS #15400 dagger seeker iron~ the Seeker~ A dull iron dagger lies here. ~ iron~ weapon BCG AN dagger 5 11 sting DE 47 50 16370 P A 1 1 A 18 5 A 19 5 #15401 power stone~ the power stone~ A small sun hovers above the ground. ~ stone~ light ABG A 0 0 -1 0 0 47 100 21783 P A 18 1 A 19 2 A 13 100 #15402 ivory statuette warrior blessing~ the warrior's blessing~ A small ivory statuette of a fierce warrior rests in the corner. ~ stone~ treasure ABFGI AO 0 0 0 0 0 45 30 10000 P A 18 2 A 24 -1 #15403 boots wind~ the Boots of the Wind~ A pair of worn leather boots lie here. ~ leather~ armor AGJ AG 12 12 12 6 1 45 15 14000 P F A 14 50 T A 2 1 #15404 bone dagger~ bone dagger~ A dagger made of some white substance lies here. ~ stone~ weapon ABCEFGHM AN dagger 5 9 pierce D 40 20 17560 P A 3 -2 A 5 2 A 1 1 #15405 cloak grey~ a grey cloak~ A pile of grey cloth lies here. ~ cloth~ armor CGFH AK 9 9 9 2 1 32 250 11845 P A 5 1 A 13 50 A 12 -50 #15406 glass knife~ a glass knife~ A piece of glass has been shaped into a knife and left here. ~ glass~ weapon G AN dagger 7 5 stab D 32 70 5000 P A 19 3 #15407 glass knife~ a glass knife~ A piece of glass has been shaped into a knife and left here. ~ glass~ weapon G AN dagger 5 7 stab D 36 40 15000 P A 2 1 A 19 5 #15408 red robe~ a red robe~ A pile of soft red cloth lie on the floor. ~ cloth~ armor ABGI AK 14 14 14 6 1 48 75 22523 P A 3 3 A 12 50 #15409 sapphire staff~ a sapphire staff~ A long, blue staff has been carelessly left here. ~ stone~ weapon ABG AN exotic 11 5 blast AF 48 110 27450 P A 18 4 A 19 3 A 23 -15 #15410 bracer iron~ a iron bracer~ A tranished metal bracer is on the ground. ~ iron~ armor CG AM 9 9 9 1 1 36 140 6700 P A 1 2 A 18 2 #15411 wicked battle axe~ a wicked battle axe~ A sharp battle axe rest in the corner. ~ iron~ weapon G AN axe 5 8 cleave D 36 270 12500 P A 19 3 A 18 5 #15412 cloak black~ a dark black cloak~ An evil black cloth is waiting for someone to pick it up. ~ cloth~ armor BCEFGH AC 10 10 10 2 1 45 250 17120 P A 13 50 A 5 2 #15413 fire blade~ a fire blade~ A beautiful black sword lies here. It has a flame engraved into the blade. ~ adamantite~ weapon ABCEG AN sword 5 10 slash A 44 130 19000 P A 1 2 A 13 25 A 19 3 #15414 silver plate breast~ Silver plate~ A beautifully made breast plate made from pure silver lies here. ~ silver~ armor G AD 13 13 13 5 1 40 350 10044 P A 5 3 A 2 -1 #15415 bastard sword~ a massive bastard sword~ A huge 2-handed sword has been left here. ~ steel~ weapon BI AN sword 13 3 cleave DE 40 150 27000 P A 13 50 A 14 -50 #15416 green skull cap~ a green skull cap~ A small piece of green cloth has be abandoned here. ~ cloth~ armor CEG AE 13 13 13 6 1 44 5 14000 P A 3 2 A 12 50 #15417 green demon claw~ a green demon claw~ A demon has left his claw here for anyone to use. ~ gold~ weapon ABCEG AN exotic 5 10 claw D 43 25 14000 P A 18 3 A 19 3 A 3 -2 #15418 purple wand~ a purple wand~ A small purple stick has been left here. ~ silver~ wand AG AO 55 7 7 'dispel magic' 0 43 120 23000 P #15419 iron club~ a heavy iron club~ A big piece of metal lies in the dust. ~ iron~ weapon 0 AN mace 5 7 smash 0 27 180 2300 P #15420 mask~ a black mask~ A black mask has been discarded here. ~ cloth~ armor CFG AE 10 10 10 5 1 38 75 13000 P A 18 1 A 19 1 #15421 adamantite small sword~ an adamantite small sword~ A dull black small sword waits for a new owner. ~ adamantite~ weapon ABCEGL AN sword 5 8 thrust E 40 200 14200 P A 1 2 A 18 4 #15422 shield crow~ the crow shield~ A small steel shield with the image of a crow on it, lies here. ~ steel~ armor BG AJ 11 11 11 4 0 38 250 19000 P A 19 1 A 23 -1 #15423 rusty blade~ a rusty blade~ A small rusty and notched blade lies here. ~ steel~ weapon 0 AN dagger 5 6 stab 0 23 140 3500 P A 2 1 #15424 iron key~ a plain iron key~ A plain iron key lies here. ~ iron~ key HM AO 0 0 0 0 0 20 10 1000 P #15425 black iron key~ a black iron key~ An ugly, black key lies here. ~ iron~ key BCHM AO 0 0 0 0 0 30 20 3400 P #0 #ROOMS #15400 The entrance hall~ You stand in a small room which has been carved out of the hillside. To the north a large set of stone doors block the way, and freedom lies to the south. There is a message carved into the east wall. ~ 15 AD 0 D0 A large set of stone doors. ~ doors stone~ 1 -1 15401 D2 ~ ~ 0 -1 311 E wall message carving~ This area was created for the enjoyment of those that look for adventure. It is however difficult, and so if you are not level 30 or higher, it would be a good idea to leave and come back when you are. --- It would be best to come in a large group. Enjoy. Helt. ~ S #15401 A dark passage~ You are in a dark passage, filled with dust and rubble. To the south you can make out a set of large stone doors, and the only other exit is to the north where the passage continues into darkness. You can hear nothing except your own breathing. ~ 15 AD 0 D0 ~ ~ 0 -1 15402 D2 A large set of stone doors. ~ stone doors~ 1 -1 15400 S #15402 A dark passage~ The passage continues to the north where a bright light can be seen and south into darkness. To the east a wooden door blocks the way. ~ 15 AD 0 D0 ~ ~ 0 -1 15404 D1 A wooden door. ~ door wooden~ 1 -1 15403 D2 ~ ~ 0 -1 15401 S #15403 Sleeping Quarters~ You stand in a long room with row of beds down the one side. It seems to be a sleeping area of some sort. You don't want to be here when the occupants return. Something catches your eye under one of the beds. ~ 15 DN 0 D3 A wooden door. ~ wooden door~ 1 -1 15402 E bed under~ Some of the floorboards under the bed seem to be lose, but try as you might you cannot seem to move them. ~ S #15404 A bright passage~ You have come to the point of no return. As you look to the south, you notice that a wall has somehow replaced the passage. The brightly lit corridor proceeds to the north and there is a dark passage to the west. There is a sign next to the passage west. ~ 15 D 0 D0 ~ ~ 0 -1 15405 D3 ~ ~ 0 -1 15407 E sign~ The sign reads: "Go no further, if you are not invited." ~ S #15405 At the end of the passage~ You have reached the end of the passage. The only exits are east through a wooden door, or south back along the passage. The air seems much colder here and the light cast by the few torches seems to create more shadows then light. ~ 15 D 0 D1 A wooden door. ~ wooden door~ 1 -1 15406 D2 ~ ~ 0 -1 15404 S #15406 Sleeping quarters~ You have stumbled into a sleeping area for some of the inhabitants of this pit. They do not seem pleased to see you. Perhaps it would be a good idea not to linger here. ~ 15 D 0 D3 A wooden door. ~ wooden door~ 1 -1 15405 S #15407 A dark intersection~ You stand in a dark, damp intersection. Shadows dance at the edge of your light. Dark passages lead north and south, while you can seen light coming from the east. ~ 15 AD 0 D0 ~ ~ 0 -1 15412 D1 ~ ~ 0 -1 15404 D2 ~ ~ 0 -1 15408 S #15408 The dark passage continues~ More dark passages. The passage continues to the north and south. As your light shine on the walls you can discern a faint sheen of water as it trickles down the walls. You hope the passage won't suddenly fill with water. In the distance, You can hear a dull roar. ~ 15 AD 0 D0 ~ ~ 0 -1 15407 D2 ~ ~ 0 -1 15409 S #15409 A bend in the passage~ You can proceed no further south. Only exits seem to lead north into more darkness or west where a glimering of light can be seen. The roar seems nearer and reminds you of the sound of falling water hitting rocks. ~ 15 AD 0 D0 ~ ~ 0 -1 15408 D3 ~ ~ 0 -1 15410 S #15410 A bend in the passage~ You reach another bend in the passage and realise that you can see without the use of your light source. The roar that you have been hearing is almost deafening here and it seems to be coming from the north. The light also seems stronger towards the north. The air is damp and smells of decaying vegetation. ~ 15 D 0 D0 A rainbow. ~ ~ 0 -1 15411 D1 ~ ~ 0 -1 15409 S #15411 The rainbow chamber~ A huge cavern opens around you. You notice that you are standing on a narrow ledge on the south side of the cavern. The sides of the cavern are covered in moss which gives off a greenish light. A magnificent waterfall sprouts from the west wall and falls down into the darkness where it smashes against the rocks. You can see no way to continue in any direction but back the way you came. ~ 15 D 11 D2 ~ ~ 0 -1 15410 S #15412 A choked passage~ There seems to have been a cave-in here recently and the passage to the north is completely blocked but for a small opening. The rocks, however don't seem too stable. You can either proceed north through the hole or along the safer passage to the south. ~ 15 AD 11 D0 A small hole. ~ ~ 0 -1 15413 D2 ~ ~ 0 -1 15407 S #15413 The end of the passage~ You are at the end of the passage. The way south is blocked by a cave-in and while it was easy to come through from the other side it seems VERY UNSTABLE from this side. A stout metal door prevents passage to the east. ~ 15 AD 0 D1 A stout metal door. ~ door metal~ 2 15424 15414 S #15414 Meeting hall~ You have steped into a large room full of benches and chairs. It would seem that the inhabitats of this place meet here on a regular basis. Do you want to be here when they arrive? An archway leads to the north and doors lead to the east and west. ~ 15 D 0 D0 A stone archway. ~ ~ 0 -1 15416 D1 A Heavy wooden door. ~ door heavy wooden~ 2 15424 15415 D3 A stout metal door. ~ metal door~ 2 15424 15413 S #15415 Store room~ This must once have been a store room, but from the smell of blood and the sight of chains attached to the wall it would seem that it has been converted into a prison of sorts. ~ 15 AD 0 D3 A heavy wooden door. ~ door heavy wooden~ 2 15424 15414 S #15416 A ladder down~ When you enter the first thing you notice is the hole in the middle of the floor with a ladder sticking out of it. There is nothing else in the room and the only other exit is to the south, throught the stone archway. A cold wind blows out of the hole in the floor. ~ 15 D 0 D2 A stone archway. ~ ~ 0 -1 15414 D5 A ladder. ~ ~ 0 -1 15417 S #15417 On the ladder~ The ladder is old and rusty, but it still seems sturdy here. Above you, you can see a ring of light. Down you can see nothing except more ladder. You think you can hear the sound faint rustling somewhere near. ~ 15 AD 11 D4 Top of the ladder. ~ ~ 0 -1 15416 D5 More of the ladder. ~ ~ 0 -1 15418 S #15418 A landing~ You are growing tired. The way down seems endless. A narrow passage leads off to the east and the ladder continues up and down. From below a cold wind blows up, sending chills over your whole body. The air is very still towards the east. ~ 15 AD 11 D1 ~ ~ 0 -1 15419 D4 More of the ladder. ~ ~ 0 -1 15417 D5 More of the ladder. ~ ~ 0 -1 15422 S #15419 A dark narrow passage~ The hair on the back of you neck rises. You feel as if you are being watched by someone. There is a tick layer of dust on the ground. No one seems to have come this way in a very long time. The passage continues to the east and west it goes back to the ladder. ~ 15 AD 11 D1 ~ ~ 0 -1 15420 D3 ~ ~ 0 -1 15418 S #15420 A dark passage~ A smooth hole gapes at your feet, inviting you to investigate. The descent seems hazardous, no hand or foot-holds seem available. You must decide to either go west, back to the passage or down into the dark unknown. A message has been carved on the floor next to the hole, but most of it has been worn away. ~ 15 AD 11 D3 ~ ~ 0 -1 15419 D5 You see NOTHING that would be worth it. ~ ~ 0 -1 15421 E message floor~ D ot o do n. I lo t o com a on w en hey f ll int th it. ~ S #15421 A long way down~ AAAAHHHHH!!!!! You can't seem to hold onto the sides of the hole. Will you ever stop falling? YES, you eventually do... but you don't feel much after the initial bounce. ~ 15 C 11 S #15422 A landing~ The ladder continues up an down, and there is a small opening to the east. You hear the sound of water dripping from somewhere out of sight. ~ 15 AD 11 D1 ~ ~ 0 -1 15423 D4 More of the ladder. ~ ~ 0 -1 15418 D5 More of the ladder.~ ~ 0 -1 15424 S #15423 A small crevice~ The opening doesn't go very far, but comes to an end about 2 meters after it started. The only exit seems to be the way you came -- towards the west. ~ 15 AD 0 D3 ~ ~ 0 -1 15422 S #15424 Still another landing~ Does this ladder ever end? All you see when you look up or down, is the ladder being swallowed by the darkness. However, to the west, you see an opening in the wall. Light seems to be coming from that direction. The cold wind also seems to be coming from that direction. ~ 15 AD 11 D3 An opening. ~ ~ 0 -1 15425 D4 More of the ladder. ~ ~ 0 -1 15422 D5 Still more of the ladder. ~ ~ 0 -1 15432 S #15425 A well lit tunnel~ At long last the signs of civilization. But is this a good thing... where there is light there are creatures. The passage continues to the west and the way east leads back to the ladder. You notice a sign carved into the floor. ~ 15 D 0 D1 ~ ~ 0 -1 15424 D3 ~ ~ 0 -1 15426 E floor sign carving~ The sign reads: "Let no one that has no business with the Hand, pass this point, for if you do, you will not return this way again.. ever!" ~ S #15426 A turning in the corridor~ You notice that the corridor is infinately better than the previous passages that you have travelled along since entering this place. The way is well lit and the floor, walls and ceiling are well carved and free of dust. The corridor proceeds to the north to a small room and to the east to more corridor. ~ 15 DN 0 D0 ~ ~ 0 -1 15428 D1 ~ ~ 0 -1 15425 S #15428 A small room~ You enter a small room and the first thing you notice is a skeleton hanging from the ceiling by a chain. The second thing you notice is a door leading north and passages leading east and south. The third thing you notice is that the temperature is extremely low in here. ~ 15 DN 0 D0 A heavy steel door. ~ door steel~ 1 -1 15429 D1 ~ ~ 0 -1 15427 D2 ~ ~ 0 -1 15426 E skeleton~ He seems to have been dead a long time ~ S #15427 A rough passage~ You have entered a half completed passage. Debris and rubble litter the floor. The passage continues to the east and the west takes you to a small room. ~ 15 ADN 0 D1 ~ ~ 0 -1 15476 D3 ~ ~ 0 -1 15428 S #15476 A dead end~ Work on the passage seems incomplete. Tools have been left abandoned on the ground. From the looks of things, the workers left in a hurry. Or then again maybe they didn't leave. You notice some objects that look very much like human bones. The only exit is towards the west. ~ 15 ADN 11 D3 ~ ~ 0 -1 15427 E bones~ Yep, they sure look human... ~ S #15429 A room leading up~ This room appears to be purely functional, and its function seems to be to support the flight of stairs that lead upwards. ~ 15 DN 11 D2 A heavy steal door. ~ steel door~ 1 -1 15428 D4 ~ ~ 0 -1 15430 S #15430 A small landing~ The stairs end on a small handing, in front of a large black door which blocks the way to the east. You see a strange carving on the door. ~ 15 DN 11 D1 A large black door. ~ black door large~ 1 15425 15431 D5 ~ ~ 0 -1 15429 E carving door~ You see a carving of what appears to be a large hand. ~ S #15431 The resting place~ You have entered a room that is totally black in color. It is lit by a few black candles and the shadows quiver and move as an unseen wind blows through the room. This is the Hand's resting place, but it doesn't seem to be a good place for you to rest. ~ 15 DN 0 D3 A large black door. ~ large black door~ 1 15425 15430 S #15432 On the ladder~ The ladder looks the same as before, and as before it proceeds up in an upward and a downward direction. A dark and little used corridor leads off to the east. ~ 15 AD 11 D1 ~ ~ 0 -1 15433 D4 More ladder. ~ ~ 0 -1 15424 D5 More ladder. ~ ~ 0 -1 15440 S #15433 Steps leading up~ While this section of the corridor looks to have once been fine and well looked after, it is now covered in dust and cobwebs. The steps lead up into the darkness and the ladder is waiting to the west. ~ 15 AD 11 D3 ~ ~ 0 -1 15432 D4 ~ ~ 0 -1 15434 E dust cobwebs~ You move the dust and cobwebs and uncover an old painting of a beautiful young woman. ~ S #15434 A stone landing~ Steps lead downwards from a small stone landing. To the north a dark passage can be barely seen. Clouds of dust spring up from under your feet every step you take. ~ 15 AD 11 D0 ~ ~ 0 -1 15435 D5 ~ ~ 0 -1 15433 S #15435 A dark turning in a corridor~ The corridor continues to the south and to the east. This room seems to have been last visited a decade ago. Dust covers everything. You think you hear a deep rumble and the noise of rock rubbing against rock coming from somewhere to the east. ~ 15 AD 0 D1 ~ ~ 0 -1 15436 D2 ~ ~ 0 -1 15434 S #15436 A dark intersection~ The corridor continues east and west and a small room can be seen of to the north. The rumbling is loader here and is definately coming from the east. ~ 15 AD 0 D0 ~ ~ 0 -1 15437 D1 ~ ~ 0 -1 15438 D3 ~ ~ 0 -1 15435 S #15437 A small storeroom~ This room as not been used for many years. Whatever was once stored here has either decayed or has been moved elsewhere. All that remains is the dust and the cobwebs. There seems to be no exit except the way you entered. ~ 15 AD 0 D2 ~ ~ 0 -1 15436 S #15438 Corridor end~ Apon entering you imeadiately notice the absense of dust and other debris that had been littering the rest of the corridor. The next thing you notice is that the rumbling noise seems to be coming from somewhere within the room. Last you notice a beautifully carved wooden door leading to the south. ~ 15 ADN 0 D2 A beautifully carved wooden door. ~ door wooden~ 1 -1 15439 D3 ~ ~ 0 -1 15436 S #15439 The grand bedroom~ You have entered an enormous bedroom. The walls are covered with beautiful paintings and other old ornaments decorate the room. The bedroom belongs to Darathon's mother and while she doesn't seem too upset with your intrusion, it would be foolish to stay here any longer then absolutely neccesary. ~ 15 DN 0 D0 A beautifully carved wooden door. ~ door wooden~ 1 -1 15438 S #15440 A large landing~ This appears to be the main landing for the ladder. The ladder does, however, continue down but you can seen NOTHING down there except a gray mist. The ladder allows access to higher levels. A wide well lit corridor can be seen the south. ~ 15 AD 11 D2 A well lit corridor. ~ ~ 0 -1 15441 D4 More ladder. ~ ~ 0 -1 15432 D5 You see an evil looking mist... NOT a good place to go. ~ ~ 0 -1 15471 S #15441 A well lit corridor~ This seems to be a well used area. The floor is covered in a dark blue carpet and there is no sign of any dust. The corridor is lit but you can't see what is responsible for the light. The corridor continues to the north and south. ~ 15 D 0 D0 ~ ~ 0 -1 15440 D2 ~ ~ 0 -1 15442 S #15442 A Turn in the corridor~ The corridor bends here and continues to the north and east. ~ 15 D 0 D0 ~ ~ 0 -1 15441 D1 ~ ~ 0 -1 15443 S #15443 A well lit corridor~ You continue along the corridor. ~ 15 D 0 D1 ~ ~ 0 -1 15444 D3 ~ ~ 0 -1 15442 S #15444 A turn in the corridor~ Yet again the corridor bends, this time you may proceed to the west or the south. ~ 15 D 0 D2 ~ ~ 0 -1 15445 D3 ~ ~ 0 -1 15443 S #15445 A turn in the corridor~ Whoever built this place obviously decided that the fastest way between two points is not the straight path. ~ 15 D 0 D0 ~ ~ 0 -1 15444 D3 ~ ~ 0 -1 15446 S #15446 The Red corridor~ The corridor is very wide here. Six men could easily walk abreast and the outer two would still not touch the walls. The carpet is now a deap red and the walls are hung with red draps. The light has also changed, and now seems to have a redish glow. The whole effect makes you feel like you are walking in a river of blood. ~ 15 D 0 D1 ~ ~ 0 -1 15445 D3 ~ ~ 0 -1 15447 S #15447 The red corridor~ The red corridor stretches of to the east and west. ~ 15 D 0 D1 ~ ~ 0 -1 15446 D3 ~ ~ 0 -1 15448 S #15448 An intersection~ The red corridor continues to the east and south, while a narrow dark passage leaves to the west. The passage west seems full of deep shadows and appears most forbiding. ~ 15 D 0 D1 ~ ~ 0 -1 15447 D2 ~ ~ 0 -1 15453 D3 ~ ~ 0 -1 15449 S #15449 A dark bend~ This passage is dark and damp and smells of blood and decay. You can faintly hear chanting coming from the north. ~ 15 AD 0 D0 ~ ~ 0 -1 15450 D1 ~ ~ 0 -1 15448 S #15450 End of the passage~ You have reached the end of the passage. To continue further you must either open one of the doors to the east or the north or go south along a dark passage. The sound of chanting is loader and seems to come from behind the door to the north. ~ 15 AD 0 D0 An ebony door. ~ door ebony~ 1 -1 15451 D1 A rusty metal door. ~ rusty metal door~ 1 -1 15452 D2 ~ ~ 0 -1 15449 S #15451 Alengrot's Chamber~ The room has been carved from solid rock. It is, however, difficult to see the stone, as most of the floor and the walls are covered in dark blood - most of it old, some of it fresh. The smell is dreadful. The room is totally bare except for the stone table in the centre of the room and a small shelf against the north wall. ~ 15 D 0 D2 An ebony door. ~ door ebony~ 1 -1 15450 E table~ The stone table is covered in fresh blood. It has a chain attached to each corner. ~ E shelf~ This self seems to be Alengrot's trophy case and contains some gruesome and disgusting objects. ~ S #15452 A old storeroom~ There are MANY things in here. BUT nearly all of the items are only dust particles. ~ 15 AD 0 D3 A rusty metal door. ~ door rusty metal~ 1 -1 15450 S #15453 The red corridor~ The red corridor continues to the south and to the north. ~ 15 D 0 D0 ~ ~ 0 -1 15448 D2 ~ ~ 0 -1 15454 S #15454 The red corridor~ The red corridor continues to the south and to the north. ~ 15 D 0 D0 ~ ~ 0 -1 15453 D2 ~ ~ 0 -1 15455 S #15455 End of the red corridor~ The corridor ends here. A narrow crystal door leads off the west and a set of large golden doors lead off to the east. There is a small sign on the south wall. ~ 15 D 0 D0 ~ ~ 0 -1 15454 D1 Large Golden doors. ~ golden doors~ 1 -1 15456 D3 A narrow crystal door. ~ door crystal~ 1 -1 15477 E south wall sign~ The sign reads: "Lord Darathorn the Great." ~ S #15477 Tolorian's Laboritory~ Compared to the other rooms you have seen, this room is full. The walls are completely obscured by book ladden shelves. The centre of the room is filled with a large wooden desk, which in turn is covered in books and scrolls of all types and description. The rest of the room is clutered by piles of books and other strange items, the function and use of which, completely elude you. ~ 15 D 0 D1 A narrow crystal door. ~ door crystal~ 1 -1 15455 S #15456 The southwest corner of the great hall~ You stand in the southwest corner of a large hall. Numerous torches and candles give light to a hall covered completely by gold. The hall stretches off to the east and the north. The enterance to the hall lies to the west. ~ 15 DN 0 D0 ~ ~ 0 -1 15457 D1 ~ ~ 0 -1 15461 D3 Large Golden doors. ~ doors golden~ 1 -1 15455 S #15457 The west side of the great hall~ The great hall continues to the north, south and east. ~ 15 DN 0 D0 ~ ~ 0 -1 15458 D1 ~ ~ 0 -1 15460 D2 ~ ~ 0 -1 15456 S #15458 The northwest corner of the great hall~ The hall stretches to the south and the east. ~ 15 DN 0 D1 ~ ~ 0 -1 15459 D2 ~ ~ 0 -1 15457 S #15459 The north end of the great hall~ You see the north wall of the hall. It looks just like the south wall. You can see more of the hall to the east, south and the west. ~ 15 DN 0 D1 ~ ~ 0 -1 15464 D2 ~ ~ 0 -1 15460 D3 ~ ~ 0 -1 15458 S #15460 Centre of the great hall~ You stand in the very centre of the hall. You can proceed in all four compass directions. You see a small golden plaque imbedded in the ground at your feet. ~ 15 DN 0 D0 ~ ~ 0 -1 15459 D1 ~ ~ 0 -1 15463 D2 ~ ~ 0 -1 15461 D3 ~ ~ 0 -1 15457 E golden plaque ground~ The plaque reads: "Let all who stand here look and marvel at the wonderous splendor of Darathorn the Great." ~ S #15461 The south end of the great hall~ You stand before the south wall. It looks exactly the same as the north wall. The hall extends away to the north, east and west. ~ 15 DN 0 D0 ~ ~ 0 -1 15460 D1 ~ ~ 0 -1 15462 D3 ~ ~ 0 -1 15456 S #15462 The southeast corner of the great hall~ The hall continues to the north and to the west. ~ 15 DN 0 D0 ~ ~ 0 -1 15463 D3 ~ ~ 0 -1 15461 S #15463 The east end of the great hall~ Darathorn's great throne stands here made of solid gold. It is a pity that, because of its weight, you will never be able to carry it away. The hall continues to the north, south and west. To the east you see a heavy curtain. ~ 15 DN 0 D0 ~ ~ 0 -1 15464 D1 A heavy curtain. ~ curtain heavy~ 1 -1 15465 D2 ~ ~ 0 -1 15462 D3 ~ ~ 0 -1 15460 E curtain~ A heavy curtain hangs against the wall. ~ S #15464 The northeast corner of the great hall~ This corner of the hall seems darker and colder then the rest of the hall. Warmer parts of the hall can be seen to the south and to the west. ~ 15 DN 0 D2 ~ ~ 0 -1 15463 D3 ~ ~ 0 -1 15459 S #15465 A small room~ You have entered a small room behind the throne. It is plain and bare and looks very stark after the golden great hall. There are three exits out of the room. The first is west back to the hall. The second is through a small door to the south, and the third is up through a hole in the ceiling. ~ 15 D 0 D2 A small door. ~ door~ 1 -1 15466 D3 A heavy curtain. ~ curtain heavy~ 1 -1 15463 D4 A large hole. ~ ~ 0 -1 15467 S #15466 The robe room~ Here is where Darathorn gets ready when he wishes to address his subjects in the great hall. The only exit is the way you entered. ~ 15 DN 0 D0 A small door. ~ door~ 1 -1 15465 S #15467 A room in the air~ The most significant thing you notice about the room is that it has no floor. Exits are west through the gold door, or down through the hole. ~ 15 DN 9 D3 A golden door. ~ door golden~ 1 -1 15469 D5 A large hole. ~ ~ 0 -1 15465 S #15468 The ladder~ The room is small dark and the only thing of significance is the long iron ladder that proceeds up into the darkness ~ 15 AD 11 D4 An iron ladder. ~ ~ 0 -1 15472 S #15469 The outer chamber~ This is Darathorn's outer chamber and study. Most of his vilianous business is conducted from here. Only his most trusted men are allowed in here. The chamber is very functional. No frills or decorations can be seen. Darathorn likes to keep business and pleasure seperate. A large oak door is to the north. ~ 15 DN 0 D0 A large oak door. ~ door oak~ 1 -1 15470 D1 A golden door. ~ door golden~ 1 -1 15467 S #15470 Darathorn's bedroom~ You are in Darathorn's bedroom. It is big and everything in it is big. The bed looks as if it could comfortably hold 5 people. A large mirror on the east wall and an over-stuffed armchair are the only other things in the room. ~ 15 DN 0 D1 You see yourself staring back. ~ mirror~ 1 -1 15468 D2 A large oak door. ~ door oak~ 1 -1 15469 E mirror~ You see you reflection in a beautiful silver mirror. ~ S #15472 On the iron ladder~ You are on long iron ladder. You may go either up or down. ~ 15 AD 11 D4 Iron ladder. ~ ~ 0 -1 15473 D5 Iron ladder. ~ ~ 0 -1 15468 S #15473 On the iron ladder~ You are on an iron ladder. You may go either up or down. ~ 15 AD 11 D4 Iron ladder. ~ ~ 0 -1 15474 D5 Iron ladder. ~ ~ 0 -1 15472 S #15474 On the iron ladder~ You are on long iron ladder. You may go either up or down. ~ 15 AD 11 D4 Iron ladder. ~ ~ 0 -1 15475 D5 Iron ladder. ~ ~ 0 -1 15473 S #15475 At the end of the ladder~ You come to the end of the ladder. Above you you see some floorboads and bellow you is the rest of the ladder. ~ 15 AD 11 D4 You see some floorboards. ~ floorboards~ 1 -1 15403 D5 Iron ladder. ~ ~ 0 -1 15474 E floorboards~ The floorboards seem to be lose... maybe you can open them. ~ S #15471 NO more ladder~ AAAAHHHHH!!!!! where is that ladder. The ladder has been devoured by the mist. Since the ladder is no longer there, there is nothing preventing you from falling. And so you do fall... a long long way. You eventually hit the bottom, bounce twice and that is that. ~ 15 C 11 S #15478 A CRUSHING experiance~ OOPS!!! As you move back through the hole you bump the unstable rocks and the last thought on your mind, as thousands of tonnes of rock fall on top of you, is: "Boy, was that a STUPID thing to do". ~ 15 C 11 S #0 #RESETS * M 0 15409 12 15401 12 * minor thugs 1 (30) E 1 15419 -1 16 * iron club M 0 15409 12 15401 12 * minor thugs 2 E 1 15419 -1 16 * iron club * M 0 15409 12 15403 12 * minor thugs 3 E 1 15419 -1 16 * iron club M 0 15409 12 15403 12 * minor thugs 4 E 1 15419 -1 16 * iron club * M 0 15409 12 15406 12 * minor thugs 5 E 1 15419 -1 16 * iron club M 0 15409 12 15406 12 * minor thugs 6 E 1 15419 -1 16 * iron club M 0 15409 12 15406 12 * minor thugs 7 E 1 15419 -1 16 * iron club M 0 15409 12 15406 12 * minor thugs 8 E 1 15419 -1 16 * iron club * M 0 15409 12 15410 12 * minor thugs 9 E 1 15419 -1 16 * iron club M 0 15409 12 15410 12 * minor thugs 10 E 1 15419 -1 16 * iron club * M 0 15409 12 15414 12 * minor thugs 11 E 1 15419 -1 16 * iron club M 0 15409 12 15414 12 * minor thugs 12 E 1 15419 -1 16 * iron club * M 0 15410 10 15402 4 * minor thief 1 (25) E 1 15423 -1 16 * rusty blade M 0 15410 10 15402 4 * minor thief 2 E 1 15423 -1 16 * rusty blade * M 0 15410 10 15408 4 * minor thief 3 E 1 15423 -1 16 * rusty blade M 0 15410 10 15408 4 * minor thief 4 E 1 15423 -1 16 * rusty blade * M 0 15410 10 15413 4 * minor thief 5 E 1 15423 -1 16 * rusty blade M 0 15410 10 15413 4 * minor thief 6 E 1 15423 -1 16 * rusty blade * M 0 15411 6 15405 2 * thief 1 (33) E 1 15405 -1 12 * grey cloak E 1 15406 -1 16 * glass knife 1 * M 0 15411 6 15412 2 * thief 2 E 1 15405 -1 12 * grey cloak E 1 15406 -1 16 * glass knife 1 M 0 15411 6 15412 2 * thief 3 E 1 15405 -1 12 * grey cloak E 1 15406 -1 16 * glass knife 1 * M 0 15411 6 15414 2 * thief 4 E 1 15405 -1 12 * grey cloak E 1 15406 -1 16 * glass knife 1 * M 0 15403 1 15404 1 * Golorth (41) G 1 15424 -1 * key to room 15414 E 1 15414 2 5 * silver plate E 1 15415 2 16 * bastard sword * M 0 15415 1 15415 1 * prisoner (20) * M 0 15413 8 15417 4 * shade 1 (37) M 0 15413 8 15417 4 * shade 2 * M 0 15413 8 15419 4 * shade 3 M 0 15413 8 15419 4 * shade 4 * M 0 15413 8 15422 4 * shade 5 M 0 15413 8 15422 4 * shade 6 * M 0 15413 8 15423 4 * shade 7 M 0 15413 8 15423 4 * shade 8 * M 0 15412 4 15424 2 * master thief 1 (37) E 1 15405 -1 12 * grey cloak E 1 15407 -1 16 * glass knife 2 * M 0 15412 4 15426 2 * master thief 2 E 1 15405 -1 12 * grey cloak E 1 15407 -1 16 * glass knife 2 * M 0 15412 4 15441 2 * master thief 3 E 1 15405 -1 12 * grey cloak E 1 15407 -1 16 * glass knife 2 * M 0 15412 4 15444 2 * master thief 4 E 1 15405 -1 12 * grey cloak E 1 15407 -1 16 * glass knife 2 * M 0 15414 4 15428 2 * assassin 1 (42) E 1 15404 4 16 * bone knife E 1 15405 -1 12 * grey cloak * M 0 15414 4 15429 2 * assassin 2 G 1 15425 -1 * key to room 15429 E 1 15404 4 16 * bone knife E 1 15405 -1 12 * grey cloak * M 0 15414 4 15449 2 * assassin 3 E 1 15404 4 16 * bone knife E 1 15405 -1 12 * grey cloak * M 0 15414 4 15452 2 * assassin 4 E 1 15404 4 16 * bone knife E 1 15405 -1 12 * grey cloak * M 0 15417 1 15457 1 * barbarian (43) * M 0 15402 1 15431 1 * the Hand (45) E 1 15412 1 3 * black cloak E 1 15413 1 16 * fire blade * M 0 15401 8 15446 4 * henchmen 1 (38) E 1 15410 -1 14 * iron bracer E 1 15411 -1 16 * axe M 0 15401 8 15446 4 * henchmen 2 E 1 15410 -1 14 * iron bracer E 1 15411 -1 16 * axe * M 0 15401 8 15448 4 * henchmen 3 E 1 15410 -1 14 * iron bracer E 1 15411 -1 16 * axe M 0 15401 8 15448 4 * henchmen 4 E 1 15410 -1 14 * iron bracer E 1 15411 -1 16 * axe * M 0 15401 8 15453 4 * henchmen 5 E 1 15410 -1 14 * iron bracer E 1 15411 -1 16 * axe M 0 15401 8 15453 4 * henchmen 6 E 1 15410 -1 14 * iron bracer E 1 15411 -1 16 * axe * M 0 15401 8 15455 4 * henchmen 7 E 1 15410 -1 14 * iron bracer E 1 15411 -1 16 * axe M 0 15401 8 15455 4 * henchmen 8 E 1 15410 -1 14 * iron bracer E 1 15411 -1 16 * axe * M 0 15406 1 15477 4 * Tolorian (45) E 1 15418 1 17 * purple wand * M 0 15400 1 15470 4 * Darathorn (50) E 1 15400 1 16 * seeker dagger E 1 15402 1 17 * statuette E 1 15403 1 8 * boots * M 0 15408 1 15438 1 * obsidian golem (47) * M 0 15407 1 15439 1 * Darathorn's mother (50) E 1 15401 3 0 * power stone E 1 15408 3 12 * red robe E 1 15409 3 16 * staff * M 0 15405 9 15459 4 * masked thug 1 (40) E 1 15421 9 16 * adamatite small sword E 1 15420 9 6 * mask E 1 15422 9 11 * crow shield M 0 15405 9 15459 4 * masked thug 2 E 1 15421 9 16 * adamatite small sword E 1 15420 9 6 * mask E 1 15422 2 11 * crow shield * M 0 15405 9 15460 4 * masked thug 3 E 1 15421 9 16 * adamatite small sword E 1 15420 9 6 * mask E 1 15422 9 11 * crow shield M 0 15405 9 15460 4 * masked thug 4 E 1 15421 9 16 * adamatite small sword E 1 15420 9 6 * mask E 1 15422 9 11 * crow shield * M 0 15405 9 15461 4 * masked thug 5 E 1 15421 9 16 * adamatite small sword E 1 15420 9 6 * mask E 1 15422 9 11 * crow shield M 0 15405 9 15461 4 * masked thug 6 E 1 15421 9 16 * adamatite small sword E 1 15420 9 6 * mask E 1 15422 9 11 * crow shield * M 0 15405 9 15469 4 * masked thug 7 E 1 15421 9 16 * adamatite small sword E 1 15420 9 6 * mask E 1 15422 9 11 * crow shield M 0 15405 9 15469 4 * masked thug 8 E 1 15421 9 16 * adamatite small sword E 1 15420 9 6 * mask E 1 15422 9 11 * crow shield M 0 15405 9 15469 4 * masked thug 9 E 1 15421 9 16 * adamatite small sword E 1 15420 9 6 * mask E 1 15422 9 11 * crow shield * M 0 15416 8 15443 2 * servant 1 (20) * M 0 15416 8 15454 2 * servant 2 * M 0 15416 8 15456 2 * servant 3 * M 0 15416 8 15458 2 * servant 4 * M 0 15416 8 15462 2 * servant 5 * M 0 15416 8 15466 2 * servant 6 * M 0 15416 8 15470 2 * servant 7 * M 0 15416 8 15447 2 * servant 8 * M 0 15404 1 15451 1 * Alengrot (45) E 1 15416 1 6 * green skull cap E 1 15417 1 16 * green demon claw * M 0 15418 1 15476 1 * kadrdw'ws (55) * D 0 15400 0 1 D 0 15401 2 1 D 0 15402 1 1 D 0 15403 3 1 D 0 15405 1 1 D 0 15406 3 1 D 0 15413 1 2 D 0 15414 3 2 D 0 15414 1 2 D 0 15415 3 2 D 0 15428 0 1 D 0 15429 2 1 D 0 15430 1 2 D 0 15431 3 2 D 0 15438 2 1 D 0 15439 0 1 D 0 15450 1 1 D 0 15450 0 1 D 0 15451 2 1 D 0 15452 3 1 D 0 15455 1 1 D 0 15455 3 1 D 0 15456 3 1 D 0 15463 1 1 D 0 15465 3 1 D 0 15465 2 1 D 0 15466 0 1 D 0 15467 3 1 D 0 15469 0 1 D 0 15469 1 1 D 0 15470 2 1 D 0 15470 1 1 D 0 15475 4 1 D 0 15477 1 1 * S #SPECIALS M 15413 spec_cast_undead M 15410 spec_assassin M 15411 spec_assassin M 15412 spec_assassin M 15414 spec_cast_undead M 15402 spec_cast_undead M 15406 spec_cast_undead M 15400 spec_cast_undead M 15408 spec_breath_any M 15407 spec_cast_undead M 15416 spec_janitor M 15404 spec_cast_undead M 15418 spec_cast_undead S #$ ~~~~~~~~~~~~~~~~~~~~~~~~~~ #AREA {T45 91} Scourge Cloudy Mountain~ #MOBILES #13200 guard palace~ A palace guard~ A palace guard is ready to attack at the slightest sign of trouble. ~ You see a huge, heavily armored dragon guard. This is one of the city's best guards. Palace guards are chosen by the King himself as the last line of protection against attacks. ~ dragon~ BGT 0 -175 S 70 4 55d12+9700 70d5+100 7d8+35 3 -45 -40 -40 -3 CERTU 0 BIQ 0 8 8 0 14000 AHMZ ABCDEFGHIKUVW 4 0 #13201 bodyguard guard~ The King's Bodyguard~ One of the King's Bodyguards is keeping a watch for strangers. ~ This half-minotaur, half-dragon is one of Cloudy Mountain's finest warriors. Each Bodyguard has sworn to give their life to protect the king. ~ dragon~ GTdd C 0 S 75 5 55d12+11000 75d5+100 7d9+41 1 -50 -45 -45 -4 ABEK 0 BIQ 0 8 8 0 24000 AHMZ ABCDEFGHIKUVW 4 0 #13202 guard elite~ An Elite guard~ An Elite guard of the city stands watch. ~ This guard has reached the higher ranks among the guards. Although the position of Elite Guard is supposed to be open to all, they tend to be half minotaur. ~ dragon~ GT 0 -350 S 65 3 45d11+8250 65d5+100 7d7+31 7 -37 -35 -35 -1 CIK 0 IQ 0 8 8 0 13000 AHMZ ABCDEFGHIKUVW 4 0 #13203 lieutenant dragon~ a dragon lieutenant~ A lieutenant is drilling his troops. ~ This half-minotaur is very powerful and doesn't take kindly to slackers in his ranks. ~ dragon~ BGT 0 -400 S 60 2 45d11+7000 60d5+100 8d6+28 11 -31 -30 -30 0 EKN 0 IQ 0 8 8 1 6000 AHMZ ABCDEFGHIKIVW 4 0 #13204 lieutenant dragon~ a dragon lieutenant~ A lieutenant is surveying the troops ~ Although most dragons with human blood are usually discriminated against, this half-human has risen quickly through the ranks.~ dragon~ GT 0 -375 S 60 2 45d11+6900 60d5+100 8d6+27 11 -30 -30 -30 -2 DEKN 0 F 0 8 8 2 6000 0 0 3 0 #13205 guard dragon~ a dragon guard~ A guard of Cloudy Mountain stands watch. ~ Cloudy Mountain's first line of defense once the enemy has made it to the walls of the city. This guard appears to have a lot of human qualities. ~ dragon~ GT 0 360 S 55 2 35d10+5750 55d5+100 10d4+23 17 -25 -25 -25 1 DEKU 0 F 0 8 8 0 5500 0 0 3 0 #13206 guard dragon~ a dragon guard~ A guard of cloudy mountain stands watch ~ The first line of defense for the city itself. This guard appears to be a giant with dragon features. ~ dragon~ GT 0 -360 S 55 2 35d10+5850 55d5+100 10d4+24 8 -25 -25 -25 1 CDEKU H I P 8 8 0 5250 0 0 4 0 #13207 soldier dragon~ a dragon soldier~ A soldier of Cloudy Mountain is here. ~ This fierce warrior is not only strong, but well trained in battle and in strategy. This combination makes this army one of the finest and most feared in the land. ~ dragon~ GT 0 375 S 50 1 35d10+4500 50d5+100 5d8+19 11 -20 -20 -20 2 DKN 0 F 0 8 8 0 2500 0 0 3 0 #13208 soldier dragon~ a dragon soldier~ A soldier of Cloudy Mountain is here. ~ This fierce warrior is not only strong, but well trained in battle and in strategy. This combination makes this army one of the finest and most feared in the land. ~ dragon~ GT 0 -375 S 50 1 35d10+4500 50d5+100 5d8+19 11 -20 -20 -20 2 DKN 0 F 0 8 8 0 2500 0 0 3 0 #13209 gateguard guard~ a gateguard~ A guard is protecting the city entrance. ~ This dragon appears to be very short and stocky. You don't seem to be intimidated by this guard even though you are being challenged. Is this the city's best defense, or is this a trick to make you underestimate the defenses? ~ dragon~ BGT 0 0 S 50 1 35d10+4000 50d5+100 5d8+16 3 10 5 5 10 EKU 0 BLQ 0 8 8 0 5000 0 0 3 0 #13210 dragon winged~ The winged dragon~ A winged dragon guards a half to the Crown of Kings. ~ These dragons have inhabited Cloudy Mountain for centuries. They have kept the Crown of Kings in their possession all this time and do not intend to give them up to you. ~ dragon~ BFG Nccdd -600 S 100 2 65d15+18345 100d10+147 8d8+64 5 -70 -75 -72 -14 ACDE ABH JR 0 4 8 0 108528 0 0 5 0 #13211 dragon mountain~ a mountain dragon~ A dragon searches Cloudy Mountain for it's next meal. ~ A ferocious dragon that views you as food and nothing else. ~ dragon~ BFG 0 -550 S 77 0 55d12+10750 73d5+100 10d6+41 5 -47 -47 -47 -4 CIKU 0 AB 0 8 8 0 756 0 0 4 0 #13212 snake~ a giant snake~ A HUGE snake towers over you. ~ This snake looks like it could swallow a man whole! ~ snake~ BFG 0 -500 S 73 0 55d12+10000 73d5+100 6d10+35 10 -42 -45 -44 -3 DU 0 0 0 8 8 0 0 0 0 4 0 #13213 demon~ a demon~ A demon searches the caverns for victims. ~ A large, lizard like creature sizes you up as a good meal. ~ demon~ BFG 0 -500 S 72 0 55d12+10000 72d5+100 8d7+38 22 -42 -42 -42 -3 DFNU 0 0 0 8 8 0 0 0 0 2 0 #13214 rat~ a cave rat~ A large cave rat is searching for it's next meal ~ This is the biggest rat you've ever seen! Even though you are still bigger, it is still bent on killing you. ~ unique~ BFGH 0 -450 S 21 0 4d10+360 1d1+100 4d4+5 10 -5 -5 -5 6 U 0 0 0 8 8 0 0 AGV ACDEFHJKQUV 1 0 #13215 bat~ a bat~ a big brown bat is making noise ~ This bat keeps flying close to you, but doesn't attack. You have the feeling that it's purpose is to distract you from noticing a larger foe. ~ bat~ GH 0 -390 S 13 0 2d10+170 1d1+100 2d5+3 10 -1 -1 -1 7 U AB 0 0 8 8 0 0 0 0 0 0 #13216 spider~ a giant spider~ a giant, hairy spider eyes your inventory ~ A large, black, hairy spider that will eat your inventory the instant you turn your back to it. ~ unique~ CGHS DPZ -350 S 25 0 5d10+550 1d1+100 2d10+7 10 -7 -7 -7 6 0 0 0 0 0 0 0 0 AGP ACFKV 1 0 #13217 blob~ the blob~ the blob is eating everything in it's path ~ Although slow moving, this....thing...will drain your life very quickly if you are foolish enough to get too close. ~ unique~ BCG ccdd -400 S 100 -3 65d15+19000 100d5+100 8d8+70 14 -150 -150 -150 -30 0 ABEFG DKQS C 8 8 0 0 BES 0 4 0 #13218 citizen dragon~ A citizen~ A citizen of Cloudy Mountain passes by. ~ A half-giant dragon lumbers by, paying no heed to you. ~ dragon~ GH 0 200 S 45 0 25d10+3100 1d1+100 8d4+16 7 -15 -15 -15 4 DI H I P 8 8 0 531 0 0 4 0 #13219 citizen dragon~ A citizen~ A citizen of Cloudy Mountain eyes you suspiciously. ~ A half-drawf, this dragon is suspicious of strangers in the city. ~ dragon~ GH 0 350 S 45 0 25d10+3000 45d1+100 8d4+15 17 -15 -15 -15 4 DK 0 LQ 0 8 8 0 912 0 0 3 0 #13220 citizen dragon~ a citizen~ A citizen of Cloudy Mountain is here. ~ This dragon is half-elf and is rather slender for a dragon. ~ dragon~ GH 0 500 S 45 1 25d10+2950 45d5+100 3d12+15 2 -14 -15 -15 4 EN 0 B 0 8 8 0 1537 0 0 3 0 #13221 citizen dragon~ a citizen~ A citizen of Cloudy Mountain smiles happily. ~ Although some high ranking officials in the city believe mating with humans will save dragons since humans appear to be taking over as the dominate intelligent life-form, many are suspicious of half-humans for this very reason. Others simply believe that it is ruining the dragon race. ~ dragon~ GH 0 100 S 45 0 25d10+2900 45d2+100 8d4+15 16 -13 -15 -15 4 DEK 0 F 0 8 8 0 1288 0 0 3 0 #13222 citizen dragon~ a citizen~ A citizen of Cloudy Mountain grins evilly. ~ Although some high ranking officials in the city believe mating with humans will save dragons since humans appear to be taking over as the dominate intelligent life-form, many are suspicious of half-humans for this very reason. Others simply believe that it is ruining the dragon race. ~ dragon~ GH 0 -100 S 45 0 25d10+2900 45d2+100 8d4+15 16 -14 -15 -15 5 DJK 0 F 0 8 8 0 1300 0 0 3 0 #13223 citizen dragon~ a citizen~ A citizen of Cloudy Mountain glares at you. ~ This mean-spirited dragon is half-orc. ~ dragon~ GH 0 -200 S 45 0 25d10+3025 1d1+100 8d4+16 13 -15 -15 -15 5 DEIN 0 Q S 8 8 0 633 0 0 4 0 #13224 citizen dragon~ a citizen~ A citizen of Cloudy Mountain looks you over. ~ Because they are so strong and skilled in battle, half-minotaurs are favored by many of the higher ranking officials in the city. ~ dragon~ GH 0 -350 S 45 1 25d10+3123 45d5+100 6d6+16 27 -16 -15 -15 4 DK 0 IR 0 8 8 0 1433 0 0 4 0 #13225 citizen dragon~ a citizen~ A citizen of Cloudy Mountain snarls at you. ~ Although not as intelligent as the other dragons, this half-troll looks like a fierce fighter. ~ dragon~ GH Fcc -500 S 45 0 25d10+3080 45d2+100 8d4+16 5 -15 -15 -15 6 ILN E B H 8 8 0 976 0 0 4 0 #13226 citizen dragon~ a dragon citizen~ A citizen of Cloudy Mountain looms before you. ~ This dragon nearly takes up the whole room, since this is one of the true dragons in the city. ~ dragon~ G 0 0 S 47 0 25d10+3505 47d5+100 6d6+18 3 -17 -18 -17 3 DEK 0 0 0 8 8 0 4700 0 0 5 0 #13227 thief~ a thief~ a thief is here. ~ Although rather large, this half-human thief is certainly not clumsy and will rob you blind. ~ dragon~ CGHS DFNPQ -370 S 51 1 35d10+4500 51d5+100 5d8+19 2 -20 -20 -20 0 EJKNU 0 F 0 8 8 0 7258 0 0 3 0 #13228 rogue~ a rogue~ A rogue is here. ~ A rogue is looking for a fight. ~ dragon~ CGHS Fcc -400 S 48 0 25d10+3800 1d1+100 6d6+17 21 -17 -18 -18 1 DINU E B H 8 8 0 4925 0 0 3 0 #13229 assassin~ the assassin~ An assassin guards the entrance. ~ Every official must watch their back because of these deadly dragon assassins. Although large, they strike quickly and quietly and have the brawn to engage in a straight fight. ~ dragon~ BFGT D -500 S 52 0 35d10+4900 52d5+100 5d8+20 11 -21 -21 -21 0 BEKU 0 BIQ 0 8 8 0 8123 0 0 4 0 #13230 dragon anarchy~ A Dragon of Anarchy~ A member of the clan Dragons of Anarchy is here. ~ These dragons are a part of a clan dedicated to evil. They hope to someday control the city and use it's army to conquer the surrounding lands. ~ dragon~ GH 0 -600 S 58 1 35d10+6500 58d5+100 5d10+25 18 -27 -28 -28 1 IKU 0 F 0 8 8 0 5390 0 0 3 0 #13231 dragon virtue~ A Dragon of Virtue~ A member of the group Dragons of Virtue is here. ~ These dragons are dedicated to spreading good will and hope to eliminate the fear other races have for these large beings. ~ dragon~ GH N 600 S 58 0 35d10+6500 58d5+100 5d10+25 20 -28 -28 -28 1 ENU 0 F 0 8 8 0 5214 0 0 3 0 #13232 Dracolich Gimp~ The dracolich of Gimp~ The dracolich of Gimp rears his head to attack. ~ It is the un-dead transformation of Gimp in his true dragon form that was only observed when he was in a state of extreme anger. ~ dragon~ FG H -1000 S 95 1 65d15+16000 95d10+100 8d8+59 10 -71 -73 -72 -16 ACKM AB 0 0 8 8 1 0 0 0 5 0 #13233 lag monster~ Lag~ OH NO! IT'S THE HORRIBLE LAG MONSTER!!!!!!~ It can't be killed, it kills players slowly by rendering them helpless with it's lag spell. Everyone from the clueless newbie to the experienced hero falls victim to the lag monster.~ unique~ BCFGV DHcc -1000 S 130 1 50d50+35000 130d10+100 8d8+70 12 -200 -200 -200 -130 ACE AB CLQR 0 8 8 0 1000000 BES FKMNV 5 0 #13234 cloaker~ A cloaker~ A large, black cloak lies here.~ What you thought was a cloak rises to reveal a pale body and head with piercing red eyes and a VERY large mouth. It's tail uncurls and anticipates it's next meal. ~ unique~ BFG TVZ -500 S 58 2 35d10+6500 5d58+100 5d10+26 10 -28 -28 -28 1 FG AB 0 0 5 8 0 0 AH AEFKQUV 3 0 #13235 piercer stalactite~ a piercer~ A small stalactite hangs from the cave ceiling. ~ You see what appears to be a harmless stalactite. ~ unique~ BF J -200 S 10 5 2d7+121 1d1+100 2d4+20 11 1 1 1 8 U AB F 0 8 8 0 0 GQ FKM D 0 #13236 piercer~ A piercer~ A stalactite hangs from the cave ceiling ~ You see what appears to be a harmless stalactite. ~ unique~ BF J -200 S 20 5 3d9+333 1d1+100 2d8+30 11 -4 -4 -4 7 U AB F 0 8 8 0 0 GQ FKM 1 0 #13237 piercer~ A piercer~ A large stalactite hangs from the cave ceiling. ~ You see what appears to be a harmless stalactite. ~ unique~ BF J -200 S 30 5 6d12+853 1d1+100 4d6+40 11 -9 -9 -9 5 U AB F 0 8 8 0 0 GQ FKM 1 0 #13238 piercer~ A piercer~ A very large sharp stalactite hangs from the cave ceiling. ~ You see what appears to be a harmless stalactite. ~ unique~ BF J -200 S 40 5 15d10+1850 1d1+100 4d8+50 11 -13 -13 -13 4 U AB F 0 8 8 0 0 CQ FKM 2 0 #13239 piercer stalactite~ a piercer~ A small stalactite hangs from the cave ceiling. ~ You see what appears to be a harmless stalactite. ~ unique~ BF JQ -200 S 10 5 2d7+121 1d1+100 2d4+20 11 1 1 1 8 U AB F 0 8 8 0 0 GQ FKM D 0 #13240 piercer~ a piercer~ A stalactite hangs from the cave ceiling ~ You see what appears to be a harmless stalactite. ~ unique~ BF JQ -200 S 20 5 3d9+333 1d1+100 2d8+30 11 -4 -4 -4 7 U AB F 0 8 8 0 0 GQ FKM 1 0 #13241 piercer~ a piercer~ A large stalactite hangs from the cave ceiling. ~ You see what appears to be a harmless stalactite. ~ unique~ BF JQ -200 S 30 5 6d12+853 1d1+100 4d6+40 11 -9 -9 -9 5 U AB F 0 8 8 0 0 GQ FKM 1 0 #13242 piercer~ a piercer~ A very large, sharp stalactite hangs from the cave ceiling. ~ You see what appears to be a harmless stalactite. ~ unique~ BF JQ -200 S 40 5 15d10+1850 1d1+100 4d8+50 11 -13 -13 -13 4 U AB F 0 8 8 0 0 GQ FKM 2 0 #13243 anarchy~ A Dragon of Anarchy~ A member of the clan Dragons of Anarchy is here. ~ This dragon has sworn an oath to fighting good either directly or through deception. ~ dragon~ GH N -900 S 59 0 35d10+6500 59d5+100 8d6+26 3 -29 -29 -29 -1 C 0 0 0 8 8 0 5812 0 0 4 0 #13244 virtue~ A Dragon of Virtue~ A member of the group Dragons of Virtue is here. ~ This dragon has sworn an oath to battle evil either through negotiation, or if necessary, through combat. ~ dragon~ GH N 900 S 59 0 35d10+6500 59d5+100 8d6+26 21 -29 -29 -29 -1 C 0 0 0 8 8 0 5834 0 0 4 0 #13245 Drakknar~ Drakknar~ The Great Cloud Dragon, Drakknar, towers above you. ~ He is a pure dragon, and doesn't like other races, especially humans. However he is a great politician, and it is he that prevents the two halves of the city from destroying each other. ~ dragon~ B H 0 S 93 0 65d15+15400 93d10+200 8d8+57 5 -63 -63 -63 -8 AC ABI 0 0 8 8 1 44547 0 0 5 0 #13246 Kringe~ Kringe~ Kringe is thinking dreadful thoughts. ~ The leader of the clan Dragons of Anarchy. Being a red dragon, he is very greedy. It is rumored that he leads covert bands to sack other cities in order to increase his wealth. After appraising you as being no threat, he begins counting his money...again. ~ dragon~ BR HU -1000 S 93 0 65d15+15400 93d10+200 8d8+58 7 -93 -93 -93 -38 ACDEK ABH 0 0 8 8 1 85745 0 0 5 0 #13247 Maaklan~ Maaklan~ Maaklan smiles at you. ~ The leader of the group Dragons of Virtue. She is pure silver dragon, but likes to take on humanoid forms. She especially enjoys the company of humans and elves. Her favorite form is that of an elf with the best dragon features. She appears as a VERY tall, slender, gorgeous elven woman with a pale complexion and flowing silver hair. ~ dragon~ BT CHN 1000 S 93 1 65d15+15500 93d10+150 8d8+58 20 -95 -93 -93 -30 ACEIK ABI 0 0 8 8 2 54363 0 0 5 0 #13248 Bazarnog bronze puppy~ Bazarnog~ A bronze colored puppy wags it's tail. ~ The cute little puppy smirks. Suddenly it transforms into a bronze hulk of a dragon. He introduces himself to you as Bazarnog, leader of the warrior guild of Cloudy Mountain. ~ dragon~ BT H 800 S 91 0 65d15+15000 91d5+100 8d8+56 13 -81 -81 -81 0 ACDK ABJ 0 0 8 8 1 36563 0 0 5 0 #13249 Barnok~ Barnok~ Barnok is memorizing spells. ~ The blue dragon, Barnok, leader of the Mage Guild. Being a dragon Mage Hero, he has learned all of the dragon breath weapons. Since he is a quarter minotaur himself, Barnok has made sure many half-minotaurs have risen to high ranks among the guards. ~ dragon~ BR HU -800 S 91 0 65d15+14000 91d10+250 8d8+52 19 -70 -71 -71 -41 ADKM ABJ 0 0 8 8 1 35730 0 0 5 0 #13250 Nara Saan~ Nara Saan~ Nara Saan is speaking very rapidly. ~ Nara Saan, the high priestess of the cleric guild. She is a mercury dragon, smaller, but fleeter. She knows every cleric spell in the book. She would rather preach to an opponent than fight. ~ dragon~ BQ HNcc 800 S 91 1 65d15+14200 91d10+230 8d8+53 20 -74 -75 -75 -40 AFHI AB LS 0 8 8 2 30588 0 0 4 0 #13251 Gringle shadow~ Gringle~ Something very large looms in the shadows. ~ You shine your light in the corner to expose Gringle, Head Assassin of the thief guild. He is a shadow dragon who loves surprises. In fact, chances are he found you first. ~ dragon~ BCFGHS DHPQUZ -800 S 91 0 65d15+14700 91d7+100 8d8+54 2 -78 -80 -80 -25 ABEIN ABMO 0 S 8 8 1 75758 0 0 4 0 #13252 Ghanekar~ Ghanekar~ General Ghanekar becomes angry at your intrusion and attacks! ~ You are fighting Kringe's right hand man, or so Kringe thinks. Ghanekar has a lot of shady deals on the side and no one really controls him. He is a green dragon and just so happens to be Gimp's dad. ~ dragon~ BFT DH -750 S 90 0 65d15+14600 90d9+100 8d8+51 18 -70 -70 -70 -25 ACEK AB 0 0 8 8 1 57832 0 0 5 0 #13253 Arnog~ Arnog~ General Arnog the dragon-giant smiles at you. ~ You see the second in command of the Dragons of Virtue. He is half giant, half gold dragon. He appears to be a giant with gold scales instead of skin. He is also much more intelligent that your average giant, since gold dragons are geniuses. ~ dragon~ BT H 750 S 90 0 65d15+14600 90d9+100 8d8+51 17 -70 -70 -70 -28 ACKN ABH I 0 8 8 1 25723 0 0 5 0 #13254 Gauzrah~ Commander Gauzrah~ Commander Gauzrah stands silent. ~ One of the leaders of the Cloudy Mountain army. He is also an active member of the Anarchy Clan. He is half brown dragon and half minotaur. Like Barnok, he prefers those with minotaur blood and thins his kind is superior on and off the battlefield. ~ unique~ T 0 -300 S 85 0 60d12+13250 85d5+100 8d8+45 7 -55 -55 -55 -6 DEKI ABK HQ 0 8 8 1 25000 AH ABCDEFHKLQUVWX 5 0 #13255 Raechalin~ Raechalin~ Commander Raechalin admires her troops. ~ You are surprised to see a human amongst all these dragons and half-dragons. Unless of course you are a steel dragon and recognize Raechalin as one of your own. She is the army's best tactician. ~ dragon~ T 0 350 S 85 0 60d12+13250 85d5+100 8d8+45 1 -55 -55 -55 -6 FKN AB 0 0 8 8 2 35000 0 0 4 0 #13256 Captain~ The captain~ The captain of the guard stands watch over the city. ~ She is a sapphire dragon sparkling in the sunlight. Her wings are folded behind her like a cloak. ~ dragon~ T 0 200 S 75 0 55d12+10550 75d5+100 7d9+40 5 -45 -45 -45 -4 EK AB 0 0 8 8 2 30000 0 0 4 0 #13257 King~ The King~ The King of Cloudy Mountain sits here. ~ You see the king on a very large throne. He is an amethyst dragon. He keeps to himself in the castle, but always allows guests. His main function is keeping Drakknar from leaving the city, but stays out of the internal affairs as much as possible. He likes humans and used to be married to one until her mysterious death. ~ dragon~ BR HU 0 S 80 0 60d12+12000 80d8+100 8d8+44 22 -50 -50 -50 -10 AIK ABL 0 0 6 8 1 47879 0 0 5 0 #13258 noble~ A dragon noble~ A dragon noble brushes past. ~ A dragon who has devoted it's life to hoarding as many jewels, gold, and riches as possible. Status in this city is determined by wealth and the individual's determination to get it. ~ dragon~ 0 0 -25 S 49 0 35d10+4250 49d5+100 4d10+18 0 -19 -19 -19 3 F 0 0 0 8 8 0 9797 0 0 3 0 #13259 Zilch~ Zilch~ Zilch is here giggling. ~ Although she is the most intelligent of the King's court, this half-human half-copper dragon spends most of her time planning practical jokes. She is the half-sister of Zonk. ~ dragon~ B 0 425 S 70 0 55d12+9600 70d5+100 7d8+38 10 -40 -40 -40 -2 K 0 0 0 8 8 2 23627 0 0 4 0 #13260 Zonk~ Zonk~ Zonk is staring off into space. ~ Big and stupid. Zonk is half white dragon and half human. He is the half- brother of Zilch. ~ dragon~ B 0 -350 S 70 0 55d12+9500 35d5+100 7d8+38 15 -40 -40 -40 0 D 0 0 0 8 8 1 9658 0 0 3 0 #13261 narz~ Narz~ Narz grins evilly at you. ~ Narz is half black dragon and half drow. In fact she looks like a drow except she is extremely tall for a drow and has a long dragon's tail that she keeps hidden beneath her cloak. She has more natural beauty (from a human's perspective, not a dragon's) than any other in Cloudy Mountain. She is very vain and very dangerous. ~ dragon~ BT 0 -500 S 71 1 55d12+10000 71d10+100 8d7+38 18 -41 -41 -41 -3 EIK AB 0 0 8 8 2 21359 0 0 4 0 #13262 Fred~ Fred~ Fred the dragon is talking your ear off. ~ Fred is a brass dragon who is always talking but has little to say. ~ dragon~ B 0 325 S 70 0 55d12+9475 70d5+100 7d8+37 22 -40 -40 -40 -2 C 0 0 0 8 8 1 19678 0 0 5 0 #13263 hatchling~ A hatchling~ A dragon hatchling is crying. ~ Aw.... how cute! A baby dragon! A hatchling bites your toe off! ~ dragon~ 0 0 0 S 5 0 2d6+60 1d1+100 1d6+1 10 5 5 5 10 0 0 0 0 8 8 0 0 0 0 1 0 #13264 young dragon very~ A very young dragon~ A very young dragon is playing. ~ A very young dragon is playing. Ouch! A very young dragon tries to tackle you! ~ dragon~ 0 0 0 S 12 0 2d10+150 12d1+100 1d10+3 15 0 0 0 8 0 0 0 0 8 8 0 1 0 0 2 0 #13265 young dragon~ A young dragon~ A young dragon is here. ~ Although young by dragon standards, this dragon is already bigger than you. ~ dragon~ 0 0 0 S 19 0 3d9+308 19d5+100 2d7+5 5 -4 -4 -4 7 0 0 0 0 8 8 0 15 0 0 3 0 #13266 juvenile~ a juvenile dragon~ A juvenile dragon is here. ~ A juvenile dragon tackles you and knocks you out of the room! ~ dragon~ 0 0 0 S 27 0 5d10+550 27d5+100 5d4+7 8 -8 -8 -8 5 K 0 0 0 8 8 0 96 0 0 3 0 #13267 peddler~ A peddler~ A shady looking peddler is in the corner. ~ The peddler is wearing a dark brown cloak. The hood is pulled over it's head and only two large red eyes can be seen in the shadows. The peddler cackles quietly. ~ dragon~ 0 0 0 S 100 0 10d10+20000 1d1+100 8d8+50 1 -100 -100 -100 -25 0 ABCD 0 0 8 8 0 10000 0 0 3 0 #13268 warrior~ A warrior~ A warrior smiles happily. ~ A half-giant, this dragon makes the perfect warrior. ~ dragon~ T 0 375 S 63 1 45d11+7750 1d1+100 10d5+32 11 -33 -33 -33 0 K 0 D C 8 8 0 6300 0 0 4 0 #13269 warrior~ A warrior~ A warrior snarls at you. ~ A half-giant, this dragon could easily snap you like a twig. ~ dragon~ T 0 -200 S 63 1 45d11+7750 1d1+100 10d5+32 8 -33 -33 -33 0 K 0 D C 8 8 0 6300 0 0 4 0 #13270 mage~ A mage~ A mage utters the words, 'powerword kill'. ~ A half-drow, this dragon mage is a master of casting deadly combat spells. ~ dragon~ R 0 -400 S 62 0 45d11+7000 62d10+100 8d6+27 19 -30 -30 -30 -15 0 0 C D 8 8 0 6200 0 0 3 0 #13271 mage~ A mage~ A mage utters the words, 'zjjdf aljljwed'. ~ An elven-dragon, this mage is very powerful. ~ dragon~ R 0 250 S 62 0 45d11+6800 62d10+100 8d6+27 19 -30 -30 -30 -15 0 0 C D 8 8 0 6200 0 0 3 0 #13272 knight~ A knight~ A knight stands guard. ~ This dragon knight has sworn to honor and protect the warrior guild. ~ dragon~ 0 0 500 S 64 0 45d11+8000 64d5+100 7d7+32 3 -34 -34 -34 -1 E 0 0 0 8 8 0 6400 0 0 3 0 #13273 knight~ A knight~ A knight of evil glares at you. ~ A dragon knight that has fallen from the path of good. This dragon will surely be recruited by the Dragons of Anarchy. ~ dragon~ 0 0 -500 S 64 0 45d11+8000 64d5+100 7d7+32 21 -34 -34 -34 -1 E 0 0 0 8 8 0 6400 0 0 3 0 #13274 sorcerer~ A sorcerer~ A sorcerer of Barnok. ~ This half-minotaur mage is one of Barnok's favorites. Knowing that only the most powerful mages may become one of his personal sorcerers, you think twice about attacking. ~ dragon~ R 0 -500 S 65 0 45d11+7500 65d10+100 7d7+32 18 -35 -35 -35 -10 0 0 0 0 8 8 0 7123 0 0 3 0 #13275 samurai~ A samurai warrior~ A samurai warrior stands guard. ~ Dressed in ancient robes, this warrior is a master of swords. ~ dragon~ BT 0 300 S 63 0 45d11+7750 1d1+100 10d5+32 1 -33 -33 -33 0 K 0 0 0 8 8 0 6314 0 0 4 0 #13276 ranger~ A ranger~ A ranger is here. ~ A half-elf ranger. ~ dragon~ T 0 500 S 58 0 35d10+6500 58d1+100 5d10+25 25 -27 -28 -28 -1 E 0 0 M 8 8 0 5800 0 0 4 0 #13277 cleric~ A cleric~ A cleric is here. ~ The clerics of Cloudy Mountain have mastered the art of healing that is second to none. ~ dragon~ Q 0 490 S 59 0 35d10+6700 59d10+100 5d10+22 5 -26 -27 -26 -10 I 0 0 0 8 8 0 5900 0 0 4 0 #13278 priest~ A priest~ A priest of Nara Saan is here worshiping. ~ A priest dressed in mercury robes is saying prayers in honor of Nara Saan. The priests also serve as Saan's personal bodyguards. ~ dragon~ BQ 0 600 S 64 0 45d11+7800 64d10+100 7d7+32 20 -33 -33 -33 -13 N AB CN 0 8 8 0 8128 0 0 4 0 #13280 Monk~ a monk~ A monk guards the entrance. ~ These silent guards are respected by the city for their vow of silence. It does not include spell casting, which equal the most powerful sorcerers'. ~ dragon~ BQ 0 550 S 61 0 45d11+6600 61d10+100 8d5+27 19 -25 -25 -25 -15 K B CN D 8 8 0 6100 0 0 4 0 #13279 flas cat~ Flash~ A gray cat with looks at you with demanding yellow eyes. ~ This is Scourge's gate mob since he does not have goto. It is also his childhood pet. He was a *real* cat, may he rest in peace. ~ cat~ B 0 500 S 3 0 5d5+50 1d1+100 2d5+3 22 4 4 4 6 0 CD 0 0 8 8 0 0 0 0 1 0 #0 #OBJECTS #13200 drout drought~ Drout~ You see a patch of ground that looks bone dry and void of grass.~ unknown~ 9 BEY AH 19 19 19 19 0 107 1 20000 G E drout~ You possess the power to reward or destroy the farmer.~ E drought~ Dry weather, want of rain.~ A 12 200 A 13 200 A 18 10 A 19 10 #13201 frostbite bite dagger~ FrostBite~ A dagger made of a metal devoid of any heat awaits you.~ steel~ 5 B AN 2 14 5 30 0 70 5 29000 G E frostbite~ The power of cold~ A 2 2 A 19 5 #13202 singe whip~ Singe~ A whip of fire is burning the grass around it.~ steel~ 5 B AN 7 12 6 29 0 70 4 29001 G E Singe~ The power of fire~ A 18 3 A 19 4 #13203 spark axe~ Spark~ An axe formed by lightning crackles here.~ iron~ 5 B AN 6 14 5 28 0 70 6 28999 G E Spark~ The power of lightning~ A 18 3 A 19 4 #13204 volcano mace~ Volcano~ A mace made of molten lava eats away the grass.~ iron~ 5 B AN 4 12 6 31 0 70 7 29002 G E volcano~ The power of corrosion~ A 1 2 A 18 2 A 19 5 #13205 liquidator sword~ The Liquidator~ A sword stained with the blood of humanity lies buried in a corpse.~ steel~ 5 ACEJ AN 1 20 5 21 0 99 18 50000 G E liquidator~ The sword used by Kringe, leader of the Dragons of Anarchy.~ A 12 60 A 13 130 A 18 6 A 19 7 #13206 resurgence sword~ Resurgence~ A sword that is the embodiment of hope that humanity will survive.~ steel~ 5 AK AN 1 20 5 1 0 99 18 50000 G E resurgence~ The sword used by <>, leader of the Dragons of Virtue.~ A 12 60 A 13 130 A 18 6 A 19 7 #13207 ring~ ~ A LARGE ring shaped like a dragon's head lies here.~ iron~ 9 G AB 16 19 18 14 0 98 8 55000 G A 1 3 A 4 1 A 2 -1 A 13 198 A 14 -50 A 18 8 A 19 8 #13208 spectre~ spectre~ ~ iron~ 3 GF AO 50 10 10 204 0 70 9 60000 G A 18 4 A 19 4 #13209 shield~ The King's Shield~ ~ iron~ 9 B AJ 16 16 16 16 0 85 15 35000 G A 12 10 A 13 120 A 18 5 A 19 5 #13210 neckguard~ ~ ~ steel~ 9 B AC 12 11 10 9 0 65 8 34000 G A 12 65 A 18 4 A 19 1 #13211 wind draft~ Wind~ You notice a strong draft.~ iron~ 9 BF AK 11 11 11 14 0 75 1 36000 G E wind~ A powerful gale nearly knocks you to the ground. Those who control the wind find it very useful.~ A 2 2 A 12 55 A 13 45 A 14 150 A 18 5 A 19 1 #13212 firestorm blaze~ FireStorm~ A blaze quickly spreads through the room.~ iron~ 1 AEJ AO 15 14 16 14 0 80 1 45000 G A 13 120 A 18 2 A 19 5 #13213 northern lights aurora~ Aurora Borealis~ The northern lights are glowing brightly.~ iron~ 1 AK AO 15 16 14 14 0 80 1 45000 G A 12 10 A 13 120 A 18 3 A 19 4 #13214 boots~ Boots~ ~ steel~ 9 G AG 7 7 9 7 0 60 10 30000 G A 12 35 A 13 35 A 14 -40 A 19 4 #13215 spring~ Spring~ It's that time of year when the flowers begin to pop up and birds return.~ steel~ 9 FG AF 15 15 15 16 0 100 1 60000 G A 5 1 A 12 40 A 13 145 A 14 55 A 18 7 #13216 autumn fall~ Autumn~ It's the time of year when plants die and birds fly south.~ steel~ 9 FG AI 14 17 14 18 0 100 1 40000 G A 5 -1 A 12 165 A 13 35 A 18 2 A 19 7 #13217 summer~ Summer~ It's the time of year when nature is alive and you are sweating.~ steel~ 9 FGK AC 19 19 19 19 0 102 1 65000 G A 5 2 A 13 200 A 18 8 A 19 7 #13218 winter~ Winter~ It's the time of the year when everything is dead and cold.~ steel~ 9 FGJ AC 19 19 19 19 0 102 1 65000 G A 5 -2 A 12 200 A 18 7 A 19 8 #13219 flood~ Flood~ ~ steel~ 9 E AH 17 17 19 14 0 90 1 60000 G A 12 5 A 13 168 A 19 6 A 18 2 #13220 cloudburst rainshower~ CloudBurst~ A small rainshower is bringing life to the parched land.~ steel~ 9 B AL 16 15 16 10 0 98 2 60000 G A 12 148 A 13 52 A 18 7 A 19 3 #13221 hailstorm~ HailStorm~ You avoid a small hailstorm.~ steel~ 9 B AE 18 17 19 17 0 98 1 60000 G A 13 193 A 18 3 A 19 7 A 23 -7 #13222 cloudy mountain armor plate~ Cloudy Mountain guard armor~ A large breast plate with a mountain surrounded by clouds on it lies here.~ iron~ 9 0 AD 15 15 15 0 0 75 20 9000 G A 1 1 A 13 140 A 18 3 A 19 4 #13223 elite cloudy bracer~ a bracer of the Cloudy Mountain Elite Guard~ A large bracer lies here.~ steel~ 9 G AM 11 11 11 3 0 70 10 10000 G A 13 85 A 18 4 #13224 shirt lag~ a shirt that says "I survived the lag monster"~ A shirt lies here.~ cloth~ 9 0 AD 2 2 2 0 0 25 1 21 G E shirt~ The shirt says: "I survived the lag monster"~ #13225 hat silly~ a hat that says "I killed the lag monster!"~ A silly hat lies here.~ cloth~ 9 G AE 19 19 19 19 0 100 1 10000 G E hat~ The hat says: "I killed the lag monster!" - wow! Whoever owns this hat rocks!!~ A 1 2 A 12 100 A 13 100 A 18 9 A 19 9 #13226 boat~ an old boat~ An old boat sits by the bank.~ wood~ 22 0 A 0 0 0 0 0 50 8 100 G #13227 ring guild~ A Warrior's Guild Ring~ A ring with a sword and shield emblem lies here.~ gold~ 9 0 AB 19 19 19 13 0 105 1 60000 G A 1 2 A 5 2 A 13 200 A 18 4 A 19 8 #13228 ring guild~ A Mage's Guild Ring~ A ring with magic symbols lies here.~ gold~ 9 G AB 17 17 17 19 0 105 1 60000 G A 12 200 A 18 5 A 19 7 A 3 2 A 4 2 #13229 ring guild~ a Cleric's Guild Ring~ A ring with holy symbols lies here.~ gold~ 9 G AB 17 17 17 19 0 105 1 60000 G A 12 150 A 13 50 A 18 7 A 19 5 A 3 2 A 4 2 #13230 ring guild~ A Thief's Guild Ring~ A ring with a dagger on it lies here.~ gold~ 9 0 AB 18 18 18 16 0 105 1 60000 G A 12 40 A 13 160 A 18 8 A 2 2 A 5 1 A 1 1 A 19 4 #13231 sword~ A guard's sword~ A sword of Cloudy Mountain lies here.~ steel~ 5 0 AN 1 8 9 1 0 58 9 2000 G A 18 3 A 19 3 #13232 axe~ a snake-skin axe~ An axe made of snake scales lies here.~ steel~ 5 0 AN 5 8 10 25 0 70 8 3000 G A 18 4 A 19 4 #13233 key crown kings~ A half to the Crown of Kings~ Half a crown lies here.~ gold~ 18 0 A 0 0 0 0 0 0 1 0 G #13234 crown king key~ A half to the Crown of Kings~ Half a crown lies here.~ gold~ 18 0 A 0 0 0 0 0 0 1 0 G #13235 happiness~ Happiness~ You see something that makes you extremely happy.~ iron~ 9 AE AK 20 20 20 20 0 108 16 10000 G A 5 3 A 12 200 A 13 200 A 14 100 A 18 10 A 19 12 #13236 Battle Armor~ Aesirian Battle Armor~ A spiked breast plate is on the wall.~ iron~ 9 E AD 25 25 25 25 0 109 10 100000 G A 1 5 A 2 5 A 5 5 A 12 300 A 13 300 A 14 150 A 18 25 A 19 25 #13237 boots stompin~ Katyusha Boots of Stompin'~ A pair of black boots sit here.~ leather~ 9 E AF 20 20 20 20 0 108 8 100000 G A 1 3 A 12 150 A 13 150 A 18 10 A 19 20 #13238 chest treasure~ A treasure chest~ A treasure chest sits on the big pile of gold.~ steel~ 15 0 0 10 2 13233 0 0 50 500 0 G #13239 chest treasure~ A treasure chest~ A treasure chest sits on the big piles of gold.~ iron~ 15 0 0 10 2 13234 0 0 50 500 0 G #13240 flesh human~ human flesh~ A strange looking steak lies here.~ food~ 19 0 A 35 0 0 0 0 40 2 101 P #13241 dwarf donuts~ Dwarf Donuts~ Some very repulsive donuts lie here.~ food~ 19 0 A 20 0 0 0 0 40 1 47 P #13242 omelet orc~ An orc omelet~ A hideous looking omelet lays here.~ food~ 19 0 A 24 0 0 0 0 40 3 65 P #13243 ears elf~ elf ears~ A pair of severed pointy ears lie hear.~ food~ 19 0 A 18 0 0 0 0 40 1 43 P #13244 chest~ A large gold chest~ A gold chest is in the corner.~ gold~ 15 0 A 200 1 0 0 0 45 15 2500 G #13245 needle pine~ A pine needle~ A pine needle is on the floor.~ wood~ 5 0 AN 2 7 7 2 0 45 1 5000 G #13246 gold watch~ A gold watch~ A gold pocket watch lies here.~ gold~ 8 0 AO 0 0 0 0 0 45 2 5000 P A 3 3 A 4 2 #13247 grail~ A grail~ A grail lies here.~ steel~ 17 0 A 10 10 0 0 0 45 2 500 G #13248 gold~ gold~ A pile of gold.~ gold~ 20 0 A 25000 0 0 0 0 0 1 25000 P #13249 skis blizzard~ A pair of Blizzard(TM) Skis~ A pair of black giant slalom skis is standing against the wall.~ wood~ 9 0 AG 20 20 20 20 0 108 7 100000 G A 2 5 A 12 200 A 13 200 A 14 300 A 18 20 A 19 10 A 20 -5 A 22 -5 #13250 a crossbow~ A crossbow~ A crossbow of the Cloudy Mountain guard lies here.~ steel~ 5 0 AN 0 9 9 11 0 78 14 10000 G E bow cross~ This steel crossbow is painted red. It is the weapon used by the tower guards of Cloudy Mountain to stop enemies from scaling the huge walls of the city. ~ A 12 25 A 13 50 A 18 6 A 19 3 #13251 sword sam~ Samurai sword~ A sword lies here.~ steel~ 5 0 AN 1 8 9 3 0 63 3 1000 G A 18 4 A 19 3 #0 #ROOMS #13200 A Mountain Road~ You are at the beginning of a steep mountain path. The road appears to be very wide and well-traveled. You wonder what could possible be at the top of a mountain so steep. ~ 0 0 5 D0 a road ~ ~ 0 -1 13201 D2 back to Aesir ~ ~ 0 -1 3001 S #13201 A Mountain Road~ Your pace quickens as you remember a legend about a city inhabited by dragons in these parts. Could it be true? It would explain the width of this road. ~ 0 0 5 D0 a road ~ ~ 0 -1 13202 D2 a road ~ ~ 0 -1 13200 S #13202 A Mountain Road~ The road turns east here. You notice there are very large footprints in the dirt, whomever left them must have been marching. You thought the city didn't exist or was destroyed, but there are signs that it exists! A sign is on the side of the road. ~ 0 0 5 D1 a road ~ ~ 0 -1 13203 D2 a road ~ ~ 0 -1 13201 E sign~ This area is based on the Intellivison game "Advanced Dungeons and Dragons" which is of course based on TSR's role playing game. The name Cloudy Mountain, the caves in Cloudy Mountain and the mobs in Cloudy Mountain are taken directly from the game and credit should be given to Matel Electronics and TSR. The city/village is from Scourge, summer 1996. Some mob ideas are from TSR's Monstrous Manual, copyright 1993, TSR, Inc. ~ S #13203 A Mountain Road~ You see a city up ahead, your excitement turns to fear as you remember that this legendary city has one of the best armies in the land. Cloudy Mountain rises high into the clouds behind the city. ~ 0 0 5 D0 a road ~ ~ 0 -1 13204 D3 a road ~ ~ 0 -1 13202 S #13204 A Mountain Path~ You gasp as you realize that the city was not close but rather far away. You were mistaken by the shear size of the city walls. The city is not very large for a dragon, but from your perspective it is huge and the walls are unscaleable. ~ 0 0 5 D0 a road ~ ~ 0 -1 13205 D2 a road ~ ~ 0 -1 13203 S #13205 Before the City of Cloudy Mountain~ In this are many dragons and half-dragons. Under normal circumstances, dragons tend to live in solitary environments, but due to disappearing territories, many have gathered in this city. Some have also have taken spouses from other races, creating new half-races. Although legally these half-dragons are to be treated equal, most of the high ranking officials and officers are pure dragon. ~ 0 0 5 D0 A large iron gate ~ gate no north~ 1 -1 13207 D2 a road ~ ~ 0 -1 13204 S #13206 The Court~ You are in the busy court of the city. Many soldiers and citizens gather in this central part of the city for assemblys, meetings, and simple gatherings. The court continues north and east and a street running along the south wall is to the west. The wall of Cloudy Mountain towers over you to the south. ~ 0 0 1 D0 the court ~ ~ 0 -1 13209 D1 The court ~ ~ 0 -1 13207 D3 along south wall ~ ~ 0 -1 13220 S #13207 The Court~ Behold! The City of Cloudy Mountain! The Court is covered with large tiles of polished stones. There is quite a variety of beings that live in the city. Although good, neutral, and evil share the same city, they tend to live in separate sections. By looking closer, you realize that there is tension and prejudice among the citizens of this grand city. ~ 0 0 1 D0 The court ~ ~ 0 -1 13210 D1 the court ~ ~ 0 -1 13208 D2 A large iron gate. ~ gate so~ 1 -1 13205 D3 the court ~ ~ 0 -1 13206 S #13208 The Court~ You are in the busy court of the city. This is the central part of the town where gatherings of military, political, and personal take place. A road that circles the city is to the east and the court continues west and north. The tall wall that surrounds the city is south. Off in the distance, the peak of Cloudy Mountain rises far above the clouds. ~ 0 0 1 D0 The Court ~ ~ 0 -1 13211 D1 along south wall ~ ~ 0 -1 13268 D3 the court ~ ~ 0 -1 13207 S #13209 The Court~ You are in the heart of the city. Many gatherings take place here for various reasons. Tall town houses crowd the west side and the court continues north, east, and south. ~ 0 0 1 D0 the court ~ ~ 0 -1 13212 D1 the court ~ ~ 0 -1 13210 D2 the court ~ ~ 0 -1 13206 E houses town~ These houses are big, very big. ~ S #13210 The Court~ You are in the Court of Cloudy Mountain. Polished stone, looks like marble but harder, covers the entire court. To the north you here sounds of a military assembly, and the court expands in all four directions. ~ 0 0 1 D0 the court ~ ~ 0 -1 13213 D1 the court ~ ~ 0 -1 13211 D2 the court ~ ~ 0 -1 13207 D3 the court ~ ~ 0 -1 13209 S #13211 The Court~ You are on the court. This serves as the main gathering place for the city. To the east are many houses crowed together. The court continues north, west, and south. ~ 0 0 1 D0 the court ~ ~ 0 -1 13214 D2 the court ~ ~ 0 -1 13208 D3 the court ~ ~ 0 -1 13210 S #13212 The Court~ You continue walking through the court. You are beginning to notice more of a military presence here. A large shadow looms over you and then quickly disappears as one of the winged warriors of the city scans the area. The court continues north, east, and south. ~ 0 0 1 D0 the court ~ ~ 0 -1 13215 D1 the count ~ ~ 0 -1 13213 D2 the court ~ ~ 0 -1 13209 S #13213 The Court~ You come upon what appears to be some sort of military assembly. Knowing that the city has one of the most powerful armies, you tremble with fear as the soldiers peer at you. You quickly notice exits in all four directions. ~ 0 0 1 D0 The Court ~ ~ 0 -1 13216 D1 The court ~ ~ 0 -1 13214 D2 the court ~ ~ 0 -1 13210 D3 the court ~ ~ 0 -1 13212 S #13214 The Court~ You notice that the tiles that cover the ground are cut to perfect squares with edges that are about a foot long. Although well-polished, the stones seem rather boring, they are a neutral whitish color. The sunlight gleams off of the jewels that decorate a noble's house to the east. The court continues north, south, and west. ~ 0 0 1 D0 the court ~ ~ 0 -1 13217 D1 a house ~ ~ 0 -1 13269 D2 the court ~ ~ 0 -1 13211 D3 the court ~ ~ 0 -1 13213 S #13215 The Court~ You continue walking through the court. The shadow of Cloudy Mountain falls over the entire city. You try to look at the peak, but it is always covered by dense fog. The court continues north, east and south. ~ 0 0 1 D0 the court ~ ~ 0 -1 13218 D1 the court ~ ~ 0 -1 13216 D2 the court ~ ~ 0 -1 13212 S #13216 The Court~ Soldiers are continuously passing through this part of the court. Exits are in all four directions. ~ 0 0 1 D0 the court ~ ~ 0 -1 13219 D1 the court ~ ~ 0 -1 13217 D2 the court ~ ~ 0 -1 13213 D3 the court ~ ~ 0 -1 13215 S #13217 The Court~ You continue along the court. The stones that make up the court do not seem boring to you anymore. It strikes you odd that light does not seem to reflect off of them even though they appear to be polished. And just how do they stay in such good condition with all this traffic? The court continues north, south, and west. ~ 0 0 1 D0 the court ~ ~ 0 -1 13220 D2 the court ~ ~ 0 -1 13214 D3 the court ~ ~ 0 -1 13216 S #13218 The Court~ You are in the heart of the city. There are so many officers and soldiers, that it is hard to move. You wonder why such a large assembly is taking place. Perhaps they are planning an invasion? The center of the court is east, a dark alley is west and the court continues north and south. ~ 0 0 1 D0 the court ~ ~ 0 -1 13221 D1 the court ~ ~ 0 -1 13219 D2 the court ~ ~ 0 -1 13215 D3 a dark alley ~ ~ 0 -1 13221 S #13219 The Court~ You are in the center of the court which also serves as the center of the city. The Captain of the guard is giving out instructions to the soldiers. With their size and strength along with their intelligence, these soldiers are superior to soldiers of other armies in every aspect. With the advantage of a winged army as well, this battalion is nearly unstoppable. ~ 0 0 1 D0 The court ~ ~ 0 -1 13222 D1 the court ~ ~ 0 -1 13220 D2 the court ~ ~ 0 -1 13216 D3 the court ~ ~ 0 -1 13218 S #13220 The Court~ A large amount of military activity is taking place in this part of town. You almost fear for your life until you realize that they are not very interested in someone as puny as you. An alley is east, the center of the court is west, and the court also continues north and south. ~ 0 0 1 D0 the court ~ ~ 0 -1 13223 D1 a dark alley ~ ~ 0 -1 13270 D2 the court ~ ~ 0 -1 13217 D3 the court ~ ~ 0 -1 13219 S #13221 The Court~ As you continue along the court, you notice that the city is becoming darker as the shadow of the mountain blocks out more light. You hear sounds of a military gathering to the south and the court continues north and east. ~ 0 0 1 D0 the court ~ ~ 0 -1 13224 D1 the court ~ ~ 0 -1 13222 D2 the court ~ ~ 0 -1 13218 S #13222 The Court~ You are before a very large house. The court continues east, south, and west. ~ 0 0 1 D0 a large house ~ ~ 0 -1 13225 D1 the court ~ ~ 0 -1 13223 D2 the court ~ ~ 0 -1 13219 D3 the court ~ ~ 0 -1 13221 S #13223 The Court~ You continue wandering through the court. Citizens continue to eye you suspiciously. The court continues north, south, and west. ~ 0 0 1 D0 the court ~ ~ 0 -1 13226 D2 the court ~ ~ 0 -1 13220 D3 the court ~ ~ 0 -1 13222 S #13224 The Court~ To the west are rows of buildings and houses, and to the east is the house of Drakknor. The court continues north and south. ~ 0 0 1 D0 The court ~ ~ 0 -1 13227 D2 the court ~ ~ 0 -1 13221 S #13225 Drakknor's Home~ You are in the home of Drakknor, one of the highest ranked nobles of the city. The building is very large, but rather barren for a noble. The only possessions he seems to own are the treasures and gold piled in the back of the room. ~ 0 D 0 D2 the court ~ ~ 0 -1 13222 S #13226 The Court~ You begin to tire from walking through the enormous court of Cloudy Mountain. The court continues north and south. Many homes line the east side and a large house blocks the way west. ~ 0 0 1 D0 the court ~ ~ 0 -1 13229 D2 the court ~ ~ 0 -1 13223 S #13227 The Court~ You are nearing the north side of the city. With the shadow of the mountain, it almost seems like dusk here. The court continues north, east and south. Homes line the west edge. ~ 0 0 1 D0 the court ~ ~ 0 -1 13230 D1 the court ~ ~ 0 -1 13228 D2 the court ~ ~ 0 -1 13224 S #13228 The Court~ You are behind a house on the court. A grate is on the ground, you wonder where it goes? The court continues north, east, and west. ~ 0 0 1 D0 the court ~ ~ 0 -1 13231 D1 the court ~ ~ 0 -1 13229 D3 the court ~ ~ 0 -1 13227 D5 a grate ~ grate do~ 1 -1 13243 S #13229 The Court~ The homes appear to be more friendly and elegant in this section. The court continues north, south, and west. ~ 0 0 1 D0 the court ~ ~ 0 -1 13232 D2 the court ~ ~ 0 -1 13226 D3 the court ~ ~ 0 -1 13228 S #13230 The Court~ You are at the north side of the city. The palace blocks your way north, a road runs along the north wall to the west and the court is east and south. ~ 0 0 1 D1 the court ~ ~ 0 -1 13231 D2 the court ~ ~ 0 -1 13227 D3 along the north wall ~ ~ 0 -1 13297 S #13231 Before the Palace~ You see the palace of Cloudy Mountain before you. The walls are covered with silver and large tapestries bearing the colors and crest of Cloudy Mountain hang from the ledges and windows. North is inside, and the court is east, south, and west. ~ 0 0 1 D0 the court ~ ~ 0 -1 13234 D1 the court ~ ~ 0 -1 13232 D2 the court ~ ~ 0 -1 13228 D3 the court ~ ~ 0 -1 13230 E colors~ Red, Black, and Green. ~ E crest~ A black mountain on a red background with two winged dragons crawling up both sides. ~ S #13232 The Court~ The north end of the court doesn't seem as busy, but the number of guards is at least the same, if not more. To the north is the King's palace, and a road follows the north wall east. The court is south and west. ~ 0 0 1 D1 along the north wall ~ ~ 0 -1 13245 D2 the court ~ ~ 0 -1 13229 D3 the court ~ ~ 0 -1 13231 S #13233 Narz's Chamber~ You are in a room lit only by strange scented candles. A full body-length mirror is on the other wall. Jewelry and robes of expensive fabrics can be seen through the room. ~ 0 D 0 D1 the palace ~ ~ 0 -1 13234 S #13234 The Palace~ The King's palace. To the right and left are the rooms of the King's court. Although they are rich and live in the palace, they have no real power. The real influential citizens live in various parts of the city. Narz's room is to the west, and Fred's room is east. ~ 0 D 0 D0 the palace ~ ~ 0 -1 13237 D1 Fred's room ~ ~ 0 -1 13235 D2 the court ~ ~ 0 -1 13231 D3 Narz's chamber ~ ~ 0 -1 13234 S #13235 Fred's Room~ A messy room with beer mugs and barrels scattered about. Many useless treasures litter the room. A table with half-eaten food is in the center of the room. ~ 0 D 0 D3 the palace ~ ~ 0 -1 13234 S #13236 Zonk's Bedroom~ A room empty except for a bed and chair. ~ 0 D 0 D1 the palace ~ ~ 0 -1 13237 S #13237 The Palace~ To the right and left are the rooms of Zonk and Zilch. They both had the same human father, but two different dragon mothers. The King's chambers are to the north. ~ 0 D 0 D0 the King's section ~ ~ 0 -1 13240 D1 Zilch's pad ~ ~ 0 -1 13238 D2 the palace ~ ~ 0 -1 13234 D3 Zonk's bedroom ~ ~ 0 -1 13236 S #13238 Zilch's Pad~ A well-lit room with all sorts of objects and potions for the sole purpose of pranks and mischief. A bucket of water falls on your head. ~ 0 D 0 D3 the palace ~ ~ 0 -1 13237 S #13239 The King's Throne Room~ You are in the King's throne room. The king is sitting on a _huge_ throne discussing matters with his loyal subjects. Like most of the powerful dragons in the city, you can see a horde of gold in the corner. ~ 0 D 0 D1 the waiting room ~ ~ 0 -1 13240 S #13240 The Waiting Room~ You are in the King's section of the palace. Bodyguards interrogate you before you are allowed to enter the throne room. As far as you can tell, exits are east and west. ~ 0 D 0 D0 The wall looks like it's a different color here. ~ door wall no~ 1 -1 13242 D1 the queen's bedroom ~ ~ 0 -1 13241 D2 the palace ~ ~ 0 -1 13237 D3 the King's throne room ~ ~ 0 -1 13239 S #13241 The Queen's Bedroom~ This empty room belonged to the human Queen of Cloudy Mountain. No one know for sure how the queen died, but it is generally thought to be foul play. Although the marriage was widely celebrated publicly, many of the pure dragon nobles were against the marriage. It has been rumored that Drakknar committed this ghastly act, but those who know him well do not believe this. ~ 0 D 0 D3 the waiting room ~ ~ 0 -1 13240 S #13242 A Secret Room~ You have discovered a room in the back of the palace. There is a trap door on the floor. There are no windows, you think this room must actually be inside the mountain. ~ 0 AD 0 D2 the waiting room ~ ~ 1 -1 13240 D5 a cave ~ ~ 1 -1 13352 S #13243 A Dark Room~ You have stumbled upon a dark, damp room. You see a sign on the wall. ~ 0 ACD 0 D0 your death ~ ~ 0 -1 13244 D4 back to the land of the living ~ grate~ 0 -1 13228 E sign~ North of Here Waits Certain Death. Many Have Fallen To This Horrible Monster. ~ S #13244 The Lag Monster's Lair~ Oh No! A mudder's worst nightmare come true!! You should get out while you still can! Many corpses are strewn about, yours will join them shortly. ~ 0 AD 0 D2 a room ~ ~ 0 -1 13243 S #13245 The North Wall~ You are along the north wall of Cloudy Mountain. The road is covered with the same tiles as the court. Looking to the north you only see a stone wall and the mountain behind it. The court is west and the road continues east. ~ 0 D 0 D1 the north wall ~ ~ 0 -1 13246 D3 the court ~ ~ 0 -1 13232 S #13246 The North Wall~ You are along the north wall of Cloudy Mountain. Looking north you only see a stone wall and if you look high enough, the mountain behind it. Many homes are south and the road continues east and west. ~ 0 D 0 D1 the north wall ~ ~ 0 -1 13247 D3 the north wall ~ ~ 0 -1 13245 S #13247 The North Wall~ You are along the north wall of Cloudy Mountain. Looking north you only see a stone wall and if you look high enough, the mountain behind it. Many homes are south and the road continues east and west. ~ 0 0 1 D1 along north wall ~ ~ 0 -1 13248 D3 along north wall ~ ~ 0 -1 13246 S #13248 The North Wall~ You are along the north wall of Cloudy Mountain. Looking north you only see a stone wall and if you look high enough, the mountain behind it. A home is to the south and the road continues east and west. ~ 0 0 1 D1 along the north wall ~ ~ 0 -1 13249 D2 a house ~ ~ 0 -1 13278 D3 along north wall ~ ~ 0 -1 13247 S #13249 The North Wall~ You are traveling along the north wall of the city. To the north the high walls of Cloudy Mountain block your way, and the mountain is behind it. Many homes are to the south and the road continues east and west. ~ 0 0 1 D1 The North Wall ~ ~ 0 -1 13250 D3 the north wall ~ ~ 0 -1 13248 S #13250 The North Wall~ You are traveling along the north wall of the city. To the north the high walls of Cloudy Mountain block your way, and the mountain is behind it. Many homes are to the south and the road continues west. The northeast corner is east. ~ 0 0 1 D1 The northeast corner ~ ~ 0 -1 13251 D3 the north wall ~ ~ 0 -1 13249 S #13251 The Northeast Corner~ You are standing at the northeast corner of the city. A watchtower is above you. Roads are leading along the city walls south and west. ~ 0 0 1 D2 the east wall ~ ~ 0 -1 13253 D3 the north wall ~ ~ 0 -1 13250 D4 the northeast tower ~ ~ 0 -1 13252 S #13252 The Northeast Tower~ From here the guards can see approaching attacks from the mountain range to the east. To the north you see the mountain sloping down to meet the bottom of the city wall. From these towers it appears that the city is made up of perfect squares and rectangles. ~ 0 D 0 D5 back to the village ~ ~ 0 -1 13251 S #13253 The East Wall~ You are traveling along the east wall of the city. The city wall towers over you to the east. Homes line the road to the west and the northeast corner is north. The road continues south. ~ 0 0 1 D0 the northeast corner ~ ~ 0 -1 13251 D2 the east wall ~ ~ 0 -1 13254 S #13254 The East Wall~ You are traveling along the east wall of the city. The city wall towers over you to the east. Homes line the road to the west and the road continues north and south. ~ 0 0 1 D0 the east wall ~ ~ 0 -1 13253 D2 the east wall ~ ~ 0 -1 13255 S #13255 The East Wall~ You are traveling along the east wall of the city. The city wall towers over you to the east. Homes line the road to the west and the road continues north and south. ~ 0 0 1 D0 the east wall ~ ~ 0 -1 13254 D2 an intersection ~ ~ 0 -1 13256 S #13256 An Intersection~ You are on a road following the east wall. The road is covered with the same stone tiles as the court. An alley is to the west and the road is north and south. ~ 0 0 1 D0 the east wall ~ ~ 0 -1 13255 D2 the east wall ~ ~ 0 -1 13257 D3 a dark alley ~ ~ 0 -1 13390 S #13257 The East Wall~ You are traveling along the east wall of Cloudy Mountain. A citizen's house is to the west and the road continues north and south. ~ 0 0 1 D0 an intersection ~ ~ 0 -1 13256 D2 the east wall ~ ~ 0 -1 13259 D3 a home ~ ~ 0 -1 13258 S #13258 A Home~ You are in what seems to be an ordinary home, only much larger than what you are accustomed to. ~ 0 D 0 D1 the east wall ~ ~ 0 -1 13257 S #13259 The East Wall~ You continue to follow the east wall road. The wall towers over you to the east and homes are to the west. The road is north and south. ~ 0 0 1 D0 the east wall ~ ~ 0 -1 13257 D2 along the east wall ~ ~ 0 -1 13260 S #13260 The East Wall~ You are traveling along the east wall of Cloudy Mountain. The east wall towers above you. Homes are to the west and the road continues north. The southeast corner is south. ~ 0 0 1 D0 the east wall ~ ~ 0 -1 13259 D2 the southeast corner ~ ~ 0 -1 13261 S #13261 The Southeast Corner~ The southeast corner of the city. A guard tower is above you and roads travel north and west. ~ 0 0 1 D0 the east wall ~ ~ 0 -1 13260 D3 the south wall ~ ~ 0 -1 13263 D4 the southeast tower ~ ~ 0 -1 13262 S #13262 The Southeast Tower~ From this tower guards can see approaching attacks from the valleys south and southeast. Directly east is a mountain range. ~ 0 D 0 D5 back to the village ~ ~ 0 -1 13261 S #13263 The South Wall~ You are on a road following the south wall. The wall towers over you to the south, with blue sky above it. Homes are north and the southeast corner is east. The road continues west. ~ 0 0 1 D1 The southeast corner ~ ~ 0 -1 13261 D3 The south wall ~ ~ 0 -1 13264 S #13264 The South Wall~ You are on a road following the south wall. The wall towers over to the south, with only blue sky above it. Homes are north and the road continues east and west. ~ 0 0 1 D1 the south wall ~ ~ 0 -1 13263 D3 along south wall ~ ~ 0 -1 13265 S #13265 The South Wall~ You are on a road following the south wall. The wall towers over to the south, with only blue sky above it. Homes are north and the road continues east and west. ~ 0 0 1 D1 along south wall ~ ~ 0 -1 13264 D3 along south wall ~ ~ 0 -1 13266 S #13266 The South Wall~ You are on a road following the south wall. The wall towers over to the south, with only blue sky above it. Homes are north and the road continues east and west. ~ 0 0 1 D1 along south wall ~ ~ 0 -1 13265 D3 along south wall ~ ~ 0 -1 13267 S #13267 The South Wall~ You are on a road following the south wall. The wall towers over to the south, with only blue sky above it. Homes are north and the road continues east and west. ~ 0 0 1 D1 The South Wall~ ~ 0 0 1 D1 the south wall ~ ~ 0 -1 13266 D3 the south wall ~ ~ 0 -1 13268 S #13268 The South Wall~ You are on a road following the south wall. The road is covered with the same stone tiles as the court. Homes are to the north. The court is west and the road continues east. ~ 0 0 1 D1 along south wall ~ ~ 0 -1 13267 D3 the court ~ ~ 0 -1 13208 S #13269 A Noble's Home~ You are in a large manor with all kinds of treasures, paintings, and luxuries. The court is west. ~ 0 D 0 D3 the court ~ ~ 0 -1 13214 S #13270 A Dark Alley~ A small alley way that connects the court and the eastern market square. ~ 0 A 1 D1 the eastern market ~ ~ 0 -1 13271 D3 the court ~ ~ 0 -1 13220 S #13271 The East Market Square~ You are on one of two market squares in the city. These squares are where citizens buy their food and supplies. More casual gatherings take place here to be made of gold. The market continues north and south. An alleyway is west and a mansion blocks your path east. ~ 0 0 1 D0 east market ~ ~ 0 -1 13272 D2 the east market ~ ~ 0 -1 13294 D3 a dark alley ~ ~ 0 -1 13270 S #13272 The East Market Square~ You are on the eastern market square. The people of this section of town appear to be friendlier, yet are still suspicious of you. The market continues north, east, and south. ~ 0 0 1 D0 east market ~ ~ 0 -1 13273 D1 east market ~ ~ 0 -1 13398 D2 east market ~ ~ 0 -1 13271 S #13273 The East Market Square~ This part of the market appears to be the richer section judging from the appearance and the size of the homes to the north and west. The market continues east and south. ~ 0 0 1 D1 east market ~ ~ 0 -1 13274 D2 east market ~ ~ 0 -1 13272 S #13274 The East Market Square~ This part of the market appears to be the wealthy section judging from the size and appearance of the homes. The warriors' guild is north and the court is east, south, and west. ~ 132 0 0 D0 warrior guild ~ ~ 0 -1 13275 D1 east market ~ ~ 0 -1 13279 D2 east market ~ ~ 0 -1 13398 D3 east market ~ ~ 0 -1 13273 S #13275 Warrior's Guild~ You enter into the warrior guild. Many guards look at you and demand that you state your business. ~ 0 D 0 D0 warrior guild ~ ~ 0 -1 13276 D2 warrior guild ~ ~ 0 -1 13274 S #13276 The Warrior Guild~ You are in a lounge. Shields and arms are on the walls. A bar is in the corner and many warriors are relaxing. ~ 0 D 0 D0 Warrior Guild ~ ~ 0 -1 13276 D2 warrior guild ~ ~ 0 -1 13275 S #13277 Baz Chamber~ ~ 0 D 0 D2 Warrior guild ~ ~ 0 -1 13276 S #13278 A Citizen's Home~ A rather roomy house for a citizen. You think that the owner must be a merchant of some type since this is the wealthier side of town. ~ 0 D 0 D0 the north wall ~ ~ 0 -1 13248 S #13279 The East Market Square~ This part of the market appears to be the wealthier section of town judging from the size and appearance of the homes. The market is east, south and west. ~ 0 0 1 D1 east market ~ ~ 0 -1 13280 D2 east market ~ ~ 0 -1 13397 D3 east market ~ ~ 0 -1 13274 S #13280 The East Market Square~ This part of the market appears to be the wealthier section of the city judging from the size and appearance of the houses. A manor is to the east and the market continues south and west. ~ 0 0 1 D1 Arnok's adobe ~ ~ 0 -1 13281 D2 east market ~ ~ 0 -1 13282 D3 east market ~ ~ 0 -1 13279 S #13281 Arnok's Adobe~ You see a room gleaming with gold. Throughout the room are all kinds of gold treasures and trinkets. You feel like you could stay forever in this room. ~ 0 D 0 D3 east market ~ ~ 0 -1 13280 S #13282 The East Market Square~ You are on the eastern market square. The people of this part of town appear to be friendlier, yet are still suspicious of you. Homes are to the east. The market continues north, east, and south. ~ 0 0 1 D0 east market ~ ~ 0 -1 13280 D2 east market ~ ~ 0 -1 13283 D3 east market ~ ~ 0 -1 13397 S #13283 The East Market Square~ You are on one of two market squares in the city. These squares are where citizens buy their food and supplies. More casual gatherings take place here than on the court. Unlike the court, the tiles appear to be made of gold. A large, beautiful mansion made of pure silver is to the west. An alley is east and the market continues north and south. ~ 0 0 1 D0 east market ~ ~ 0 -1 13282 D1 a dark alley ~ ~ 0 -1 13390 D2 east market ~ ~ 0 -1 13286 D3 Maaklan Residence ~ ~ 0 -1 13284 S #13284 Maaklan Residence~ You are inside what appears to be a huge meeting hall. Many members of the Dragons of Virtue are here. In the corner are some members taking donations. Others are passing out pamphlets about the principles of kindness. ~ 0 D 0 D1 east market ~ ~ 0 -1 13283 D3 Maaklan quarters ~ ~ 0 -1 13285 S #13285 Maaklan Quarters~ An inviting, warm room. The walls are painted white and the furniture is made from silver. ~ 0 D 0 D2 the rest of residence ~ ~ 0 -1 13284 S #13286 The East Market Square~ You are on the eastern market square. The people of this section of town appear to be friendlier, yet are still suspicious of you. Homes are to the east and the market continues north, south, and west. ~ 0 0 1 D0 the east market ~ ~ 0 -1 13283 D2 the east market ~ ~ 0 -1 13287 D3 the east market ~ ~ 0 -1 13296 S #13287 The East Market Square~ You are at the southeast corner of the market. Even though the citizens in this section aren't wealthy, they appear to be the richest in personality. Market continues north and west. ~ 0 0 1 D0 east market ~ ~ 0 -1 13286 D3 east market ~ ~ 0 -1 13288 S #13288 The East Market Square~ You are on the eastern market square. The people of this section of town appear to be friendlier, yet are still suspicious of you. The market continues north, south, and west. ~ 0 0 1 D0 east market ~ ~ 0 -1 13296 D1 east market ~ ~ 0 -1 13287 D3 east market ~ ~ 0 -1 13289 S #13289 The East Market Square~ You are on the eastern market square. The people of this section appear to be friendlier, yet more suspicious of strangers. The cleric's guild is south and the market continues north, east, and west. ~ 0 0 1 D0 east market ~ ~ 0 -1 13295 D1 east market ~ ~ 0 -1 13288 D2 cleric guild ~ ~ 0 -1 13290 D3 east market ~ ~ 0 -1 13293 S #13290 Cleric's Guild~ The Clerics guild is a peaceful place, you feel it would be a terrible thing to start a fight in here. Stained glass windows provide natural lighting. Exits are east and west. The city is north. ~ 0 0 1 D0 east market ~ ~ 0 -1 13289 D1 altar ~ ~ 0 -1 13292 D3 cleric's guild ~ ~ 0 -1 13291 S #13291 Inside the Cleric Guild~ You are in a meditation chamber. Candles provide the only light. Monks stand guard to make sure this room remains peaceful. The smell of incense is very potent. ~ 0 D 0 D1 cleric's guild ~ ~ 0 -1 13290 S #13292 The Altar~ You are at the altar of the cleric guild. This is where the high priestess Nara Saan spends most of her hours. ~ 0 D 0 D3 Cleric's Guild ~ ~ 0 -1 13290 S #13293 The East Market Square~ You are at the southwest corner of the east market. Citizens are laughing gleefully outside one of the many homes to the west and south. The market continues north and east. ~ 0 0 1 D0 east market ~ ~ 0 -1 13294 D1 east market ~ ~ 0 -1 13289 S #13294 The East Market Square~ You are on the market square. People are friendlier here, but are still suspicious of strangers such as yourself. The market continues north, east and south. ~ 0 0 1 D0 east market ~ ~ 0 -1 13271 D1 east market ~ ~ 0 -1 13295 D2 east market ~ ~ 0 -1 13293 S #13295 The East Market Square~ The market continues. Many people are passing through this part of the square, paying no heed to you. A mansion is north and the market keeps going east, south, and west. ~ 0 0 1 D1 the east market ~ ~ 0 -1 13296 D2 east market ~ ~ 0 -1 13289 D3 east market ~ ~ 0 -1 13294 S #13296 The East Market Square~ You are south of a large mansion. The market continues east, south, and west. Many merchants are trying to sell you stuff. ~ 0 0 1 D1 east market ~ ~ 0 -1 13286 D2 east market ~ ~ 0 -1 13288 D3 sigh...one last market exit ~ ~ 0 -1 13295 S #13297 The North Wall~ You are traveling along the north wall. The road is made up of the same tiles as the court. The wall and the mountain behind cast a shadow over you. The court is east and the road continues west. ~ 0 0 1 D1 the court ~ ~ 0 -1 13230 D3 the north wall ~ ~ 0 -1 13298 S #13298 The North Wall~ You are traveling along the north wall. The wall and the mountain behind cast a shadow over you. A noble's home is south and the road continues east and west. ~ 0 0 1 D1 the north wall ~ ~ 0 -1 13297 D2 the north wall ~ ~ 0 -1 13299 D3 the north wall ~ ~ 0 -1 13300 S #13299 A Noble's Home~ You are in a home with more room than anyone could possibly need. ~ 0 D 0 D0 along wall ~ ~ 0 -1 13298 S #13300 The North Wall~ You continue along the north road. The city wall blocks your way north and Cloudy Mountain casts a shadow over the street. Homes are to the south and the road is east and west. ~ 0 0 1 D1 the north wall ~ ~ 0 -1 13298 D3 north wall ~ ~ 0 -1 13301 S #13301 The North Wall~ You continue along the north road. The city wall blocks your way north and Cloudy Mountain casts a shadow over the street. Homes are to the south and the road is east and west. ~ 0 0 1 D1 north wall ~ ~ 0 -1 13300 D3 north wall ~ ~ 0 -1 13302 S #13302 The North Wall~ You continue along the north road. The city wall blocks your way north and Cloudy Mountain casts a shadow over the street. Homes are to the south and the road is east and west. ~ 0 0 1 D1 north wall ~ ~ 0 -1 13301 D3 north wall ~ ~ 0 -1 13303 S #13303 The North Wall~ You travel along the north road. The city wall blocks your way north and Cloudy Mountain cast a shadow over the street. Homes are to the south and the road continues east and west. ~ 0 0 1 D1 north wall ~ ~ 0 -1 13302 D3 northwest corner ~ ~ 0 -1 13304 S #13304 The Northwest Corner~ You are at a corner of the city. The entire layout of the town appears to be made up of squares and rectangles. Roads continue along the walls east and south. ~ 0 0 1 D1 the north wall ~ ~ 0 -1 13303 D3 the west wall ~ ~ 0 -1 13306 D4 the northwest tower ~ ~ 0 -1 13305 S #13305 The Northwest Tower~ From this lookout tower, guards can see for miles along the mountain range to the west and Cloudy Mountain blocks the view north. The sunsets from this tower are breathtaking and are second to none in the land of Aesir. ~ 0 D 0 D5 the village ~ ~ 0 -1 13304 S #13306 The West Wall~ You travel on a road along the west wall. At sunset, an orange glow can be seen at the top of the wall. Homes are east, a corner is north, and the road continues south. ~ 0 0 1 D0 the northwest corner ~ ~ 0 -1 13304 D2 west wall ~ ~ 0 -1 13307 S #13307 The West Wall~ You travel on a road along the west wall. At sunset, an orange glow can be seen at the top of the wall. Homes are east, and the road continues north and south. ~ 0 0 1 D0 the west wall ~ ~ 0 -1 13306 D2 along west wall ~ ~ 0 -1 13308 S #13308 The West Wall~ You travel on a road along the west wall. At sunset, an orange glow can be seen at the top of the wall. Homes are east and the road continues north and south. ~ 0 0 1 D0 along west wall ~ ~ 0 -1 13308 D2 west wall ~ ~ 0 -1 13309 S #13309 An Intersection~ You are on a road that runs parallel to the west wall. It is made from the same tiles as the court. A dark alley is east and the road continues north and south. ~ 0 0 1 D0 the west wall ~ ~ 0 -1 13308 D1 a dark alley ~ ~ 0 -1 13335 D2 west wall ~ ~ 0 -1 13310 S #13310 The West Wall~ You are on the west road of the city. The wall blocks your path to the west and homes are east. The road continues north and south. ~ 0 0 1 D0 the west wall ~ ~ 0 -1 13309 D2 west wall ~ ~ 0 -1 13311 S #13311 The West Wall~ You are on the west road of the city. The wall blocks your path to the west and homes are east. The road continues north and south. ~ 0 0 1 D0 west wall ~ ~ 0 -1 13310 D2 west wall ~ ~ 0 -1 13312 S #13312 The West Wall~ You are traveling on the west road. The wall blocks your path west and houses are to the east. The road continues north and the southwest corner is south. ~ 0 0 1 D0 west wall ~ ~ 0 -1 13311 D2 southwest corner ~ ~ 0 -1 13313 S #13313 The Southwest Corner~ You are at one of the corners of the city. A tower is to the southwest and the city walls block your path south and west. Roads continue along the walls north and east. ~ 0 0 1 D0 west wall ~ ~ 0 -1 13312 D1 south wall ~ ~ 0 -1 13315 D4 southwest tower ~ ~ 0 -1 13314 S #13314 The Southwest Tower~ From this tower the guards can spot attacks from the mountain range to the west, can oversee the valley to the southwest, and has the perfect view of the road leading to the city. ~ 0 0 1 D5 the village ~ ~ 0 -1 13313 S #13315 The South Wall~ You are traveling along the south wall. The wall blocks your path south and homes are north. The southwest corner is west and the road continues east. ~ 0 0 1 D1 south wall ~ ~ 0 -1 13316 D3 south wall ~ ~ 0 -1 13313 S #13316 The South Wall~ You are traveling along the south wall. You see nothing but the stone wall and blue sky to the south. Homes are north and the road continues east and west. ~ 0 0 1 D1 south wall ~ ~ 0 -1 13317 D3 south wall ~ ~ 0 -1 13315 S #13317 The South Wall~ You are traveling along the south wall. You see nothing but the stone wall and blue sky to the south. Homes are north and the road continues east and west. ~ 0 0 1 D1 south wall ~ ~ 0 -1 13318 D3 south wall ~ ~ 0 -1 13316 S #13318 The South Wall~ You are traveling along the south wall. You see nothing but the stone wall and blue sky to the south. Homes are north and the road continues east and west. ~ 0 0 1 D1 south wall ~ ~ 0 -1 13319 D3 south wall ~ ~ 0 -1 13317 S #13319 The South Wall~ You are traveling along the south wall. You see nothing but the stone wall and blue sky to the south. Homes are north and the road continues east and west. ~ 0 0 1 D1 south wall ~ ~ 0 -1 13320 D3 south wall ~ ~ 0 -1 13318 S #13320 The South Wall~ You are on a road traveling west along the south wall. The road is made of the same stone tiles as the court to the east. Homes are to the north. ~ 0 0 1 D1 the court ~ ~ 0 -1 13206 D3 the south wall ~ ~ 0 -1 13319 S #13321 A Dark Alley~ You are a little nervous as you see rift-rafts and other shady characters lurking in this alley. The court is east and the west market is, well, west. ~ 0 A 1 D1 the court ~ ~ 0 -1 13218 D2 a citizen's house ~ ~ 0 -1 13322 D3 west market ~ ~ 0 -1 13323 S #13322 A Citizen's House~ A home with only the comforts necessary to live a content life. ~ 0 D 0 D0 a dark alley ~ ~ 0 -1 13321 S #13323 The West Market Square~ The city appears to be darker here. The tiles on the market are a flat black color. Although this is gloomier than the remainder of the city, it is not in the least bit run-down. A dark alley is east and the market continues north, east, and south. ~ 0 0 1 D0 west market ~ ~ 0 -1 13324 D1 a dark alley ~ ~ 0 -1 13321 D2 west market ~ ~ 0 -1 13347 S #13324 The West Market Square~ You are on one of two market squares of Cloudy Mountain. The people here do not seem very friendly and only seem interested in how much money you want to spend. Homes are east and the market continues north, east and south. ~ 0 0 1 D0 west market ~ ~ 0 -1 13324 D2 west market ~ ~ 0 -1 13323 D3 west market ~ ~ 0 -1 13351 S #13325 The West Market Square~ You are in the wealthy part of the square. Many snobbish nobles are walking past and pay no attention to you. Large town houses are north and east. The court continues south and west. ~ 0 0 1 D2 west market ~ ~ 0 -1 13324 D3 west market ~ ~ 0 -1 13326 S #13326 The West Market Square~ You are in the wealthy part of the square. Many snobbish nobles are walking past and pay no attention to you. Large town houses are north and the court continues east, south, and west. ~ 0 0 1 D1 west market ~ ~ 0 -1 13325 D2 west market ~ ~ 0 -1 13351 D3 west market ~ ~ 0 -1 13327 S #13327 The West Market Square~ The people here are rich and will kill you to get richer if they see the opportunity. The mage's guild is north and the market continues east, south, and west. ~ 0 0 1 D0 the mage guild ~ ~ 0 -1 13328 D1 market square ~ ~ 0 -1 13326 D2 west market ~ ~ 0 -1 13350 D3 west market ~ ~ 0 -1 13331 S #13328 The Mage Guild~ You feel a tingling sensation as the increase of mana in the air becomes obvious. Paintings of great magicians are on the walls. ~ 0 D 0 D1 mage's guild ~ ~ 0 -1 13329 D2 west market ~ ~ 0 -1 13327 S #13329 Mage's Guild~ Many magic books are on a bookshelf against one of the walls. There are many tables where magic potions and dusts are being made. Magic items and scrolls are on the walls. ~ 0 D 0 D1 Barnok's Study ~ ~ 0 -1 13330 D3 mage guild ~ ~ 0 -1 13328 S #13330 Barnok's Study~ Fire, lightning, and ice are all swirling through the room as the mana is insanely high in this room. The walls, ceiling, and floor disappear and you feel like you are in some kind of void. You think you can go west. ~ 0 D 0 D3 mage guild ~ ~ 0 -1 13329 S #13331 The West Market Square~ You are in a corner of the market, many large, but dull houses are to the north and west. The people traveling through here appear to be very wealthy. They only care about getting richer and certainly don't want to help you. ~ 0 0 1 D1 west market ~ ~ 0 -1 13327 D2 west market ~ ~ 0 -1 13332 S #13332 The West Market Square~ You are on a busy section of the market. Many shady merchants and dealers are lurking about. You tighten your grip on your wallet. A noble's home is west and the market continues north, east, and south. ~ 133 0 0 D0 west market ~ ~ 0 -1 13331 D1 west market ~ ~ 0 -1 13350 D2 west market ~ ~ 0 -1 13334 D3 a noble's manor ~ ~ 0 -1 13333 S #13333 A Noble's Manor~ A large stuffy house with many needless items and treasures. The furniture looks ridiculously expensive. ~ 0 D 0 D1 the market ~ ~ 0 -1 13332 S #13334 The West Market Square~ You are on one of two market squares in Cloudy Mountain. The tiles here are a dull black color. Even though this market seems rather gloomy, the city here is still in excellent condition. A dark alley is west and a dark mansion is east. The market continues north and south. ~ 0 0 1 D0 west market ~ ~ 0 -1 13332 D1 Kringe's domain ~ ~ 0 -1 13336 D2 the market ~ ~ 0 -1 13338 D3 a dark alley ~ ~ 0 -1 13335 S #13335 A Dark Alley~ You hurry though a dark alley as many large shadows loom in the shadows. You feel a hand reaching for your wallet, but you knock it away with the butt of your weapon. The west market is east and the city wall is west. ~ 0 A 1 D1 west market ~ ~ 0 -1 13334 D3 west wall ~ ~ 0 -1 13309 S #13336 Kringe's Domain~ A dark room with a large, smoked oak table in the center. Lots of slime-balls and rift-rafts turn and stare at you. You wonder if this was a good idea, you seem to have stumbled upon the headquarters of the Dragons of Anarchy. ~ 0 AD 0 D1 Kringe's treasure room ~ ~ 0 -1 13337 D3 west market ~ ~ 0 -1 13334 S #13337 Kringe's Treasure Room~ You are blinded by the reflection from the mountains of gold in this room. Kringe sleeps, eats, and swims through the treasure. He also probably buries the bodies of his enemies here. ~ 0 D 0 D3 Kringe's domain ~ ~ 0 -1 13336 S #13338 The West Market Square~ You are on the western marketplace. Many shady characters do their business here. Although the city is still well-kept in this section, it appears to be gloomy and drab. The market continues north, east, and south. ~ 0 0 1 D0 west market ~ ~ 0 -1 13334 D1 west market ~ ~ 0 -1 13349 D2 west market ~ ~ 0 -1 13339 S #13339 The West Market Square~ This corner of the market is filled with all kinds of sleazy looking beings. The citizens seems to be more in a hurry when they pass through these parts. You clutch your wallet tightly as you see that the market continues north and east. The thief guild is west and Ghanekar's Lair is to the south. ~ 0 0 1 D0 the market ~ ~ 0 -1 13338 D1 west market ~ ~ 0 -1 13344 D2 Ghanekar's lair ~ ~ 0 -1 13343 D3 thief guild ~ ~ 0 -1 13340 S #13340 The Thieves' Guild~ You enter a dark room filled with shady characters. They check you out to make sure you aren't an undercover guard before being allowed to continue into the guild. ~ 0 AD 0 D1 west market ~ ~ 0 -1 13339 D2 thief guild ~ ~ 0 -1 13341 S #13341 The Thief Guild~ You shine your light throughout the dark room and discover hoards of stolen treasures, gold, and other goods throughout this large hall. Many beady eyes are watching your every move. The only obvious exit is north. ~ 0 AD 0 D0 the thieves' guild ~ ~ 0 -1 13340 D3 the assassin's room ~ wall west~ 1 -1 13342 S #13342 The assassin's Room~ The room is pitch black, you sense someone moving towards you. ~ 0 AD 0 D1 thief guild ~ wall east door~ 0 -1 13341 S #13343 Ghanekar's Lair~ A large forest green house. Many plants and small trees are in the windows and along the walls. The smells of the forest are strong in here. ~ 0 AD 0 D0 west market ~ ~ 0 -1 13339 S #13344 The West Market Square~ The western market. This is where evil congregate to make sleazy deals. Homes are to the south and the market continues north, east, and west. ~ 0 0 1 D0 ~ ~ 0 -1 13349 D1 west market ~ ~ 0 -1 13345 D3 west market ~ ~ 0 -1 13339 S #13345 The West Market Square~ The western market. This is where evil congregate to make sleazy deals. Homes are to the south and the market continues north, east, and west. ~ 0 0 1 D0 west market ~ ~ 0 -1 13348 D1 west market ~ ~ 0 -1 13346 D3 west market ~ ~ 0 -1 13344 S #13346 The West Market Square~ The western market. This is where evil congregate to make sleazy deals. Homes are east and south. The market continues north and west. ~ 0 0 1 D0 west market ~ ~ 0 -1 13347 D3 west market ~ ~ 0 -1 13345 S #13347 The West Market Square~ The western market. This is where evil congregate to make sleazy deals. Homes are east and the market continues north, south, and west. ~ 0 0 1 D0 west market ~ ~ 0 -1 13323 D2 west market ~ ~ 0 -1 13346 D3 west market ~ ~ 0 -1 13348 S #13348 The West Market Square~ The western market. This is where evil congregate to make sleazy deals. A mansion is north and the market is east, south, and west. ~ 0 0 1 D1 west market ~ ~ 0 -1 13347 D2 west market ~ ~ 0 -1 13345 D3 the market ~ ~ 0 -1 13349 S #13349 The West Market Square~ The western market. This is where evil congregate to make sleazy deals. A mansion blocks the way north and the market continues east, south, and west. ~ 0 0 1 D1 west market ~ ~ 0 -1 13348 D2 west market ~ ~ 0 -1 13344 D3 west market ~ ~ 0 -1 13338 S #13350 The West Market Square~ You are on the western market. The people here are ill-tempered and are unwilling to help or answer questions. A mansion blocks the way south and the market continues north, east and west. ~ 0 0 1 D0 west market ~ ~ 0 -1 13327 D1 ~ ~ 0 -1 13351 D3 west market ~ ~ 0 -1 13332 S #13351 The West Market Square~ You are on the western market. The people here are ill-tempered and unwilling to help or answer questions. A mansion blocks the way south and the market continues north, east and west. ~ 0 0 1 D0 west market ~ ~ 0 -1 13326 D1 west market ~ ~ 0 -1 13324 D3 west market ~ ~ 0 -1 13350 S #13352 A Cavern~ You seem to have entered Cloudy Mountain itself. The caves appear dark from a distant but seem to light up when you enter them. The cavern is damp and you hear dragons snoring deep within. Legend has it that the Crown of Kings are guarded by two winged dragons. High levels may adventure forth, whereas low and middle levels should turn back. ~ 0 AD 5 D0 a cave ~ ~ 0 -1 13354 D1 a large cavern ~ ~ 0 -1 13353 D4 back to the palace ~ trapdoor~ 1 -1 13242 S #13353 The Dracolich's Lair~ The room is black and a blue flame roars in the center of the cave. The smell of death nearly over powers you. You gasp in terror as you see skulls from adventurers that have come before you. ~ 0 AD 5 D3 cavern ~ ~ 0 -1 13352 S #13354 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are north east and south. You see tiny paw-prints on the ground. ~ 0 AD 5 D0 the cave ~ ~ 0 -1 13359 D1 the cave ~ ~ 0 -1 13355 D2 a cavern ~ ~ 0 -1 13352 S #13355 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are north, east and west. ~ 0 AD 5 D0 the caves ~ ~ 0 -1 13358 D1 the caves ~ ~ 0 -1 13356 D3 the caves ~ ~ 0 -1 13354 S #13356 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are north, south and west. You see paw prints on the floor. ~ 0 AD 5 D0 the caves ~ ~ 0 -1 13357 D2 the caves ~ ~ 0 -1 13369 D3 the caves ~ ~ 0 -1 13355 S #13357 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are north, south and west. ~ 0 AD 5 D0 the caves ~ ~ 0 -1 13370 D2 the caves ~ ~ 0 -1 13356 D3 the caves ~ ~ 0 -1 13358 S #13358 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are north, east and south. You notice paw prints on the ground. ~ 0 AD 5 D0 the caves ~ ~ 0 -1 13361 D1 the caves ~ ~ 0 -1 13357 D2 the caves ~ ~ 0 -1 13355 S #13359 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are north, south and west. You hear a strange slurping sound from another room. ~ 0 AD 5 D0 the caves ~ ~ 0 -1 13360 D2 the caves ~ ~ 0 -1 13354 D3 the caves ~ ~ 0 -1 13377 S #13360 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are east, south and west. You hear a strange slurping sound coming from another room. ~ 0 AD 5 D1 the caves ~ ~ 0 -1 13361 D2 the caves ~ ~ 0 -1 13359 D3 the caves ~ ~ 0 -1 13379 S #13361 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are north, south and west. ~ 0 AD 5 D0 the caves ~ ~ 0 -1 13362 D2 the caves ~ ~ 0 -1 13358 D3 the caves ~ ~ 0 -1 13360 S #13362 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are east, south and west. You hear a strange slurping sound in another room. ~ 0 AD 5 D1 the caves ~ ~ 0 -1 13369 D2 the caves ~ ~ 0 -1 13361 D3 the caves ~ ~ 0 -1 13363 S #13363 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are north, east and west. You hear a dragon snoring. ~ 0 AD 5 D0 the caves ~ ~ 0 -1 13364 D1 the caves ~ ~ 0 -1 13362 D3 the caves ~ ~ 0 -1 13382 S #13364 A Winding Cavern~ You are now in a cavern. It is slightly wider here, and the ceiling is very high. You cringe at the thought of all the stalactites falling on top of you. Your light reflects off of certain parts of the cave wall. ~ 0 AD 5 D0 cavern ~ ~ 0 -1 13365 D2 the caves ~ ~ 0 -1 13363 S #13365 A Winding Cavern~ There are more stalactites hanging from the ceiling here and you realize the reflections on the walls are diamonds and other jewels. A constant snoring echos through the cavern. ~ 0 AD 5 D2 the cavern ~ ~ 0 -1 13364 D3 cavern ~ ~ 0 -1 13366 S #13366 A Winding Cavern~ You are very uneasy because of all the stalactites on the ceiling. You look up and swear one of them is moving until you take a second look. The walls glitter with gems and gold. ~ 0 AD 5 D0 the cavern ~ ~ 0 -1 13367 D1 the cavern ~ ~ 0 -1 13365 S #13367 A Winding Cavern~ The walls are covered with all kinds of raw gems, diamonds, and precious metals. There are even treasures hidden in the nooks and crannies. There is an unusual number of stalactites on the ceiling. You hear a very loud snoring to the west. ~ 0 AD 5 D2 a cavern ~ ~ 0 -1 13366 D3 a chamber ~ ~ 0 -1 13368 S #13368 A Large Chamber~ You are nearly blinded by all the gold and treasures in this room! You quickly come to your senses as you see the winged dragon rearing his head to strike. He is guarding half of the crown of kings. ~ 0 AD 5 D1 cavern ~ ~ 0 -1 13367 S #13369 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are north, south and west. ~ 0 AD 5 D0 the caves ~ ~ 0 -1 13356 D2 the caves ~ ~ 0 -1 13370 D3 the caves ~ ~ 0 -1 13362 S #13370 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are north, east and south. Strange, lizard-like tracks are on the ground. ~ 0 AD 5 D0 the caves ~ ~ 0 -1 13369 D1 the caves ~ ~ 0 -1 13371 D2 the caves ~ ~ 0 -1 13357 S #13371 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are north, south and west. ~ 0 AD 5 D0 the caves ~ ~ 0 -1 13382 D2 the caves ~ ~ 0 -1 13372 D3 the caves ~ ~ 0 -1 13370 S #13372 The Caves of Cloudy Mountain~ You only see a large, stone room carved out the rock. Exits are north, east and south. Strange, lizard-like tracks are on the ground. You hear a dragon snoring. ~ 0 AD 5 D0 the caves ~ ~ 0 -1 13371 D1 the caves ~ ~ 0 -1 13380 D2 the caves ~ ~ 0 -1 13373 S #13373 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are north, east and south. A skull is lying in the dust. ~ 0 AD 5 D0 the caves ~ ~ 0 -1 13372 D1 the caves ~ ~ 0 -1 13381 D2 the caves ~ ~ 0 -1 13374 S #13374 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are north, east and west. Some paw prints are on the ground. ~ 0 AD 5 D0 the caves ~ ~ 0 -1 13374 D1 the caves ~ ~ 0 -1 13375 D3 the caves ~ ~ 0 -1 13352 S #13375 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are north, east and west. ~ 0 AD 5 D0 the caves ~ ~ 0 -1 13381 D1 the caves ~ ~ 0 -1 13376 D3 the caves ~ ~ 0 -1 13374 S #13376 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are north, west and down. Some paw prints are on the ground. You hear a strange, slurping sound from another room. ~ 0 AD 5 D0 the caves ~ ~ 0 -1 13377 D3 the caves ~ ~ 0 -1 13375 D5 ~ ~ 0 -1 13379 S #13377 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are north, east and south. ~ 0 AD 5 D0 the caves ~ ~ 0 -1 13378 D1 the caves ~ ~ 0 -1 13359 D2 the caves ~ ~ 0 -1 13376 S #13378 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are north, south and west. You hear a dragon snoring. You also hear a strange, slurping sound. ~ 0 AD 5 D0 the caves ~ ~ 0 -1 13379 D2 the caves ~ ~ 0 -1 13377 D3 the caves ~ ~ 0 -1 13380 S #13379 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are east, south and up. ~ 0 AD 5 D1 the caves ~ ~ 0 -1 13360 D2 the caves ~ ~ 0 -1 13378 D4 the caves ~ ~ 0 -1 13376 S #13380 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are east, south and west. ~ 0 AD 5 D1 the caves ~ ~ 0 -1 13378 D2 the caves ~ ~ 0 -1 13381 D3 the caves ~ ~ 0 -1 13372 S #13381 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are north, south and west. You see paw prints in the dirt. You hear a dragon snoring. ~ 0 AD 5 D0 the caves ~ ~ 0 -1 13380 D2 the caves ~ ~ 0 -1 13375 D3 the caves ~ ~ 0 -1 13373 S #13382 The Caves of Cloudy Mountain~ You only see a large, stone room carved out of the rock. Exits are north, east and south. Some strange lizard-like prints are in the dirt. ~ 0 AD 5 D0 the caves ~ ~ 0 -1 13383 D1 the caves ~ ~ 0 -1 13363 D2 the caves ~ ~ 0 -1 13371 S #13383 A Cavern~ You enter a large cavern that appears to be somewhat natural, but has been expanded by someone or something. ~ 0 AD 5 D0 the cavern ~ ~ 0 -1 13384 D2 the caves ~ ~ 0 -1 13382 S #13384 The Cavern~ The cavern becomes slightly narrower here. Some stalactites hang from the cave ceiling. You shudder at the though of being impaled by one. You notice some gems glittering in the rock. ~ 0 AD 5 D1 the cavern~ ~ 0 -1 13385 D2 the cavern ~ ~ 0 -1 13383 S #13385 The Cavern~ The cavern turns east and then north again. You hear a dragon snoring to the north. Many stalactites hang from the ceiling, you hurry through the room in fear that they will rain down upon you. Many jewels reflect your light, this room appears to be mined or excavated by some intelligent life form. ~ 0 AD 5 D0 the cavern ~ ~ 0 -1 13386 D3 the cavern ~ ~ 0 -1 13384 S #13386 The Cavern~ The cave is very wide here and there are many raw gems glowing in the rock. You see a skeleton in the corner that appears to have been impaled, but the object that did so is nowhere to be found. An unusual number of stalactites hang from the ceiling. A dragon's snoring is rumbling from the east. ~ 0 AD 5 D1 the treasure room ~ ~ 0 -1 13387 D2 ~ ~ 0 -1 13385 S #13387 The Treasure Room~ The cavern is shining with a golden light! There is so much treasure and gold here that the reflection makes the rock appear to be made of gold! But, alas, your entrance has not gone unnoticed. ~ 0 D 5 D3 the cavern ~ ~ 0 -1 13386 S #13388 Scourge's Storeroom~ This is a room where imms, if they choose, may find powerful equipment that mortals are not allowed to have. ~ 0 CP 0 S #13389 Scourge' Room~ You have entered Scourge's private room. It is rather dark, those of good alignment may find it sinister and feel uncomfortable...those who walk the path of evil are right at home. There is a roaring fire in the fireplace, yet the room feels chilly. There are some plants in the window, but they appear to be dead. Scourge is sitting in a black and red chair, he grins at you evilly. ~ 0 ADJK 0 E fire fireplace roaring~ A fire roars here, for a second you think you see a body in the fire, but you blink and it's gone. ~ E plants window~ The plants look like they died from lack of water and disease, you notice that you are developing a cough as you sit in your chair. ~ E chair red black~ The chair looks very comfortable, the pattern is the colors of the Katyusha clan. ~ E scourge~ You meet his cold stare, as a chill runs up and down your spine, he speaks. Scourge says, 'I am not here right now, if you would like to leave a message, please leave your name, number, and I'll get back to you as soon as possible.' *BEEP* ~ S #13390 A Dark Alley~ You are in a dark, cobblestone alley. To the west is the eastern market square and the east wall is east. ~ 0 A 1 D1 the east wall ~ ~ 0 -1 13356 D3 east market ~ ~ 0 -1 13383 S #13397 The East Market~ You are on the east market of Cloudy Mountain. A large mansion is south and the market continues north, east, and west. ~ 0 0 1 D0 market ~ ~ 0 -1 13279 D1 market ~ ~ 0 -1 13282 D3 market ~ ~ 0 -1 13398 S #13398 The East Market~ You are on the east market of Cloudy Mountain. A large mansion is south and the market continues north, east, and west. ~ 0 0 1 D0 market ~ ~ 0 -1 13274 D1 market ~ ~ 0 -1 13397 D3 market ~ ~ 0 -1 13272 S #0 #RESETS M 0 13200 5 13231 palace guard #1 E 1 13222 25 5 armor E 1 13231 35 16 sword E 1 13223 30 10 bracers E 1 13214 40 8 boots M 0 13200 5 13231 palace guard #2 E 1 13222 25 5 E 1 13231 35 16 E 1 13223 30 10 E 1 13214 40 8 M 0 13200 5 13234 palace guard #3 E 1 13222 25 5 armor E 1 13231 35 16 sword E 1 13223 30 10 bracer M 0 13200 5 13234 palace guard #4 E 1 13222 25 5 E 1 13231 35 16 E 1 13223 30 10 M 0 13200 5 13237 last palace guard E 1 13231 35 16 sword E 1 13222 25 5 armor E 1 13223 30 10 bracers E 1 13214 40 8 boots E 1 13210 -1 3 neckguard * M 0 13201 4 13239 personal bodyguard E 1 13231 35 16 sword M 0 13201 4 13240 bodyguard M 0 13201 4 13240 bodyguard M 0 13201 4 13241 bodyguard * M 0 13202 16 13206 Elite (court 1) E 1 13231 35 16 sword E 1 13222 25 5 armor E 1 13223 30 10 bracer M 0 13202 16 13208 elite (court 2) E 1 13231 35 16 sword E 1 13222 25 5 armor E 1 13223 30 10 bracer M 0 13202 16 13232 elite (court 3) E 1 13231 35 16 E 1 13222 25 5 E 1 13223 30 10 M 0 13202 16 13230 elite (court 4) E 1 13231 35 16 E 1 13222 25 5 E 1 13223 30 10 M 0 13202 16 13251 elite (ne) E 1 13231 35 16 sword E 1 13223 30 10 bracer M 0 13202 16 13252 elite (tower 1) E 1 13250 8 16 crossbow E 1 13210 -1 3 M 0 13202 16 13256 elite (e) E 1 13231 35 16 sword E 1 13223 30 10 bracer M 0 13202 16 13261 guard (se) E 1 13231 35 16 sword E 1 13223 30 10 bracer M 0 13202 16 13261 guard (tower 2) E 1 13250 8 16 E 1 13210 -1 3 M 0 13202 16 13270 guard (alley 1) E 1 13223 30 10 bracer E 1 13214 40 8 boots M 0 13202 16 13304 guard (nw) E 1 13231 35 16 sword E 1 13223 30 10 bracer M 0 13202 16 13305 guard (tower 3) E 1 13250 8 16 E 1 13210 -1 3 M 0 13202 16 13309 guard (west) E 1 13231 35 16 E 1 13223 30 10 M 0 13202 16 13313 guard (sw) E 1 13231 35 16 E 1 13223 30 10 M 0 13202 16 13314 guard (tower 4) E 1 13250 8 16 E 1 13210 -1 3 M 0 13202 16 13321 E 1 13223 30 10 E 1 13214 40 8 * M 0 13204 4 13213 lieutenants M 0 13204 4 13213 M 0 13203 5 13218 M 0 13203 5 13220 M 0 13204 4 13298 M 0 13203 5 13350 E 1 13214 40 8 boots * M 0 13205 10 13207 guards E 1 13210 -1 3 neckguard M 0 13206 10 13207 E 1 13231 35 16 sword M 0 13206 10 13224 M 0 13205 10 13226 M 0 13205 10 13228 E 1 13214 40 8 boots M 0 13205 10 13248 M 0 13205 10 13266 M 0 13205 10 13273 M 0 13205 10 13280 M 0 13205 10 13287 M 0 13205 10 13293 M 0 13206 10 13301 E 1 13210 -1 3 neckguard M 0 13206 10 13307 M 0 13206 10 13311 M 0 13206 10 13318 M 0 13206 10 13325 M 0 13206 10 13331 M 0 13206 10 13339 M 0 13206 10 13346 * M 0 13207 20 13202 soldiers M 0 13208 20 13209 M 0 13207 20 13211 M 0 13207 20 13213 M 0 13207 20 13213 M 0 13208 20 13213 M 0 13208 20 13213 M 0 13208 20 13215 M 0 13207 20 13217 M 0 13208 20 13218 M 0 13208 20 13218 M 0 13207 20 13219 M 0 13207 20 13219 M 0 13208 20 13219 M 0 13208 20 13219 M 0 13207 20 13220 M 0 13207 20 13220 M 0 13208 20 13222 M 0 13207 20 13247 M 0 13207 20 13263 M 0 13207 20 13271 M 0 13207 20 13283 M 0 13208 20 13315 M 0 13208 20 13334 M 0 13208 20 13349 * M 0 13209 1 13205 Gate guard * M 0 13210 2 13368 winged dragon G 1 13233 2 crown M 0 13210 2 13387 winged dragon G 1 13234 2 crown O 1 13238 1 13387 load chest P 0 13248 -1 13238 put gold in chest O 1 13239 1 13368 P 0 13248 -1 13239 * M 0 13211 3 13364 dragons M 0 13211 3 13380 M 0 13211 3 13383 * M 0 13212 2 13361 snake M 0 13212 2 13377 * M 0 13213 1 13371 demon * M 0 13214 2 13355 rat M 0 13214 2 13375 * M 0 13215 7 13357 bats M 0 13215 7 13359 M 0 13215 7 13366 M 0 13215 7 13369 M 0 13215 7 13378 M 0 13215 7 13386 * M 0 13216 3 13363 spiders M 0 13216 3 13379 M 0 13216 3 13384 * M 0 13217 1 13358 blob * M 0 13218 5 13214 citizens M 0 13218 5 13245 M 0 13218 5 13271 M 0 13219 5 13282 M 0 13219 5 13286 M 0 13219 5 13278 M 0 13220 5 13254 M 0 13220 5 13260 M 0 13220 5 13258 M 0 13221 5 13223 M 0 13221 5 13210 M 0 13221 5 13208 M 0 13222 5 13221 M 0 13222 5 13212 M 0 13222 5 13216 M 0 13223 5 13300 M 0 13223 5 13344 M 0 13223 5 13348 M 0 13224 5 13302 M 0 13224 5 13338 M 0 13224 5 13316 M 0 13225 5 13306 M 0 13225 5 13308 M 0 13225 5 13310 M 0 13226 8 13312 M 0 13226 8 13335 M 0 13226 8 13322 M 0 13226 8 13224 M 0 13226 8 13232 M 0 13226 8 13267 M 0 13226 8 13390 M 0 13226 8 13253 * M 0 13227 5 13338 thiefs M 0 13227 5 13341 M 0 13227 5 13341 * M 0 13228 7 13339 rogues M 0 13228 7 13345 M 0 13228 7 13340 M 0 13228 7 13340 M 0 13228 7 13340 M 0 13228 7 13341 * M 0 13229 5 13340 assassins M 0 13229 5 13340 M 0 13229 5 13342 M 0 13229 5 13342 M 0 13229 5 13342 E 1 13231 35 16 sword * M 0 13230 11 13227 Dragons of Anarchy M 0 13230 11 13303 M 0 13230 11 13323 M 0 13230 11 13326 M 0 13230 11 13329 M 0 13230 11 13336 M 0 13230 11 13336 M 0 13230 11 13338 M 0 13230 11 13341 M 0 13230 11 13349 * M 0 13231 11 13217 Dragons of Virtue M 0 13231 11 13223 M 0 13231 11 13232 M 0 13231 11 13249 M 0 13231 11 13275 M 0 13231 11 13268 M 0 13231 11 13265 M 0 13231 11 13271 M 0 13231 11 13294 M 0 13231 11 13284 * M 0 13243 9 13309 More Anarchy M 0 13243 9 13336 M 0 13243 9 13310 M 0 13243 9 13298 M 0 13243 9 13317 M 0 13243 9 13345 * M 0 13244 9 13284 More Virtue M 0 13244 9 13259 M 0 13244 9 13390 M 0 13244 9 13284 M 0 13244 9 13296 M 0 13244 9 13297 M 0 13244 9 13279 * M 0 13232 1 13353 dracolich E 1 13200 2 9 Drought * M 0 13233 1 13244 Lag E 1 13225 3 6 hat O 1 13224 -1 13244 shirt * M 0 13234 1 13360 cloaker * M 0 13235 3 13365 small piercers M 0 13235 3 13367 M 0 13235 3 13385 M 0 13235 20 13365 M 0 13239 20 13366 M 0 13239 20 13367 M 0 13239 20 13367 M 0 13239 20 13384 M 0 13239 20 13385 M 0 13239 20 13385 M 0 13239 20 13386 M 0 13239 20 13386 * M 0 13236 3 13367 piercers M 0 13236 3 13384 M 0 13236 3 13385 M 0 13240 20 13365 M 0 13240 20 13366 M 0 13240 20 13367 M 0 13240 20 13367 M 0 13240 20 13384 M 0 13240 20 13385 M 0 13240 20 13385 M 0 13240 20 13386 M 0 13240 20 13386 * M 0 13237 3 13365 large piercers M 0 13237 3 13366 M 0 13237 3 13386 M 0 13241 20 13365 M 0 13241 20 13366 M 0 13241 20 13366 M 0 13241 20 13367 M 0 13241 20 13367 M 0 13241 20 13384 M 0 13241 20 13385 M 0 13241 20 13386 M 0 13241 20 13386 * M 0 13238 3 13367 very large piercers M 0 13238 3 13384 M 0 13238 3 13385 M 0 13242 20 13365 M 0 13242 20 13366 M 0 13242 20 13367 M 0 13242 20 13367 M 0 13242 20 13384 M 0 13242 20 13384 M 0 13242 20 13385 M 0 13242 20 13386 M 0 13242 20 13386 * M 0 13245 1 13225 Drakknar E 1 13207 3 2 ring * M 0 13246 1 13337 Kringe E 1 13205 15 16 Liquidator E 1 13218 8 3 Winter * M 0 13247 1 13285 Maaklan E 1 13206 15 16 Resurgence E 1 13217 8 3 Summer * M 0 13248 1 13277 Bazarnog E 1 13227 5 2 Warrior Ring * M 0 13249 1 13330 Barnok E 1 13228 5 2 Cleric Ring * M 0 13251 1 13342 Gringle E 1 13230 5 2 Thief Ring * M 0 13252 1 13343 Ghanekar E 1 13216 10 10 Autumn E 1 13221 15 6 Hailstorm * M 0 13253 1 13281 Arnog E 1 13215 10 3 Spring E 1 13220 15 13 CloudBurst * M 0 13254 1 13218 Gauzrah E 1 13212 18 17 Firestorm * M 0 13255 1 13220 Raechallin E 1 13213 18 17 Aurora * M 0 13256 1 13219 Captain E 1 13211 15 12 wind E 1 13223 30 10 bracer E 1 13231 35 16 sword * M 0 13257 1 13239 The King E 1 13208 -1 17 spectre E 1 13209 50 11 shield * M 0 13258 4 13269 Nobles M 0 13258 4 13299 M 0 13258 4 13333 * M 0 13259 1 13238 Zilch E 1 13203 -1 16 Spark * M 0 13260 1 13236 Zonk E 1 13201 -1 16 Frostbite * M 0 13261 1 13233 Narz E 1 13204 -1 16 Volcano * M 0 13262 1 13235 Fred E 1 13202 -1 16 Singe * M 0 13263 2 13278 hatchling M 0 13264 1 13322 very young M 0 13265 2 13258 young M 0 13265 2 13278 M 0 13266 1 13258 juvenile * M 0 13267 2 13272 peddler G 1 13245 -1 G 1 13246 -1 G 1 13247 -1 M 0 13267 2 13327 peddler G 1 13240 -1 G 1 13241 -1 G 1 13242 -1 G 1 13243 -1 * M 0 13268 3 13274 warriors M 0 13268 3 13276 E 1 13210 -1 3 neckguard * M 0 13269 3 13324 evil warriors M 0 13269 3 13320 * M 0 13270 8 13327 mages M 0 13270 8 13328 M 0 13270 8 13328 M 0 13270 8 13329 M 0 13270 8 13329 M 0 13270 8 13330 M 0 13270 8 13332 M 0 13271 4 13208 M 0 13271 4 13270 M 0 13271 4 13246 * M 0 13272 3 13276 knights M 0 13272 3 13279 M 0 13273 3 13339 M 0 13273 3 13313 * M 0 13274 3 13330 sorcerers M 0 13274 3 13327 * M 0 13275 2 13275 samurai E 1 13251 20 16 sword M 0 13275 2 13275 E 1 13251 20 16 * M 0 13276 2 13274 rangers M 0 13276 2 13275 * M 0 13277 5 13288 M 0 13277 5 13289 clerics M 0 13277 5 13290 M 0 13277 5 13291 M 0 13277 5 13293 * M 0 13278 2 13292 priests M 0 13278 2 13292 * M 0 13280 2 13291 monks M 0 13280 2 13291 * O 1 13226 6 13371 boat O 1 13232 7 13377 axe * M 0 13280 1 13388 flash * O 1 13235 2 13389 Happiness O 1 13236 2 13389 Battle Armor O 1 13237 2 13389 boots O 1 13249 4 13389 skis * D 0 13205 0 1 close doors D 0 13207 2 1 D 0 13228 5 1 D 0 13242 5 1 D 0 13341 3 1 S #SHOPS 13267 0 0 0 0 0 100 100 0 23 0 #SPECIALS M 13210 spec_breath_lightning M 13216 spec_thief M 13227 spec_thief M 13245 spec_breath_frost M 13246 spec_breath_fire M 13247 spec_breath_gas M 13248 spec_breath_lightning M 13249 spec_breath_any M 13250 spec_cast_cleric M 13251 spec_breath_gas M 13252 spec_breath_gas M 13253 spec_breath_fire M 13254 spec_breath_acid M 13255 spec_breath_gas M 13257 spec_cast_mage M 13261 spec_cast_undead M 13270 spec_cast_mage M 13271 spec_cast_mage M 13277 spec_cast_cleric M 13278 spec_cast_cleric M 13279 spec_cast_cleric S #$ ~~~~~~~~~~~~~~~~~~~~~~~~~ #AREA atlantis.are~ Atlantis~ {20 40} Jaromir Atlantis~ 8100 8150 #MOBILES #8100 fisherman man~ the Fisherman~ A Fisherman is fishing here. ~ A Fisherman is here fighting with his fish and trying to catch more. His face is hidden by his cape but you can see his glowing eyes staring at you. He looks very dangerous, however you can't see if he's very strong. ~ human~ ABCHT JZ 0 0 13 0 2d10+170 129d1+1 2d5+3 punch -1 -1 -1 8 EFNU 0 0 0 stand stand male 0 0 0 medium 0 #8101 fish~ the Fish~ A fish is swimming in the water. ~ This is a sweet little fish with one BIG mouth. His teeth are terribly strong, trained by shark-attacks. How you would love to see it fight. ~ water fowl~ AHT 0 300 0 2 0 2d7+21 19d1+1 1d5+0 bite 8 8 8 10 DEFGHIJKN 0 CD 0 stand stand none 0 0 0 medium 0 #8102 sea-horse horse~ the Sea-horse~ A sea-horse is playing here. ~ Ooooh, how sweeeeeet!!!. ~ water fowl~ ACT 0 1000 0 4 0 2d7+46 39d1+1 1d5+1 grep 6 6 6 9 DEFGHIJKN 0 CD 0 stand stand male 0 0 0 medium 0 #8103 king neptune~ King Neptune~ Neptune, king of Atlantis. ~ King Neptune of Atlantis. The most powerful king of the sea. His strength is only equalled by the Dark Dragon of Deep Down. The sight of him makes everybody smile. Mess with him and you will not survive Atlantis. His magic sword Sharkbite is dangerously by his side. ~ human~ ABT DFJNTUVZH 1000 0 45 0 25d10+3000 449d1+1 8d4+16 acbite -15 -15 -15 4 DEFGHIJKN 0 CD 0 stand stand male 0 0 0 giant 0 #8104 mermaid maid woman~ the Mermaid~ A mermaid is standing here, serving Neptune. ~ The powerful mermaid bodyguard of King Neptune. If anybody is a bother to King Neptune she will kill the enemy. King Neptune has chosen two very beautiful mermaids, nobody can take their eyes from them. ~ water fowl~ ABT 0 1000 0 21 0 4d10+360 209d1+1 4d4+5 slap -5 -5 -5 7 DEFGHIJKN 0 0 0 stand stand female 0 0 0 medium 0 #8105 shell blue glittering~ the Shell~ A dirty blue glittering Shell is lying here. ~ This is, after close examination, a very UGLY shell, just wanting to get killed. It's so VERY VERY weak that you could sacrifice it alive. Oh would you love to kill the shell. ~ human~ ABFT 0 1000 0 4 0 2d7+46 39d1+1 1d5+1 digestion 6 6 6 9 DEFGHIJKN 0 0 0 stand stand none 0 0 0 medium 0 #8106 treasurer~ the Treasurer~ The Treasurer is standing here begging for money. ~ The treasurer looks very poor. His face is made of sadness for wanting more money. He has to take care of all of King Neptune his money. And believe me that IS a WHOLE LOT. ~ human~ ACHT 0 -500 0 26 0 5d10+600 259d1+1 3d7+7 slice -7 -7 -7 6 DEFGHIJKN 0 0 0 stand stand male 0 0 0 medium 0 #8107 jailer~ the Jailer~ The Jailer is sleeping here behind his desk. ~ The jailer is here laughing his guts out at the prisoners. He is trying to keep them as hungry as possible. He is always doing push-ups. That is why he looks so strong. Be careful he is a very tactical fighter. ~ human~ ABGT R 900 0 26 0 5d10+600 259d1+1 3d7+7 grep -7 -7 -7 6 DEFGHIJKN 0 0 0 sleep sleep male 0 0 0 medium 0 #8108 guard~ the General Guard~ The General Guard is sitting here behind his desk. ~ Watch out. This is BIG trouble. He is looking after the actions of all guards in Atlantis. If something goes wrong, which almost never happens, he will be there. Be careful he is a very tactical fighter. ~ human~ ABT H 1000 0 33 0 10d10+1100 329d1+1 6d4+10 pierce -11 -11 -11 5 DEFGHIJKN 0 0 0 stand stand male 0 0 0 medium 0 #8109 atlantis guard~ the Atlantis Guard~ An Atlantis Guard is standing here. ~ The faithful guard of Atlantis. He would never give up his Oath of Guardians. The second highest rank you can reach in Atlantis. If there is trouble he will attack no matter what. ~ human~ ACT 0 1000 8109 21 -3 4d10+360 209d1+1 4d4+5 pound -5 -5 -5 7 DEFGHIJKN AB 0 0 stand stand male 0 0 0 medium 0 #8110 gtlantis uard~ the Atlantis Guard~ An Atlantis Guard stands here, guardian the Entrance of Atlantis. ~ The faithful guard of Atlantis. He would never give up his Oath of Guardians. The second highest rank you can reach in Atlantis. If there is trouble he will attack no matter what. ~ human~ ABT 0 1000 8110 20 -3 3d9+333 199d1+1 2d8+5 pound -4 -4 -4 7 DEFGHIJKN AB 0 0 stand stand male 0 0 0 medium 0 #8111 prisoner~ the Prisoner~ A Prisoner lying here on his bed. ~ This used to be a very big man, but now he looks pale and you can count his bones. He's got bread and water in his hand and he guards it very well. He's here for insulting King Neptune. ~ human~ ABT I -1000 0 20 0 3d9+333 199d1+1 2d8+5 grep -4 -4 -4 7 DEFGHIJKN 0 CD 0 stand stand male 0 0 0 medium 0 #8112 martinus~ Martinus~ Martinus the priest of Atlantis is standing here. ~ This is a very wise man, he is older than anybody in Atlantis with the exception of Sage Marid. His whole life he has been gathering his knowledge. In his youth he was the student of Marid the sage. Be careful in attacking him, he can heal himself a lot faster then you can hurt him. ~ human~ ABT DH 1000 0 39 0 15d10+1700 389d1+1 5d6+13 wrath -13 -13 -13 4 DEFGHIJKN 0 0 0 stand stand male 0 0 0 medium 0 #8113 dark dragon~ the Dark Dragon~ The giant Dark Dragon is standing here. ~ Dark Dragon is a dangerous monster, you should not mock at him if you want to live a little longer. He is as strong as the King of Atlantis, Neptune, but Dark Dragon abuses his strength. So don't challenge him. ~ human~ AT IM -1000 0 19 0 3d9+308 189d1+1 2d7+5 acbite -4 -4 -4 7 DEFGHIJKN 0 CD 0 stand stand male 0 0 0 medium 0 #8114 princess chelly~ Princess Chelly~ Princess Chelly is standing here. ~ The daughter of King Neptune. She is very beautiful. You think the most beautiful girl you have ever seen in Atlantis. You would ask her to marry you but she doesn't want scum like you, as she says. ~ human~ AT H 1000 0 33 0 10d10+1100 329d1+1 6d4+10 slap -11 -11 -11 5 DEFGHIJKN 0 0 0 stand stand male 0 0 0 medium 0 #8115 cook ed~ Ed the Cook~ Ed the cook, is cooking here something delicious. ~ Ed is a very talented cook, every diner he makes, is VERY delicious. He has been working for 20 years for King Neptune. Ed is a fat man who tastes every diner he makes. ~ human~ ABCT 0 500 0 25 0 5d10+550 249d1+1 2d10+7 chomp -7 -7 -7 6 DEFGHIJKN 0 0 0 stand stand male 0 0 0 medium 0 #8116 marid sage~ Sage Marid~ The Sage Marid is standing here behind his counter. ~ The sage is a small man with a long beard. His hands look very wrinkled. And his eyes are full of power. He looks very week and old but be aware of his knowledge of magic. The spells he knows are so devastating that he could destroy Atlantis with his own hand. ~ human~ ABT DEJ 1000 0 35 0 10d10+11300 349d1+1 4d7+41 wrath -11 -11 -11 5 DEFGHIJKN ABCD 0 0 stand stand male 0 0 0 medium 0 #8117 sophia~ Sophia~ Sophia is standing here trying to sell some food and some drinks. ~ If you want to talk, don't come here. She talks so fast that if you want to say anything you would have to wait forever because she keeps talking and talking. ~ human~ ABT 0 900 0 20 0 3d9+11333 199d1+1 2d8+45 slap -4 -4 -4 7 DEFGHIJKN ABCD 0 0 stand stand male 0 0 0 medium 0 #8118 bruce fishman~ Bruce the Fishman~ Bruce the Fishman is standing here. ~ You can smell Bruce loves his job. He is wearing a very dirty apron. He is very fat because he eats a lot of fish. Bruce can handle a knife with enormous speed, he learned that from his job. ~ human~ ABT 0 900 0 29 0 6d12+11778 289d1+1 2d12+48 chomp -9 -9 -9 6 DEFGHIJKN ABCD 0 0 stand stand male 0 0 0 medium 0 #8119 samuel woodcutter~ Samuel the woodcutter~ Samuel the woodcutter is cutting here some trees. ~ A very nice man, always ready to help you if you ask nicely. If he doesn't like you he gets angry very quickly. And if he does, you SHOULD be afraid. ~ human~ ABT 0 900 0 30 0 6d12+853 299d1+1 4d6+8 slash -9 -9 -9 6 DEFGHIJKN 0 0 0 stand stand male 0 0 0 medium 0 #8120 bat~ the Bat~ A bat is flying here. ~ A bat like any other, YOU think. ~ bat~ ACFT KTZ -1000 0 5 0 2d6+60 49d1+1 1d6+1 bite 5 5 5 9 DEFGHIJKN AB 0 0 stand stand male 0 0 0 medium 0 #8121 giant horrifying rat~ the giant horrifying rat~ A giant horrifying rat is running around. ~ Well this is a strange creature. You have seen rats before, but this is ridiculous. You don't recall him being THIS big. ~ rat~ ABT M -1000 0 20 0 3d9+333 199d1+1 2d8+5 bite -4 -4 -4 7 DEFGHIJKN AB 0 0 stand stand none 0 0 0 medium 0 #8122 native atlantis~ a native of Atlantis~ A native of Atlantis is here, boring himself. ~ This native acts like every native in Atlantis. Always busy enjoying the day. You didn't know it was possible never stop smiling, but this proves it. ~ human~ ACHT 0 0 0 18 0 3d9+283 179d1+1 2d7+4 punch -3 -3 -3 7 DEFGHIJKN AB 0 0 stand stand either 0 0 0 medium 0 #8123 parrot~ the parrot~ The parrot of sage Marid is here, looking for something to steal. ~ You see a sweet parrot with a lot of colours. You think nobody would want him to be invisible, yet he is. Not to you though. ~ song bird~ ACHT B -1000 0 10 0 2d7+121 99d1+1 2d4+2 claw 1 1 1 8 DEFGHIJKN AB 0 0 stand stand male 0 0 0 medium 0 #8124 gardener~ the gardener~ The gardener is working here in the palace garden. ~ This is a man who loves his work, he is all covered in mud and flowers. You think if he keeps eating those flowers, he should be very ill very soon, but somehow he doesn't. ~ human~ ABT 0 900 0 25 0 5d10+550 249d1+1 2d10+7 pierce -7 -7 -7 6 DEFGHIJKN AB 0 0 stand stand male 0 0 0 medium 0 #0 #OBJECTS #8100 metal key~ a metal key~ A metal key has been left here. It's just screaming 'TAKE ME'.~ metal~ key A A 0 0 0 0 0 4 2 40 P E key~ Aaah... a key, come on, USE it. ~ #8101 sharkbite sword~ sword Sharkbite~ A sword everybody dreams of, is lying here.~ bone~ weapon ABGIK AN sword 5 10 frbite D 42 200 14380 P A 18 6 A 19 6 A 5 -2 E sharkbite sword~ This is the sword of King Neptune from Atlantis. ~ #8102 diamond jewel key~ a key with a diamond jewel~ A key with a diamond jewel has been left here.~ diamond~ key A A 0 0 0 0 0 26 2 260 P E key~ Aaah... a key, come on, USE it. ~ #8103 black key~ a black key~ A black key has been left here.~ stone~ key 0 A 0 0 0 0 0 26 2 260 P E key~ Aaah... a key, come on, USE it. ~ #8104 shield seaweed~ shield Seaweed~ A shield named 'Seaweed' has been left here.~ bone~ armor FGK AJ 14 11 13 6 4 42 317 11380 P A 13 30 A 19 2 E shield seaweed~ Very strong shield named 'Seaweed'. ~ #8105 ice crown~ the Ice Crown~ A crown made of ice has been left here.~ ice~ armor AGHK AE 13 13 15 7 2 42 110 10380 P A 5 2 E crown~ A crown made of ice, don't ask me why it doesn't melt. ~ #8106 pair leather shoes~ leather shoes~ A pair of leather shoes are lying here.~ leather~ armor GK AG 13 13 13 9 0 42 127 11380 P A 14 30 E shoes~ A pair of all fit shoes made of white leather. ~ #8107 staff control lightning~ staff of lightning~ A staff to control lightning is lying here.~ wood~ staff AGK AO 55 5 5 'call lightning' 0 40 312 17380 P E staff lightning~ One staff to control lightning. ~ #8108 ring wisdom~ the Ring of Wisdom~ The ring of wisdom has been left here.~ iron~ armor GK AB 11 11 11 3 0 42 11 9380 P A 4 2 E ring~ One ring of wisdom. ~ #8109 pile coins~ a pile of coins~ A big pile of coins of King Neptune are lying here.~ silver~ money A A 100 0 0 0 0 24 6 240 P E pile coins~ Oooh, you see a lot glittering coins. ~ #8110 black claw~ a black claw~ A very BIG black Claw is lying here.~ bone~ weapon CEJ AN exotic 5 5 slash 0 19 250 3390 P A 18 4 A 19 4 E black claw~ This claw is very BIG and it sure looks sharp! ~ #8112 sage potion~ the sage Potion~ A potion, made by the sage is lying here.~ glass~ potion 0 A 30 'fly' 'refresh' 'giant strength' '' 7 10 650 P E potion~ The potion has a small label 'As a giant you will be, the enemy will flee.'. ~ #8113 green potion~ a green potion~ A green potion has been left here.~ glass~ potion 0 A 20 'detect magic' 'detect poison' 'detect good' '' 9 1 450 P E potion~ Hmmmmmm, it looks very magic... try it! ~ #8114 unknown potion~ unknown potion~ A unknown potion has been left here.~ glass~ potion 0 A 30 'cure light' 'bless' 'armor' '' 4 1 8000 P E potion~ Well, you see somethings unknown. ~ #8115 dark brown potion~ a dark brown potion~ A dark brown potion is lying here.~ glass~ potion BH A 20 'haste' 'refresh' 'armor' '' 9 1 10000 P E potion~ It looks like a delicious potion. ~ #8116 sandwich~ a sandwich~ A delicious looking sandwich has been left here.~ food~ food 0 A 10 0 0 0 0 7 1 8 P #8117 sausage~ a sausage~ A delicious looking sausage is lying here.~ food~ food 0 A 15 15 0 0 0 11 5 11 P #8118 beer~ a bottle of beer~ A bottle of beer has been left here, smell.~ food~ drink 0 A 5 5 'beer' 0 0 13 10 33 P #8119 very big sharp samuel's axe~ Samuel's axe~ A very BIG and SHARP axe has been left here.~ mithril~ weapon A AN axe 5 7 slash 0 28 310 5300 P A 18 3 A 19 5 E axe~ It's the axe of Samuel from Atlantis. ~ #8120 spear~ a spear~ A SHARP spear is lying here.~ steel~ weapon A AN staff 5 5 pierce D 20 130 4210 P A 18 2 A 19 4 E spear~ Oooooh... don't touch it, it's so SHARP. ~ #8121 shell helmet~ a shell helmet~ A helmet like a very large shell has been left here.~ shell~ armor B AE 8 7 8 3 3 20 215 3240 P A 13 10 A 17 -10 E helmet shell~ This is strange, a helmet like a very large shell. ~ #8122 ring pearl~ a ring with a pearl~ A ring with an expensive pearl has been left here.~ pearl~ armor A AB 7 6 7 4 1 20 11 3250 P A 13 1 A 24 1 E ring pearl~ This ring looks very expensive and is glittering like a diamond. ~ #8123 ivory shield~ a ivory shield~ An ivory shield is lying here.~ ivory~ armor AGY AJP 7 7 6 3 3 20 310 4240 P A 18 1 E ivory shield~ This shield looks very strong. You are sure nothing can break it. ~ #8124 ball~ a ball of light~ A ball of light has been left here.~ energy~ light 0 A 0 0 -1 0 0 20 124 3240 P #8125 spear~ a spear~ A SHARP spear is lying here.~ iron~ weapon A AN staff 5 8 pierce D 31 350 6330 P A 18 3 A 19 6 E spear~ Oooooh... don't touch it, it's so SHARP. ~ #8126 necklace glittering pearls~ a necklace~ A nice necklace with glittering pearls has been left here.~ pearl~ armor A AC 8 8 8 16 3 31 80 6330 P A 12 15 #8127 fishing-rod~ a fishing-rod~ A fishing-rod has been left here.~ wood~ trash 0 AO 0 0 0 0 0 13 300 2130 P #8128 pocket knife~ a pocket knife~ A sharp looking pocket knife is lying here.~ steel~ weapon 0 AN dagger 5 5 slice 0 18 132 3100 P A 18 2 A 19 5 #8129 pitchfork~ a pitchfork~ A pitchfork is asking to be picked up.~ steel~ weapon 0 AN exotic 5 6 pierce 0 25 240 4250 P A 18 2 A 19 4 #8130 fish~ a fish~ There is a cooked fish lying here.~ food~ food 0 A 10 10 0 0 0 0 5 11 P #8131 red cape~ a red cape~ A red cape has been left here.~ wool~ armor 0 AC 7 5 5 1 3 11 30 130 P #8140 potion black~ a black potion~ A black potion bubbles while you watch.~ glass~ potion G AO 20 'heal' 'heal' 'heal' '' 20 50 3250 P #8141 potion black~ a black potion~ A black potion bubbles while you watch.~ glass~ potion G AO 20 'heal' 'heal' 'heal mana' '' 20 50 3250 P #8142 potion black~ a black potion~ A black potion bubbles while you watch.~ glass~ potion G AO 20 'heal' 'heal mana' 'heal mana' '' 20 50 3250 P #0 #ROOMS #8100 Beside the sea...~ You are standing beside the sea. The ground is very mush here. Your feet are getting very wet. You can see the waves coming up the ridge, one step foreward and you will fall into the sea. ~ 0 C 6 E note~ If you are below level 5, please enter, we LOVE blood, YOUR blood! ~ D3 ~ ~ 0 -1 9798 D5 Down is the sea.. ~ ~ 0 -1 8101 S #8101 The sea~ You are swimming in the sea. I hope you like water because everywhere you see... you see water. And it's really hard swimming with your clothes on. ~ 0 0 6 D0 Still the sea. ~ ~ 0 -1 8104 D1 Even more sea. ~ ~ 0 -1 8103 D2 Even more sea. ~ ~ 0 -1 8107 D3 Even more sea. ~ ~ 0 -1 8102 S #8102 The sea~ You are swimming in the sea. I hope you like water because everywhere you see... you see water. And it's really hard swimming with your clothes on. ~ 0 0 6 D0 Even more sea. ~ ~ 0 -1 8105 D1 Even more sea. ~ ~ 0 -1 8101 D2 Even more sea. ~ ~ 0 -1 8108 D3 This is getting boring. ~ ~ 0 -1 8103 S #8103 The sea~ You are swimming in the sea. I hope you like water because everywhere you see... you see water. And it's really hard swimming with your clothes on. ~ 0 0 6 D0 Even more sea. ~ ~ 0 -1 8106 D1 Even more sea. ~ ~ 0 -1 8102 D2 Even more sea. ~ ~ 0 -1 8109 D3 Even more sea. ~ ~ 0 -1 8101 S #8104 The sea~ You are swimming in the sea. I hope you like water because everywhere you see... you see water. And it's really hard swimming with your clothes on. Deep down you see a sunken ship from the late Pirate Weary. ~ 0 0 6 E ship~ A rotting ship is lying here, there is a little sign on it. ~ E sign~ Go 2x east! ~ D0 Even more sea. ~ ~ 0 -1 8107 D1 Even more sea. ~ ~ 0 -1 8106 D2 Even more sea. ~ ~ 0 -1 8101 D3 Even more sea. ~ ~ 0 -1 8105 S #8105 The sea~ You are swimming in the sea. I hope you like water because everywhere you see... you see water. And it's really hard swimming with your clothes on. ~ 0 0 6 D0 Even more sea. ~ ~ 0 -1 8108 D1 Even more sea. ~ ~ 0 -1 8104 D2 Even more sea. ~ ~ 0 -1 8102 D3 Even more sea. ~ ~ 0 -1 8110 S #8106 The sea~ You are swimming in the sea. I hope you like water because everywhere you see... you see water. And it's really hard swimming with your clothes on. ~ 0 0 6 D0 Even more sea. ~ ~ 0 -1 8109 D1 You can't see a thing. ~ ~ 0 -1 8110 D2 Even more sea. ~ ~ 0 -1 8103 D3 Even more sea. ~ ~ 0 -1 8104 S #8107 The sea~ You are swimming in the sea. I hope you like water because everywhere you see... you see water. And it's really hard swimming with your clothes on. ~ 0 0 6 D0 Even more sea. ~ ~ 0 -1 8101 D1 Even more sea. ~ ~ 0 -1 8109 D2 Even more sea. ~ ~ 0 -1 8104 D3 Even more sea. ~ ~ 0 -1 8108 S #8108 The sea~ You are swimming in the sea. I hope you like water because everywhere you see... you see water. And it's really hard swimming with your clothes on. ~ 0 0 6 D0 Even more sea. ~ ~ 0 -1 8102 D1 Even more sea. ~ ~ 0 -1 8107 D2 Even more sea. ~ ~ 0 -1 8105 D3 Even more sea. ~ ~ 0 -1 8109 S #8109 The sea~ You are swimming in the sea. I hope you like water because everywhere you see... you see water. And it's really hard swimming with your clothes on. ~ 0 0 6 D0 Even more sea. ~ ~ 0 -1 8103 D1 Even more sea. ~ ~ 0 -1 8108 D2 Even more sea. ~ ~ 0 -1 8106 D3 Even more sea. ~ ~ 0 -1 8107 S #8110 A Vortex~ GOING DOWN!!!!!! ~ 0 AN 6 D5 You can't see a thing. ~ ~ 0 -1 8111 S #8111 A Vortex~ GOING DOWN!!!!!! ~ 0 AN 6 D5 You can't see a thing. ~ ~ 0 -1 8112 S #8112 A Vortex~ GOING DOWN!!!!!! ~ 0 N 6 D5 You can't see a thing. ~ ~ 0 -1 8113 S #8113 A Vortex~ What's this. You have never seen a vortex doing this. There's even a door out here, to the north perhaps. You lost track of all directions. There is a little note here moving around. ~ 0 N 6 E note~ Look at the Shell, ain't it screaming to get killed? ~ D0 A locked door. ~ door~ 2 8100 8114 S #8114 Entrance to Atlantis~ Wow, this is BEAUTIFUL, You have never seen anything like it. You feel like you never want to leave. By the way you couldn't leave if you even wanted to, not this way. There is a board standing here. You can only go north. ~ 0 C 0 E board~ <><><><><><><><><><><><><><><><><> <> W E L C O M E <> <> I N <> <> A T L A N T I S <> <><><><><><><><><><><><><><><><><> ~ D0 To the north you see the Atlantis Street. ~ ~ 0 -1 8115 S #8115 Atlantis Street~ This is the main street of Atlantis. To the north you notice Atlantis Square. To the west is the potion shop and to the east the dining-shop. South leads to the Entrance of Atlantis. ~ 0 0 1 D0 To the north you see Atlantis Square. ~ ~ 0 -1 8116 D1 To the east you see the Pub. ~ ~ 0 -1 8137 D2 To the south you see the Entrance of Atlantis ~ ~ 0 -1 8114 D3 To the east you see the Potions Shop. ~ ~ 0 -1 8136 S #8116 Atlantis Square~ You are standing on the Atlantis Square, this is the crossing of the two streets in Atlantis, Atlantis Street and Martinus Street. You see a fountain and a plate with inscriptions in the middle. Exits lead in all directions, east the Martinus Street, which ends in the Temple of Atlantis. To the west the same street. Go north or south for the Atlantis Street. ~ 0 0 1 E plate inscriptions~ Enjoy yourself in Atlantis. A lot of thanks to Tharsis who helps me writing the descriptions of this area. Jaromir ~ D0 To the north you see Atlantis Street. ~ ~ 0 -1 8117 D1 To the east you see Martinus Street. ~ ~ 0 -1 8132 D2 To the south you see Atlantis Street. ~ ~ 0 -1 8115 D3 To the west you see Martinus Street. ~ ~ 0 -1 8130 S #8117 Atlantis Street~ This is the main street of Atlantis. To the south you notice Atlantis Square and to the north you see a nice looking gate. To the west is a house. ~ 0 0 1 D0 To the north you see the gate of Neptune's Palace. ~ ~ 0 -1 8118 D2 To the south you see Atlantis Square. ~ ~ 0 -1 8116 D3 To the west you see a House. ~ ~ 0 -1 8139 S #8118 The Gate of Neptunes Palace~ Neptune Palace is a very big building. King Neptune lives very comfortable, and he has a lot of servants, running around in the palace. To the north you see a lovely garden. To the east you see the dull guards office. ~ 0 0 1 D0 To the north you see a garden. ~ ~ 0 -1 8135 D1 To the east you see the Guards Office. ~ ~ 0 -1 8129 D2 To the south you see Atlantis Street. ~ ~ 0 -1 8117 S #8119 The Hall~ You have entered the palace hall. Very few people have seen this hall. Everything around here is indescribably beautiful. It's all gold that shines. There is very odd carpet lying on the floor, persian perhaps. You try to make it fly but it doesn't work. To the north you see King Neptunes throne and to the west you spot a kitchen. What a smell! The hall continues to the east. ~ 0 D 0 D0 To the north you see Neptunes Throne. ~ ~ 0 -1 8120 D1 To the east you see the very same hall. ~ ~ 0 -1 8122 D2 To the south you see the garden. ~ ~ 0 -1 8135 D3 To the west you see the kitchen of the palace. ~ ~ 0 -1 8121 D4 Above you is the bedroom. ~ ~ 0 -1 8126 S #8120 Neptunes Throne~ This is the room where King Neptune receives all his guests. The throne is a wooden chair with a very large back, can you imagine someone with such a large back or neck? There are two marble candlesticks on both sides of the throne. There are all kinds of shields, swords, spears, axes and weapons you can't imagine the effect they would have, hanging eeh... everywhere. This is one king with a lot victories. Do not attack him, he can kill you with sneeze. The only exit is south where you came from. ~ 0 D 0 D2 To the south you see the hall. ~ ~ 0 -1 8119 S #8121 The Kitchen~ There is a wonderful smell here. Just the sight of all the food and especially the smell of it makes you hungry. In the middle you notice a big bowl standing on a fire. The cook is whistling a song while he's cooking. You think it is 'Paradise city' from... hmmm, you don't remember the group. ~ 0 D 0 D1 To the east you see the hall. ~ ~ 0 -1 8119 S #8122 The Hall~ You have entered the palace hall. Very few people have seen this hall. Everything around here is indescribably beautiful. It's all gold that shines. There is very odd carpet lying on the floor, persian perhaps. You try to make it fly but it doesn't work. To the north you see a diamond door and to the south you see a LARGE table. The hall continues to the west. You can hear screams coming from below. Unpleasant jail! But really an honour to see the palace. ~ 0 D 0 D0 To the north you see a heavy door. ~ door~ 2 8102 8123 D1 To the east you see the store room. ~ ~ 0 -1 8125 D2 To the south you see the dining room. ~ ~ 0 -1 8124 D3 To the west you see the same hall. ~ ~ 0 -1 8119 D5 Below you is the entrance of the jail. ~ ~ 0 -1 8127 S #8123 The Treasure Room~ Wow, you have never seen this much gold all together in one room. This should about be ..ehm... 197325668 gold. You can open the door and put just one foot in this room, the rest is gold. ~ 0 D 0 D2 To the south you see the hall. ~ ~ 0 -1 8122 S #8124 The Dining Room~ This is the dining room of Neptune's palace. You see a large table and a lot of chairs. The ceiling is painted with a lot of colours and it looks very nice. To the north you notice the palace hall. ~ 0 D 0 D0 To the north you see the hall. ~ ~ 0 -1 8122 S #8125 The Store Room~ This is the room where all unused things of the palace is stored. If you want anything of value, you would have to search a lifetime and still you would not have found anything interesting. ~ 0 D 0 D3 To the west you see the hall. ~ ~ 0 -1 8122 S #8126 Neptunes Bedroom~ This is a private room, you think. It is very silent here and the bed in the middle of the room looks defiant. A painting is hanging right above the bed, it looks beautiful. ~ 0 D 0 E painting~ It's a painting of a pretty woman, but you don't no who. ~ D5 Below you, you see the hall. ~ ~ 0 -1 8119 S #8127 Entrance to the Jail~ Atlantis is a peaceful country, it doesn't accept criminals. If you look around here, you see concrete walls and a concrete floor. You are sure it is not nice to be here. Still the jailer is working here, aaahmm.... working??? To the west you see a barred door to the cell. ~ 0 D 0 D3 To the west you see a barred door. ~ door~ 2 8103 8128 D4 Above you, the hall. ~ ~ 0 -1 8122 S #8128 The Cell~ What are you DOING here, you are not a criminal, are you? This place is made for the people here who desecrating the law. In the corner you see a bed, it looks very uncomfortable. If the door is not locked, you can go to the east. There is a note scratched on the wall. ~ 0 D 0 E note~ If you can't escape from here, ask someone to kill the jailer to get the cell key. Then he/she can open the barred door from the other side. ~ D1 To the east you see the entrance of the jail. ~ door~ 2 8103 8127 S #8129 The Guard Office~ All Atlantis guards come here together to talk with the General guard about the behaviour of the people who are living here. If something is wrong, they will decide what actions take to. To the wall you notice a large map of Atlantis. ~ 0 D 0 E wall map~ You see a map, but you don't understand it. ~ D3 To the east you see the gate of Neptunes palace. ~ ~ 0 -1 8118 S #8130 Martinus Street~ This street is named by the priest of Atlantis, Martinus. King Neptune is respecting him a lot. If you want to see him, look west! The Atlantis square is lying east. ~ 0 0 1 D0 To the north you see a house. ~ ~ 0 -1 8140 D1 You see the Atlantis Square. ~ ~ 0 -1 8116 D2 You see the Fish Store. ~ ~ 0 -1 8138 D3 You see the Temple of Atlantis. ~ ~ 0 -1 8131 S #8131 The Temple of Atlantis~ Welcome in the Temple of Atlantis, you can sleep a little bit here and maybe Martinus will heal you. If you rest, look around. This place is, like the most places of Atlantis, VERY beautiful. Your eyes are getting tired when you see so much gold. The wall, the floor, everything here is glittering. ~ 0 AD 1 D1 You see the Martinus Street. ~ ~ 0 -1 8130 S #8132 Martinus Street~ This street is named by the priest of Atlantis, Martinus. King Neptune is respecting him a lot. The Atlantis square is lying west, and east there is a cemetery. ~ 0 0 1 D0 You see the edge of the wood. ~ ~ 0 -1 8142 D1 You see the a cemetery. ~ ~ 0 -1 8133 D2 To the south you see a house. ~ ~ 0 -1 8141 D3 You see the Atlantis Square. ~ ~ 0 -1 8116 S #8133 The Cemetery~ This is an awful place. All deceased people of Atlantis are lying here. There are rotting flowers on their graves, you think that's why, you can't stand the smell here. You notice a very strange grave in a dark spot of the cemetery. You can't read the name carved into the stone anymore. From what you can make of it, it says "D..k D...on K..l.d .. P..nc. .e..un." Another grave says "Tara, your soul will always survive. R.I.P. Your dearest Neptune". ~ 0 0 1 E grave~ If you open this grave you can go down. ~ D0 You see the edge of the wood. ~ ~ 0 -1 8143 D3 You see the Martinus Street. ~ ~ 0 -1 8132 D5 You can just see the tip of your nose. ~ grave~ 1 -1 8134 S #8134 Deep Down~ OOH...NO, the grave closed when you got here and you can't open it. It's very dark inside here and then the smell of those corpses,YUCK. There is only one exit, below you. ~ 0 ACD 2 D5 You can't see a thing. ~ ~ 0 -1 8144 S #8135 The Palace Garden~ A nice garden with nice flowers and trees. In the middle is a pond with some ducks. The water of the pond looks very dirty, so don't drink it. The ducks are giving a terrible noise, but you can still hear the birds singing, how peaceful. ~ 0 C 0 D0 You see the hall. ~ ~ 0 -1 8119 D2 You see the gate of Neptunes palace. ~ ~ 0 -1 8118 S #8136 The Potions Shop~ You are standing in a strange shop with a magic atmosphere. There are all kinds of pots standing on shelves. There's a big counter at the back of the room. The ceiling is painted with exciting colours and symbols you will never understand the meaning of. You expect they all are some kind of magical spells. To the east you see the Atlantis Street. ~ 0 D 1 D1 You see the Atlantis Street. ~ ~ 0 -1 8115 S #8137 The Pub~ You are standing in the pub. The smell of the sandwiches and sausages is making you drool, delicious. In the left corner you see a cooking range with some sausage pans. A little note is hanging here. The only exit is back where you came from, the west. ~ 0 D 1 E note~ If you want to see what we sell, try list! ~ D3 You see the Atlantis Street. ~ ~ 0 -1 8115 S #8138 The Fish Store~ There are all kinds of fish hanging on the wall. The smell of those fish really gets to you. Some how Bruce makes those fish smell wonderful. The counter is standing in a corner. There is a sign standing before it. To the north you go back to Martinus Street. ~ 0 D 1 E sign~ If you will see what we sell, try 'list'. ~ D0 You see the Martinus Street. ~ ~ 0 -1 8130 S #8139 A House~ This is one of the houses of Atlantis. It is a very simple house with a roof made of reed and a wooden floor. This house has exactly ONE room, it's the bedroom, the kitchen and the living-room. ~ 0 D 1 D1 You see the Atlantis Street. ~ ~ 0 -1 8117 S #8140 A House~ This is one of the houses of Atlantis. It is a very simple house with a roof of reed and a wooden floor. This house has exactly ONE room, it's the bedroom, the kitchen and the living-room together. ~ 0 D 1 D2 You see the Martinus Street. ~ ~ 0 -1 8130 S #8141 A House~ This is one of the houses of Atlantis. It is a very simple house with a roof of reed and a wooden floor. This house has exactly ONE room, it's the bedroom, the kitchen and the living-room together. ~ 0 D 1 D0 You see the Martinus Street. ~ ~ 0 -1 8132 S #8142 The edge of the Wood~ You are standing in a nice looking nature. There are birds singing everywhere and you see all sorts of tree. The most trees are not very old, but there is one big old oak in the middle. There is a road lying to the east and it looks the same as this. To the south you notice the Martinus Street. ~ 0 0 3 E oak~ The oak looks as a king in the wood. You see nothing specials on it. ~ D1 You see the edge of the wood. ~ ~ 0 -1 8143 D2 You see the Martinus Street. ~ ~ 0 -1 8132 S #8143 The edge of the Wood~ You are standing in a nice looking nature. There are birds singing everywhere and you see all sorts of trees. There is a road lying to the west and it looks the same as this. To the south you notice a Cemetery. ~ 0 0 3 D2 You see a cemetery. ~ ~ 0 -1 8133 D3 You see the edge of the wood. ~ ~ 0 -1 8142 S #8144 Deep Down~ You didn't know, Atlantis had such a dreadful place. Another thing you did not know is that you could get so scared. There's only one thing on your mind: 'I got to get out of here! '. ~ 0 AD 2 D0 You can't see a thing. ~ ~ 0 -1 8148 D2 You can't see a thing. ~ ~ 0 -1 8149 D3 You can't see a thing. ~ ~ 0 -1 8145 D4 You can't see a thing. ~ ~ 0 -1 8134 S #8145 Deep Down~ You didn't know, Atlantis had such a dreadful place. Another thing you did not know is that you could get so scared. There's only one thing on your mind: 'I got to get out of here! '. ~ 0 AD 2 D0 You can't see a thing. ~ ~ 0 -1 8146 D1 You can't see a thing. ~ ~ 0 -1 8144 D2 You can't see a thing. ~ ~ 0 -1 8150 S #8146 Deep Down~ You didn't know, Atlantis had such a dreadful place. Another thing you did not know is that you could get so scared. There's only one thing on your mind: 'I got to get out of here! '. ~ 0 ACD 2 D0 You can't see a thing. ~ ~ 0 -1 8147 D1 You can't see a thing. ~ ~ 0 -1 8148 D2 You can't see a thing. ~ ~ 0 -1 8145 D4 You can't see a thing. ~ ~ 0 -1 8128 S #8147 Deep Down~ You didn't know, Atlantis had such a dreadful place. Another thing you did not know is that you could get so scared. There's only one thing on your mind: 'I got to get out of here! '. ~ 0 AD 2 D2 You can't see a thing. ~ ~ 0 -1 8146 S #8148 Deep Down~ You didn't know, Atlantis had such a dreadful place. Another thing you did not know is that you could get so scared. There's only one thing on your mind: 'I got to get out of here! '. ~ 0 AD 2 D2 You can't see a thing. ~ ~ 0 -1 8144 D3 You can't see a thing. ~ ~ 0 -1 8146 S #8149 Deep Down~ You didn't know, Atlantis had such a dreadful place. Another thing you did not know is that you could get so scared. There's only one thing on your mind: 'I got to get out of here! '. ~ 0 AD 2 D0 You can't see a thing. ~ ~ 0 -1 8144 D3 You can't see a thing. ~ ~ 0 -1 8150 S #8150 Deep Down~ You didn't know, Atlantis had such a dreadful place. Another thing you did not know is that you could get so scared. There's only one thing on your mind: 'I got to get out of here!'. ~ 0 ACD 2 D0 You can't see a thing. ~ ~ 0 -1 8145 D1 You can't see a thing. ~ ~ 0 -1 8149 D4 You can't see a thing. ~ ~ 0 -1 8116 S #0 #RESETS D 0 8113 0 2 D 0 8122 0 2 D 0 8127 3 2 D 0 8128 1 2 D 0 8133 5 1 * M 0 8100 1 8100 1 * the Fisherman (13) E 0 8127 -1 17 E 0 8131 -1 6 * M 0 8101 5 8101 1 * the Fish (2) M 0 8101 5 8103 1 M 0 8101 5 8104 1 M 0 8101 5 8106 1 M 0 8101 5 8109 1 * M 0 8102 3 8104 1 * the Sea-horse (4) M 0 8102 3 8105 1 M 0 8102 3 8108 1 * M 0 8103 1 8120 1 * King Neptune (45) E 0 8101 -1 16 E 0 8104 -1 11 E 0 8105 -1 6 E 0 8106 -1 8 E 0 8107 -1 17 E 0 8108 -1 1 * M 0 8104 2 8120 2 * the Mermaid (21) E 0 8120 -1 16 M 0 8104 2 8120 2 E 0 8120 -1 16 * M 0 8105 1 8113 1 * the Shell (4) G 1 8100 -1 * M 0 8106 1 8122 1 * the Treasurer (26) G 1 8102 -1 * M 0 8107 1 8127 1 * the Jailer (27) G 1 8103 -1 * M 0 8108 1 8129 1 * the General Guard (33) E 0 8125 -1 16 *E 0 8121 -1 6 *E 0 8123 -1 11 *E 0 8124 -1 0 * M 0 8109 12 8115 2 * the Atlantis Guard (20) E 0 8120 -1 16 E 0 8121 -1 6 E 0 8123 -1 11 E 0 8124 -1 0 G 1 8141 6 M 0 8109 12 8115 2 * the Atlantis Guard (20) E 0 8120 -1 16 E 0 8121 -1 6 E 0 8123 -1 11 E 0 8124 -1 0 G 1 8140 6 * M 0 8109 12 8116 2 E 0 8120 -1 16 E 0 8122 -1 1 E 0 8123 -1 11 E 0 8124 -1 0 G 1 8140 6 M 0 8109 12 8116 2 E 0 8120 -1 16 E 0 8122 -1 1 E 0 8123 -1 11 E 0 8124 -1 0 G 1 8141 6 * M 0 8109 12 8118 2 E 0 8120 -1 16 E 0 8121 -1 6 E 0 8123 -1 11 E 0 8124 -1 0 G 1 8141 6 M 0 8109 12 8118 2 E 0 8120 -1 16 E 0 8121 -1 6 E 0 8123 -1 11 E 0 8124 -1 0 G 1 8142 6 * M 0 8109 12 8130 2 E 0 8120 -1 16 E 0 8122 -1 1 E 0 8123 -1 11 E 0 8124 -1 0 G 1 8142 6 M 0 8109 12 8130 2 E 0 8120 -1 16 E 0 8122 -1 1 E 0 8123 -1 11 E 0 8124 -1 0 G 1 8140 6 * M 0 8109 12 8132 2 E 0 8120 -1 16 E 0 8122 -1 1 E 0 8123 -1 11 E 0 8124 -1 0 G 1 8140 6 M 0 8109 12 8132 2 E 0 8120 -1 16 E 0 8122 -1 1 E 0 8123 -1 11 E 0 8124 -1 0 G 1 8141 6 * M 0 8109 12 8136 2 E 0 8120 -1 16 E 0 8122 -1 1 E 0 8123 -1 11 E 0 8124 -1 0 G 1 8141 6 M 0 8109 12 8136 2 E 0 8120 -1 16 E 0 8122 -1 1 E 0 8123 -1 11 E 0 8124 -1 0 G 1 8142 6 * M 0 8110 2 8114 2 * the Atlantis Guard (20) E 0 8120 -1 16 E 0 8121 -1 6 E 0 8123 -1 11 E 0 8124 -1 0 G 1 8140 6 M 0 8110 2 8114 2 * the Atlantis Guard (20) E 0 8120 -1 16 E 0 8121 -1 6 E 0 8123 -1 11 E 0 8124 -1 0 G 1 8141 6 * M 0 8111 1 8128 1 * the Prisoner (20) * M 0 8112 1 8131 1 * Martinus (39) * M 0 8113 1 8148 1 * the Dark Dragon (19) E 0 8110 -1 16 * M 0 8114 1 8126 1 * Princess Chelly (33) E 0 8126 -1 3 * M 0 8115 1 8121 1 * Ed the Cook (25) * O 0 8109 0 8123 * M 0 8116 1 8136 1 * Sage Marid (S) G 1 8112 -1 G 1 8113 -1 G 1 8114 -1 G 1 8115 -1 * M 0 8117 1 8137 1 * Sophia (S) G 1 8116 -1 G 1 8117 -1 G 1 8118 -1 * M 0 8118 1 8138 1 * Bruce the Fishman (S) E 0 8128 -1 16 G 1 8130 -1 * M 0 8119 1 8143 1 * Samuel the woodcutter (30) E 0 8119 -1 16 * M 0 8120 3 8144 1 * the Bat (5) M 0 8120 3 8145 1 M 0 8120 3 8147 1 * M 0 8121 3 8144 1 * the giant horrifying rat (20) M 0 8121 3 8146 1 M 0 8121 3 8150 1 * M 0 8122 3 8139 1 * a native of Atlantis (18) E 0 8128 -1 16 M 0 8122 3 8140 1 E 0 8128 -1 16 M 0 8122 3 8141 1 E 0 8128 -1 16 * M 0 8123 1 8136 1 * the parrot (10) * M 0 8124 1 8135 1 * the gardener (25) E 0 8129 -1 16 * S #SPECIALS M 8103 spec_cast_undead * King Neptune M 8108 spec_guard * the General Guard M 8109 spec_guard * the Atlantis Guard M 8110 spec_guard * the Atlantis Guard M 8112 spec_cast_adept * Martinus M 8113 spec_breath_gas * the Dark Dragon M 8114 spec_cast_cleric * Princess Chelly M 8116 spec_cast_mage * Sage Marid M 8121 spec_cast_undead * the giant horrifying rat M 8123 spec_thief * the parrot S #SHOPS 8116 10 0 0 0 0 105 75 0 23 8117 19 0 0 0 0 105 40 0 23 8118 0 0 0 0 0 105 60 0 23 0 #$ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ #AREA air.are~ In the Air~ { 5 10} Copper In the Air~ 1000 1099 #MOBILES #1000 oldstyle fairy dragon~ A fairy dragon~ A fairy dragon is fluttering around here looking for something to do... ~ It's a cute little multi-colored dragon...about 2 foot long. It gracefully dances around your head. ~ human~ AGR DE 500 0 5 0 2d7+46 5d9+100 1d5+0 none 6 6 6 8 FU 0 0 0 stand stand none 1 0 0 medium 0 #1001 oldstyle griffin~ A griffin~ A large black winged griffin swoops into an attack. ~ Golden maned and black all over. It's quite a beautiful creature if not for the fact it is hungry and is attacking you! ~ human~ AFG 0 300 0 8 0 2d7+96 4d9+100 1d7+2 none 3 3 3 9 EFNU 0 0 0 stand stand male 25 0 0 medium 0 #0 #OBJECTS #1001 rose~ a red rose~ A red rose is lying on the ground.~ oldstyle~ treasure 0 AE 6 0 0 0 0 0 80 0 P E rose~ It's a beautiful red rose, with a soft and romantic fragrance. ~ #0 #ROOMS #1001 In the air ...~ You are flying! Currently you are about 40 meters above the ground north of the city. It seems like you can see forever! ~ 0 0 9 D1 More of the same. ~ ~ 0 0 1006 D2 More of the same. ~ ~ 0 0 1002 D4 More of the same. ~ ~ 0 0 1021 S #1002 In the air ...~ You are flying! Currently you are about 20 meters above the inside wall of West Midgaard. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1001 D1 More of the same. ~ ~ 0 0 1007 D2 More of the same. ~ ~ 0 0 1003 D4 More of the same. ~ ~ 0 0 1022 S #1003 In the air ...~ You are flying! Currently you are about 20 meters above the west gate of Midgaard. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1002 D1 More of the same. ~ ~ 0 0 1008 D2 More of the same. ~ ~ 0 0 1004 D4 More of the same. ~ ~ 0 0 1023 S #1004 In the air ...~ You are flying! Currently you are about 40 meters above Wall Road. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1003 D1 More of the same. ~ ~ 0 0 1009 D2 More of the same. ~ ~ 0 0 1005 D4 More of the same. ~ ~ 0 0 1024 S #1005 In the air ...~ You are flying! Currently you are about 40 meters above Wall Road. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1004 D1 More of the same. ~ ~ 0 0 1010 D4 More of the same. ~ ~ 0 0 1025 S #1006 In the air ...~ You are flying! Currently you are about 40 meters above the ground north of Midgaard. It seems like you can see forever! ~ 0 0 9 D1 More of the same. ~ ~ 0 0 1011 D2 More of the same. ~ ~ 0 0 1007 D3 More of the same. ~ ~ 0 0 1001 D4 More of the same. ~ ~ 0 0 1026 S #1007 In the air ...~ You are flying! Currently you are about 20 meters above the magic shop. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1006 D1 More of the same. ~ ~ 0 0 1012 D2 More of the same. ~ ~ 0 0 1008 D3 More of the same. ~ ~ 0 0 1002 D4 More of the same. ~ ~ 0 0 1027 S #1008 In the air ...~ You are flying! Currently you are about 40 meters above Main Street. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1007 D1 More of the same. ~ ~ 0 0 1013 D2 More of the same. ~ ~ 0 0 1009 D3 More of the same. ~ ~ 0 0 1003 D4 More of the same. ~ ~ 0 0 1028 S #1009 In the air ...~ You are flying! Currently you are about 20 meters above the Mage Guild Hall. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1008 D1 More of the same. ~ ~ 0 0 1014 D2 More of the same. ~ ~ 0 0 1010 D3 More of the same. ~ ~ 0 0 1004 D4 More of the same. ~ ~ 0 0 1029 S #1010 In the air ...~ You are flying! Currently you are about 40 meters above Poor Alley. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1009 D1 More of the same. ~ ~ 0 0 1015 D3 More of the same. ~ ~ 0 0 1005 D4 More of the same. ~ ~ 0 0 1030 S #1011 In the air ...~ You are flying! Currently you are about 40 meters above the ground north of Midgaard. It seems like you can see forever! ~ 0 0 9 D1 More of the same. ~ ~ 0 0 1016 D2 More of the same. ~ ~ 0 0 1012 D3 More of the same. ~ ~ 0 0 1006 D4 More of the same. ~ ~ 0 0 1031 S #1012 In the air ...~ You are flying! Currently you are about 20 meters above the bakery. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1011 D1 More of the same. ~ ~ 0 0 1017 D2 More of the same. ~ ~ 0 0 1013 D3 More of the same. ~ ~ 0 0 1007 D4 More of the same. ~ ~ 0 0 1032 S #1013 In the air ...~ You are flying! Currently you are about 40 meters above Main Street. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1012 D1 More of the same. ~ ~ 0 0 1018 D2 More of the same. ~ ~ 0 0 1014 D3 More of the same. ~ ~ 0 0 1008 D4 More of the same. ~ ~ 0 0 1033 S #1014 In the air ...~ You are flying! Currently you are about 20 meters above Armoury. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1013 D1 More of the same. ~ ~ 0 0 1019 D2 More of the same. ~ ~ 0 0 1015 D3 More of the same. ~ ~ 0 0 1009 D4 More of the same. ~ ~ 0 0 1034 S #1015 In the air ...~ You are flying! Currently you are about 40 meters above Poor Alley. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1014 D1 More of the same. ~ ~ 0 0 1020 D3 More of the same. ~ ~ 0 0 1010 D4 More of the same. ~ ~ 0 0 1035 S #1016 In the air ...~ You are flying! Currently you are about 10 meters above the temple spire of Midgaard It seems like you can see forever! ~ 0 0 9 D2 More of the same. ~ ~ 0 0 1017 D3 More of the same. ~ ~ 0 0 1011 D4 More of the same. ~ ~ 0 0 1036 S #1017 In the air ...~ You are flying! Currently you are about 40 meters above the Temple Square. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1016 D2 More of the same. ~ ~ 0 0 1018 D3 More of the same. ~ ~ 0 0 1012 D4 More of the same. ~ ~ 0 0 1037 D5 More of the same ~ ~ 0 0 3057 S #1018 In the air ...~ You are flying! Currently you are about 40 meters above Market Square. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1017 D2 More of the same. ~ ~ 0 0 1019 D3 More of the same. ~ ~ 0 0 1013 D4 More of the same. ~ ~ 0 0 1038 S #1019 In the air ...~ You are flying! Currently you are about 40 meters above Market and Commons. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1018 D2 More of the same. ~ ~ 0 0 1020 D3 More of the same. ~ ~ 0 0 1014 D4 More of the same. ~ ~ 0 0 1039 S #1020 In the air ...~ You are flying! Currently you are about 40 meters above ground, overlooking the Common Square. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1019 D3 More of the same. ~ ~ 0 0 1015 D4 More of the same. ~ ~ 0 0 1040 S #1021 In the air ...~ You are flying! Currently you are about 60 meters above the ground just north of Midgaard. It seems like you can see forever! ~ 0 0 9 D1 More of the same. ~ ~ 0 0 1026 D2 More of the same. ~ ~ 0 0 1022 D5 More of the same. ~ ~ 0 0 1001 S #1022 In the air ...~ You are flying! Currently you are about 40 meters above the west gate of Midgaard. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1021 D1 More of the same. ~ ~ 0 0 1027 D2 More of the same. ~ ~ 0 0 1023 D5 More of the same. ~ ~ 0 0 1002 S #1023 In the air ...~ You are flying! Currently you are about 60 meters above west gate of Midgaard. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1022 D1 More of the same. ~ ~ 0 0 1028 D2 More of the same. ~ ~ 0 0 1024 D5 More of the same. ~ ~ 0 0 1003 S #1024 In the air ...~ You are flying! Currently you are about 60 meters above wall road. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1023 D1 More of the same. ~ ~ 0 0 1029 D2 More of the same. ~ ~ 0 0 1025 D5 More of the same. ~ ~ 0 0 1004 S #1025 In the air ...~ You are flying! Currently you are about 60 meters above wall road. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1024 D1 More of the same. ~ ~ 0 0 1030 D5 More of the same. ~ ~ 0 0 1005 S #1026 In the air ...~ You are flying! Currently you are about 60 meters above the ground north of Midgaard. It seems like you can see forever! ~ 0 0 9 D1 More of the same. ~ ~ 0 0 1031 D2 More of the same. ~ ~ 0 0 1027 D3 More of the same. ~ ~ 0 0 1021 D5 More of the same. ~ ~ 0 0 1006 S #1027 In the air ...~ You are flying! Currently you are about 40 meters above the magic shop. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1026 D1 More of the same. ~ ~ 0 0 1032 D2 More of the same. ~ ~ 0 0 1028 D3 More of the same. ~ ~ 0 0 1022 D5 More of the same. ~ ~ 0 0 1007 S #1028 In the air ...~ You are flying! Currently you are about 60 meters above main street. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1027 D1 More of the same. ~ ~ 0 0 1033 D2 More of the same. ~ ~ 0 0 1029 D3 More of the same. ~ ~ 0 0 1023 D5 More of the same. ~ ~ 0 0 1008 S #1029 In the air ...~ You are flying! Currently you are about 40 meters above the mage guild. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1028 D1 More of the same. ~ ~ 0 0 1034 D2 More of the same. ~ ~ 0 0 1030 D3 More of the same. ~ ~ 0 0 1024 D5 More of the same. ~ ~ 0 0 1009 S #1030 In the air ...~ You are flying! Currently you are about 60 meters above poor alley. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1029 D1 More of the same. ~ ~ 0 0 1035 D3 More of the same. ~ ~ 0 0 1025 D5 More of the same. ~ ~ 0 0 1010 S #1031 In the air ...~ You are flying! Currently you are about 60 meters above the ground north of Midgaard. It seems like you can see forever! ~ 0 0 9 D1 More of the same. ~ ~ 0 0 1036 D2 More of the same. ~ ~ 0 0 1032 D3 More of the same. ~ ~ 0 0 1026 D5 More of the same. ~ ~ 0 0 1011 S #1032 In the air ...~ You are flying! Currently you are about 40 meters above bakery and cleric guild. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1031 D1 More of the same. ~ ~ 0 0 1037 D2 More of the same. ~ ~ 0 0 1033 D3 More of the same. ~ ~ 0 0 1027 D5 More of the same. ~ ~ 0 0 1012 S #1033 In the air ...~ You are flying! Currently you are about 60 meters above main street. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1032 D1 More of the same. ~ ~ 0 0 1038 D2 More of the same. ~ ~ 0 0 1034 D3 More of the same. ~ ~ 0 0 1028 D5 More of the same. ~ ~ 0 0 1013 S #1034 In the air ...~ You are flying! Currently you are about 40 meters above the armoury. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1033 D1 More of the same. ~ ~ 0 0 1039 D2 More of the same. ~ ~ 0 0 1035 D3 More of the same. ~ ~ 0 0 1029 D5 More of the same. ~ ~ 0 0 1014 S #1035 In the air ...~ You are flying! Currently you are about 60 meters above poor alley. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1034 D1 More of the same. ~ ~ 0 0 1040 D3 More of the same. ~ ~ 0 0 1030 D5 More of the same. ~ ~ 0 0 1015 S #1036 In the air ...~ You are flying! Currently you are about 30 meters above the temple spire. It seems like you can see forever! ~ 0 0 9 D2 More of the same. ~ ~ 0 0 1037 D3 More of the same. ~ ~ 0 0 1031 D4 The rainbow leads onward and upward into the sky. It looks safe to travel on. ~ ~ 0 0 7700 D5 More of the same. ~ ~ 0 0 1016 S #1037 In the air ...~ You are flying! Currently you are about 60 meters above the temple square. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1036 D2 More of the same. ~ ~ 0 0 1038 D3 More of the same. ~ ~ 0 0 1032 D5 More of the same. ~ ~ 0 0 1017 S #1038 In the air ...~ You are flying! Currently you are about 60 meters above market square. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1037 D2 More of the same. ~ ~ 0 0 1039 D3 More of the same. ~ ~ 0 0 1033 D5 More of the same. ~ ~ 0 0 1018 S #1039 In the air ...~ You are flying! Currently you are about 60 meters above market square and commons square. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1038 D2 More of the same. ~ ~ 0 0 1040 D3 More of the same. ~ ~ 0 0 1034 D5 More of the same. ~ ~ 0 0 1019 S #1040 In the air ...~ You are flying! Currently you are about 60 meters above commoners square and the dump. It seems like you can see forever! ~ 0 0 9 D0 More of the same. ~ ~ 0 0 1039 D3 More of the same. ~ ~ 0 0 1035 D5 More of the same. ~ ~ 0 0 1020 S #0 #RESETS M 0 1000 10 1005 4 * A fairy dragon M 0 1000 10 1022 4 * A fairy dragon M 0 1000 10 1019 4 * A fairy dragon M 0 1001 3 1034 3 * A griffin S #SHOPS 0 #SPECIALS M 1000 spec_cast_mage * A fairy dragon S #$ ~~~~~~~~~~~~~~~~~ #AREA anonplis.are~ Anonopolis~ { 3 99} Yaegar Anonopolis~ 14200 14298 #HELPS 0 $~ #MOBILES #14200 medtech~ a medtech~ A medtech is here attending to infirm citizens. ~ The medtech is using the latest technology to effect cures of the ailments of the populace. She is a good sort, for a citizen of Anonopolis. ~ human~ BDGL HN 1000 0 99 16 1d199+9800 1d1+99 1d69+32 hit -56 -56 -56 -51 0 0 0 0 stand stand female 990 0 0 medium 0 #14201 corporate executive exec~ a corporate exec~ A corporate exec sits behind an expensive desk here. ~ This ruthless entrepeneur would sell his own mother if there was a credit in it. ~ human~ BGH HN 1000 0 30 5 1d61+899 1d1+99 1d23+9 hit -10 -10 -10 -5 0 0 0 0 stand stand male 300 0 0 medium 0 #14202 tech~ a tech~ A tech is here, repairing damaged cyberparts. ~ This tech is a superb technician. He can repair arms and armor of all types, for a fee. Part man and part machine, he has gradually transformed himself over the years into a cyborg to increase his efficency. ~ human~ BG HN 1000 0 99 16 1d199+9800 1d1+99 1d69+32 hit -56 -56 -56 -51 0 0 0 0 stand stand male 990 0 0 medium 0 #14203 arms merchant~ an arms merchant~ An arms merchant is here, selling a variety of assault weapons and armor. ~ This weedy-looking fellow sells the latest and greatest armaments that a credit can buy. He is willing to negotiate a price on any weapon or piece of armor, regardless of its age or usefulness. ~ human~ BG HN 1000 0 99 16 1d199+9800 1d1+99 1d69+32 hit -56 -56 -56 -51 0 0 0 0 stand stand male 990 0 0 medium 0 #14204 bounty hunter~ a bounty hunter~ A bounty hunter offers to recruit a merc for you. ~ This unsavory fellow is an ex-fed who now specialises in recruiting bounty hunters, bodyguards and mercs for any client who wishes to acquire their services. ~ human~ BG HN 1000 0 99 16 1d199+9800 1d1+99 1d69+32 hit -56 -56 -56 -51 0 0 0 0 stand stand male 990 0 0 medium 0 #14205 chemtech~ a chemtech~ A chemtech offers to sell you some "pharmaceuticals". ~ Ostensibly a pharmacist, this chemtech is actually a dealer in a wide variety of illegal performance enhancing drugs and steroids. ~ human~ BG HN 1000 0 99 16 1d199+9800 1d1+99 1d69+32 hit -56 -56 -56 -51 0 0 0 0 stand stand male 990 0 0 medium 0 #14206 scitech~ a scitech~ A scitech offers to identify your paraphenalia. ~ This intelligent young woman specialises in ascertaining the nature of all sorts of items, ranging from those found in the irradiated wastelands to ancient artifacts from long ago. ~ human~ BG HN 1000 0 99 16 1d199+9800 1d1+99 1d69+32 hit -56 -56 -56 -51 0 0 0 0 stand stand female 990 0 0 medium 0 #14207 exotech~ an exotech~ An exotech offers to sell you an alien. ~ While not strictly legal, the trade in Xenobiological lifeforms is a profitable and popular source of employment for many retired spacers. This lady has travelled far and wide and acquired a wide range of alien lifeforms which she sells to curious collectors. ~ human~ BG HN 1000 0 99 16 1d199+9800 1d1+99 1d69+32 hit -56 -56 -56 -51 0 0 0 0 stand stand female 990 0 0 medium 0 #14208 spaceport control officer~ a spaceport control officer~ A spaceport control officer asks how she can help you. ~ This officer is the administrative head of Anonopolis One, the principal spaceport on the main continent. ~ human~ BG HN 1000 0 30 5 1d61+899 1d1+99 1d23+9 hit -10 -10 -10 -5 0 0 0 0 stand stand male 300 0 0 medium 0 #14209 replicator robot~ a goods replicator robot~ A goods replicator robot asks what he can manufacture for you. ~ This robot can artifically reproduce basic consumer goods for those few citizens who can afford such luxuries. ~ human~ BG HN 1000 0 99 16 1d199+9800 1d1+99 1d69+32 hit -56 -56 -56 -51 0 0 0 0 stand stand none 990 0 0 medium 0 #14210 food replicator robot~ a food replicator robot~ A food replicator robot asks what he can manufacture for you. ~ This robot supplies instantly-generated synthetic foods for the citizens of Anonopolis. It may be fake, and taste like crap, but its edible. ~ human~ BG HN 1000 0 99 16 1d199+9800 1d1+99 1d69+32 hit -56 -56 -56 -51 0 0 0 0 stand stand none 990 0 0 medium 0 #14211 bartender~ the Bartender~ A surly bartender bashes a customer, then asks what you want. ~ This sour fellow has a ferocious temper, but his kick is not nearly as bad as the one you will get if you partake of the beverages here. ~ human~ BG HN 1000 0 99 16 1d199+9800 1d1+99 1d69+32 hit -56 -56 -56 -51 0 0 0 0 stand stand male 990 0 0 medium 0 #14212 science police captain~ the Captain of the science police~ The Captain of the science police politely insists you state your business. ~ This fellow is the commander of the law enforcement agency of Anonopilis, the ruthlessly efficent and well-trained Science Police. ~ human~ BG HN 1000 0 10 1 1d12+119 1d1+99 1d10+2 hit 4 4 4 9 0 0 0 0 stand stand male 100 0 0 medium 0 #14213 master rogue~ the master rogue~ The master rogue grins slyly at you. ~ This lean, moustachioed fellow is the head of the Organised Confederation of Smugglers, Thieves and Larcenists of Anonopolis. He has enough credits in his coffers to ensure that he is not bothered by the law. He may even consent to train you in a few skills. ~ human~ BCGO HN 0 0 45 7 1d91+2024 1d1+99 1d33+14 hit -20 -20 -20 -15 0 0 0 0 stand stand male 450 0 0 medium 0 #14214 corporate corp worker~ a corp worker~ A corp worker slaves endlessly for his corp. ~ This fellow is overworked and underpaid. ~ human~ BG HN 0 0 20 3 1d41+399 1d1+99 1d17+5 hit -3 -3 -3 2 0 0 0 0 stand stand male 200 0 0 medium 0 #14215 spacer~ a veteran spacer~ A veteran spacer relaxes before his next flight. ~ This laconic spacer has two things on his mind- his next flight, and how much he will get paid for spending 3 months in hyperspace. ~ human~ BG HN 0 0 20 3 1d41+399 1d1+99 1d17+5 hit -3 -3 -3 2 0 0 0 0 stand stand male 200 0 0 medium 0 #14216 science police admin officer~ a science police admin officer~ A science police admin officer is here processing arrest warrants. ~ This harried officer would rather be out bashing in the heads of citizens out after curfew. ~ human~ BG HN 0 0 20 3 1d41+399 1d1+99 1d17+5 hit -3 -3 -3 2 0 0 0 0 stand stand male 200 0 0 medium 0 #14217 smuggler~ a smuggler~ A smuggler sits here, boasting about the speed of his ship. ~ This smuggler looks eerily familiar. ~ human~ BG HN 0 0 20 3 1d41+399 1d1+99 1d17+5 hit -3 -3 -3 2 0 0 0 0 stand stand male 200 0 0 medium 0 #14218 tiny alien xenomorph~ the tiny xenomorph~ A tiny xenomorph. ~ This alien looks like a cute, little, fierce fighter. ~ human~ I 0 400 0 4 0 1d12+47 1d1+99 1d6+0 hit 8 8 8 13 0 0 0 0 stand stand none 40 0 0 medium 0 #14219 spiny alien xenomorph~ the spiny xenomorph~ A spiny xenomorph growls at you. ~ This alien looks like a fierce fighter. ~ human~ I 0 400 0 10 1 1d12+119 1d1+99 1d10+2 hit 4 4 4 9 0 0 0 0 stand stand none 100 0 0 medium 0 #14220 winged alien xenomorph~ the winged xenomorph~ A hairless, winged xenomorph is here. ~ This alien looks like a fierce fighter. ~ human~ I T 400 0 15 2 1d31+224 1d1+99 1d13+4 hit 0 0 0 5 0 0 0 0 stand stand none 150 0 0 medium 0 #14221 furry alien xenomorph~ the furry xenomorph~ A large, furry xenomorph is here. ~ This alien looks like a strong, fierce fighter. ~ human~ I 0 0 0 20 3 1d41+399 1d1+99 1d17+5 hit -3 -3 -3 2 0 0 0 0 stand stand none 200 0 0 medium 0 #14222 scaly alien xenomorph~ the scaly xenomorph~ A huge, multi-limbed, scaly xenomorph prepares to rip you limb from limb. ~ Sure hope his master has him under control. ~ human~ I 0 0 0 30 5 1d61+899 1d1+99 1d23+9 hit -10 -10 -10 -5 0 0 0 0 stand stand none 300 0 0 medium 0 #14223 enforcer~ the enforcer~ The enforcer warns you to keep your nose clean. ~ This fellow is hard, but fair. He will only get rough if you cause trouble. ~ human~ BDG HJN 0 0 99 16 1d199+9800 1d1+99 1d69+32 hit -56 -56 -56 -51 0 0 0 0 stand stand male 990 0 0 medium 0 #14224 aod dealer~ Aod the dealer~ Aod the dealer stands in the shadows here. ~ Thie fellow is the great-great-great-great-great-great-great-great-great-great grandson of the famous Aod of Anon. ~ human~ CG DFJ 0 0 60 10 1d121+3599 1d1+99 1d43+19 hit -30 -30 -30 -25 0 0 0 0 stand stand male 600 0 0 medium 0 #14225 psi police chief~ the chief of the psi police~ The chief of the psi police greets you. ~ This dedicated officer is head of the psi police, a branch of the science police with mental powers. She is fair, just, hardworking and efficient. ~ human~ BG HN 400 0 30 5 1d61+899 1d1+99 1d23+9 hit -10 -10 -10 -5 0 0 0 0 stand stand female 300 0 0 medium 0 #14226 wreckball coach~ the wreckball coach~ The wreckball coach glares at you. ~ This rough chap is the coach of the Wreckball team of Anonopolis. He isn't happy about you being here. ~ human~ BGP HN 0 0 30 5 1d61+899 1d1+99 1d23+9 hit -10 -10 -10 -5 0 0 0 0 stand stand male 300 0 0 medium 0 #14227 tech academy master~ the master of Tech Academy~ The master of tech Academy eyes you suspiciously. ~ The master is the trainer of the many techs who work in and around the city of Anonopolis. He doubts you have the intellect to become students. ~ human~ BG HN 1000 0 30 5 1d61+899 1d1+99 1d23+9 hit -10 -10 -10 -5 0 0 0 0 stand stand male 300 0 0 medium 0 #14228 psi policeman~ a psi policeman~ A psi policeman is here examining 3-D vids of crims. ~ She is really very busy. ~ human~ BG HN 0 0 20 3 1d41+399 1d1+99 1d17+5 hit -3 -3 -3 2 0 0 0 0 stand stand female 200 0 0 medium 0 #14229 wreckball player~ a wreckball player~ A wreckball player smashes a spiked mace into an opponent's skull. ~ He is very engrossed in his... game. It would not be wise to distract him. ~ human~ BG HN 0 0 20 3 1d41+399 1d1+99 1d17+5 hit -3 -3 -3 2 0 0 0 0 stand stand male 200 0 0 medium 0 #14230 tech student~ a tech student~ A tech student busily repairs a repair bot. ~ She is far too busy to talk to you. ~ human~ BG HN 0 0 20 3 1d41+399 1d1+99 1d17+5 hit -3 -3 -3 2 0 0 0 0 stand stand female 200 0 0 medium 0 #14231 admin head~ the administrative head of Anonopolis~ The Administrative head of Anonopolis is here. ~ This fellow's role is ostensibly the determiner of political policy for the city, but in fact he holds no real power. The corporations run Anonopolis. ~ human~ BG CDHJN 1000 0 60 10 1d121+3599 1d1+99 1d43+19 hit -30 -30 -30 -25 0 0 0 0 stand stand male 600 0 0 medium 0 #14232 citizen~ a citizen~ A citizen of Anonopolis hurries along here. ~ This citizen looks rather depressed. Then again if you lived in a smelly, overcrowded city that hadn't seen the sun for 200 years you would be too. ~ human~ AG 0 0 0 5 0 1d12+59 1d1+99 1d7+0 hit 7 7 7 12 0 0 0 0 stand stand male 50 0 0 medium 0 #14233 citizen~ a citizen~ A citizen of Anonopolis hurries along here. ~ This citizen looks rather depressed. Then again if you lived in a smelly, overcrowded city that hadn't seen the sun for 200 years you would be too. ~ human~ AG 0 0 0 5 0 1d12+59 1d1+99 1d7+0 hit 7 7 7 12 0 0 0 0 stand stand female 50 0 0 medium 0 #14234 street kid~ a street kid~ A street kid asks you for a credit. ~ Anonopolis is full of unwanted, destitute people- this person is but one of them. Its only a matter of time before the local gangs or the science police do away with him. ~ human~ AG 0 0 0 3 0 1d12+35 1d1+99 1d5+0 hit 8 8 8 13 0 0 0 0 stand stand male 30 0 0 medium 0 #14235 janitor bot~ the janitor bot~ A janitor bot is moving around, cleaning up. ~ This robot has lettering painted on its side- "This sanitary service provided by the city of Anonopolis". Looking around, you judge that it has its work cut out. ~ human~ AGH DF 0 0 6 1 1d12+71 1d1+99 1d7+1 hit 6 6 6 11 0 0 0 0 stand stand none 60 0 0 medium 0 #14236 crim~ a crim~ A crim leers at you, appraising your ability to defend yourself. ~ Crims are not considered much of a threat individually, but in big groups they can be dangerous. ~ human~ CFGH 0 -500 0 6 1 1d12+71 1d1+99 1d7+1 hit 6 6 6 11 0 0 0 0 stand stand male 60 0 0 medium 0 #14237 drunk spacer~ a drunken spacer~ A drunken spacer staggers past you. ~ A drunken spacer is living it up before his next flight. ~ human~ G 0 400 0 10 1 1d12+119 1d1+99 1d10+2 hit 4 4 4 9 0 0 0 0 stand stand male 100 0 0 medium 0 #14238 beggar~ a beggar~ A beggar is here, hoping for a cred. ~ Anonopolis is full of unwanted, destitute people- this person is but one of them. Its only a matter of time before the local gangs or the science police do away with him. ~ human~ BGH 0 400 0 3 0 1d12+35 1d1+99 1d5+0 hit 8 8 8 13 0 0 0 0 stand stand male 30 0 0 medium 0 #14239 thief~ a thief~ A thief skulks about looking for easy pickings. ~ This clever woman has robbed dozens of unsuspecting visitors to Anonopolis. ~ human~ GH BPQU 0 0 10 1 1d12+119 1d1+99 1d10+2 hit 4 4 4 9 0 0 0 0 stand stand female 100 0 0 medium 0 #14240 cyberfido~ a cyberfido~ The cyber fido is here patrolling for vagrants. ~ The science police use these cybernetic fidos to seek out and eliminate vagrants. ~ human~ GH 0 0 0 12 2 1d12+143 1d1+99 1d11+3 hit 2 2 2 7 0 0 0 0 stand stand none 120 0 0 medium 0 #14241 rat~ a huge sewer rat~ A huge sewer rat glows strangely. ~ The rats of Anonopolis have been irradiated by all the radioactive waste in the sewers. ~ human~ GH 0 0 0 8 1 1d12+95 1d1+99 1d9+1 hit 5 5 5 10 0 0 0 0 stand stand none 80 0 0 medium 0 #14242 cat~ a cat~ A stray cat rummages through some trash here. ~ The cat suddenly emerges, triumphant, with a half-eaten synth steak, and runs off. ~ human~ GH 0 0 0 4 0 1d12+47 1d1+99 1d6+0 hit 8 8 8 13 0 0 0 0 stand stand female 40 0 0 medium 0 #14243 science police~ a member of the Science Police~ A Member of the Science Police glares at you from his hoversled. ~ Cruising high above the filthy streets of Anonopolis, these cops descend only to harass vagrants or foreigners, or protect bothered corp workers. ~ human~ DG CHN -400 0 40 6 1d81+1599 1d1+99 1d30+12 hit -16 -16 -16 -11 0 0 0 0 stand stand male 400 0 0 medium 0 #14244 science police~ a member of the Science Police~ A Member of the Science Police glares at you from her hoversled. ~ Cruising high above the filthy streets of Anonopolis, these cops descend only to harass vagrants or foreigners, or protect bothered corp workers. ~ human~ DG CHN -400 0 40 6 1d81+1599 1d1+99 1d30+12 hit -16 -16 -16 -11 0 0 0 0 stand stand female 400 0 0 medium 0 #14245 science police~ a member of the Science Police~ A Member of the Science Police glares at you from his hoversled. ~ Cruising high above the filthy streets of Anonopolis, these cops descend only to harass vagrants or foreigners, or protect bothered corp workers. ~ human~ DG CHN -400 0 40 6 1d81+1599 1d1+99 1d30+12 hit -16 -16 -16 -11 0 0 0 0 stand stand male 400 0 0 medium 0 #14246 clone merc1~ clone mercen~ A clone merc scowls menacingly at you. ~ This Merc looks big and tough. Better be careful. ~ human~ I FJ 0 0 15 2 1d31+224 1d1+99 1d13+4 hit 0 0 0 5 0 0 0 0 stand stand male 150 0 0 medium 0 #14247 ex-trooper trooper merc2~ ex-trooper merc~ An ex-trooper merc scowls menacingly at you. ~ This Merc looks big and tough. Better be careful. ~ human~ I DJ 0 0 20 3 1d41+399 1d1+99 1d17+5 hit -3 -3 -3 2 0 0 0 0 stand stand male 200 0 0 medium 0 #14248 bodyguard merc3~ bodyguard~ A bodyguard scowls menacingly at you. ~ This Merc looks big and tough. Better be careful. ~ human~ I JN 0 0 25 4 1d51+624 1d1+99 1d20+7 hit -6 -6 -6 -1 0 0 0 0 stand stand male 250 0 0 medium 0 #14249 cyborg merc4~ cyborg merc~ A cyborg mercenary scowls menacingly at you. ~ This Merc looks big and tough. Better be careful. ~ human~ I JN 0 0 30 5 1d61+899 1d1+99 1d23+9 hit -10 -10 -10 -5 0 0 0 0 stand stand male 300 0 0 medium 0 #14250 battle merc5~ battle merc~ A battle merc scowls menacingly at you. ~ This battle Merc looks big and tough. Better be careful. ~ human~ I N 0 0 35 5 1d71+1224 1d1+99 1d27+10 hit -13 -13 -13 -8 0 0 0 0 stand stand male 350 0 0 medium 0 #14251 robot robomerc merc6~ robomerc~ A robomerc swivels its many weapons toward you. ~ This robomerc looks big and tough. Better be careful. ~ human~ I DFJT 0 0 40 6 1d81+1599 1d1+99 1d30+12 hit -16 -16 -16 -11 0 0 0 0 stand stand male 400 0 0 medium 0 #0 #OBJECTS #14200 card~ a swipe card~ The swipe card to the City Gates. ~ nothingness~ key 0 AO 0 0 0 0 0 -2 1 -200 P #14201 barrel beer~ a barrel of slimy beer~ A beer barrel has been left here. ~ nothingness~ drink 0 A 30 30 'beer' 0 0 -2 60 -200 P #14202 bottle beer~ a bottle of flat beer~ A beer bottle has been left here.~ nothingness~ drink 0 A 4 4 'beer' 0 0 -2 10 -200 P #14203 bottle ale~ a bottle of alien ale~ A dark bottle of alien ale has been left here.~ nothingness~ drink 0 A 5 5 'ale' 0 0 -2 10 -200 P #14204 bottle flaming ale~ a bottle of flaming ale~ A bottle of flaming ale has been left here.~ nothingness~ drink Q A 8 8 'firebreather' 0 0 -2 10 -200 P #14205 decanter synth ale~ a decanter of synth ale~ A decanter has been left here.~ nothingness~ drink 0 A 8 8 'local specialty' 0 0 -2 10 -200 P #14206 light stick~ a light stick~ A light stick is here.~ nothingness~ light A AQ 0 0 24 0 0 -2 1 -200 P #14207 hand torch~ a high power hand torch~ A high power hand torch has been left here.~ nothingness~ light 0 AO 0 0 200 0 0 -2 4 -200 P #14208 tricorder~ a tricorder~ This tricorder can be use to identify items.~ nothingness~ wand B AO -2 10 10 'identify' 0 -2 1 -200 P #14209 goggles~ a pair of limited use detector goggles~ A pair of limited use detector goggles lies here.~ nothingness~ staff A AO -2 10 10 'detect invis' 0 -2 1 -200 P E goggles~ To use them, activate them by holding and brandishing them. ~ #14210 water ration~ a water ration~ A water ration is lying here. It will sate your thirst for a few days.~ nothingness~ drink 0 A 25 25 'water' 0 0 -2 5 -200 P #14211 water canister~ a water canister~ A water canister is here.~ nothingness~ drink A A 60 60 'water' 0 0 -2 0 -200 P #14212 billy club~ a billy club~ A kevlar billy club lies here. ~ nothingness~ weapon 0 AN mace 0 1 crush 0 -2 10 -200 P A 18 1 A 19 2 #14213 power stick~ a power stick~ A power stick lies here. ~ nothingness~ weapon B AN club 0 1 pound 0 -2 10 -200 P A 18 4 #14214 electro dagger~ an electro-dagger~ An electro-dagger is here. ~ nothingness~ weapon A AN dagger 0 1 pierce 0 -2 15 -200 P A 18 4 #14215 riot gun~ a riot gun~ A riot gun that would serve you better as a club lies here.~ nothingness~ weapon BG AN club 0 1 pound 0 -2 5 -200 P A 18 -2 A 19 2 #14216 boots~ a pair of troopers' boots~ A pair of troopers' boots lies here. ~ nothingness~ armor 0 AG 0 0 0 0 1 -2 15 -200 P A 17 -10 A 5 1 #14217 belt~ a troopers' web belt~ A troopers' web belt is curled up here. ~ nothingness~ armor 0 AL 0 0 0 0 1 -2 20 -200 P A 2 1 #14218 helmet~ a troopers' combat helmet~ A troopers' combat helmet lies here.~ nothingness~ armor 0 AE 0 0 0 0 1 -2 5 -200 P A 18 2 A 19 2 #14219 body armor~ a suit of kevlar body armor~ A suit of kevlar body armor is here.~ nothingness~ armor 0 AD 0 0 0 0 1 -2 5 -200 P A 17 -5 A 18 1 A 19 1 #14220 fountain~ a memorial fountain~ This memorial fountain is kept clean by special purifying chemicals.~ nothingness~ fountain 0 0 10000 10000 'water' 0 0 -2 1000 -200 P #14221 ring~ a fancy psi ring~ A fancy psi ring is here. ~ nothingness~ armor A AB 0 0 0 0 1 -2 1 -200 P A 12 20 #14222 cake~ a synth cake~ A synth cake. It looks dry and tasteless. ~ nothingness~ food 0 A 4 4 0 0 0 -2 3 -200 P #14223 roll~ an artificial bread roll~ An artificial bread roll. It looks dry and tasteless. ~ nothingness~ food 0 A 5 5 0 0 0 -2 5 -200 P #14224 sandwich~ an artificial sandwich~ An artificial sandwich. It looks dry and tasteless. ~ nothingness~ food 0 A 5 5 0 0 0 -2 5 -200 P #14225 nutrition pill~ a nutrition pill~ This nutrition pill would fill you up for a while.~ nothingness~ food 0 A 40 40 0 0 0 -2 5 -200 P #14226 cup synth coffee~ a cup of synth coffee~ A cup of synth coffee steams away here.~ nothingness~ drink 0 AO 1 1 'coffee' 0 0 -2 1 -200 P #14227 liquid narcotic~ a liquid narcotic~ this narcotic will enhance your abilities.~ nothingness~ potion ABG A -2 'giant strength' 'stone skin' 'refresh' 0 -2 2 -200 P #14228 corp billboard~ a corporation billboard~ A corporation billboard advertises the latest soft drinks. ~ nothingness~ furniture 0 0 10 10000 E 0 0 -2 1000 -200 P #14229 helmet~ an enforcer's helmet~ The enforcer's helmet is here. ~ nothingness~ armor 0 AE 0 0 0 0 1 -2 75 -200 P A 13 250 #14230 laser sword~ the admin head's laser sword~ The head of admin's laser sword is here. ~ nothingness~ weapon G AN dagger 0 1 pierce 0 -2 25 -200 P A 17 -15 A 18 6 A 19 6 A 23 -3 #14231 metal bar~ a metal bar~ A metal bar lies here.~ nothingness~ weapon 0 AN club 0 1 pound 0 -2 15 -200 P #14232 laser sword~ a laser sword~ A laser sword is lying here.~ nothingness~ weapon G AN dagger 0 1 pierce 0 -2 25 -200 P A 18 2 A 19 2 #14233 police reflec body armor~ a suit of reflec body armor~ A suit of police reflec armor is lying here.~ nothingness~ armor 0 AD 0 0 0 0 1 -2 20 -200 P A 5 2 A 17 -10 #14234 comm bracer~ a comm bracer~ A sci police comm bracer is lying here.~ nothingness~ armor 0 AM 0 0 0 0 1 -2 15 -200 P A 3 1 A 18 2 #14235 cape~ a sci police cape~ A sci police cape is lying here. ~ nothingness~ armor 0 AC 0 0 0 0 1 -2 10 -200 P A 13 20 A 17 -10 #14236 police helmet~ a sci police helmet~ A sci police helmet lies here. ~ nothingness~ armor 0 AE 0 0 0 0 1 -2 10 -200 P A 3 1 A 4 1 A 17 -5 A 24 5 #14237 power shield~ a power shield~ A power shield lies here. ~ nothingness~ armor 0 AJ 0 0 0 0 1 -2 20 -200 P A 17 -20 A 23 2 A 24 2 #14238 lance electrolance~ an electrolance~ An electro lance lies here. ~ nothingness~ staff AB AO -2 12 10 'lightning bolt' 0 -2 10 -200 P A 18 2 A 19 2 #14239 disk diskette~ a blank computer diskette~ A blank diskette is here. ~ nothingness~ scroll 0 AO -2 '' '' '' 0 -2 1 -200 P #14240 pill~ a white pill~ A white pill with a cross on it is here. ~ nothingness~ pill 0 AO -2 'detect hidden' 'infravision' 'detect poison' 0 -2 1 -200 P #14241 stargate~ a stargate~ A stargate is here, its shimmering surface beckoning. ~ nothingness~ 'lemonade' A 0 0 0 0 0 0 -2 1 -200 P #0 #ROOMS #14200 Outside the MedCenter~ You are outside the MedCenter, where MedTechs furiously strive to cure the many wounded and dying people dropped off here by the Science Police. If you want, you can head inside. Alternatively you can wander about the city. ~ 0 0 1 D0 The Interior of the MedCenter~ ~ 1 0 14201 D1 Victory Parade East~ ~ 0 -1 14204 D2 Glory Avenue~ ~ 0 -1 14203 D3 Victory Parade West~ ~ 0 -1 14202 S #14201 The Interior of the MedCenter~ The scrubbed white walls and floor of the interior of this plasteel building are in stark contrast to the dirty grey streets outside. As you enter, you hear a sudden explosion, and minutes later a hoversled arrives, depositing the charred remains of several vagrants "accidentally" killed in a shoot out between crims and Science Police. ~ 0 DK 0 D2 ~ ~ 1 0 14200 S #14202 Victory Parade West~ You are walking along Victory Parade West. There is a constant drizzle of rain, and you find yourself wet and shivering before long. High overhead, huge spacecraft cruise about, some bearing massive advertisements, others heading to or from the many worlds now colonised by man, leaving the detritus behind. ~ 0 D 0 D1 ~ ~ 0 -1 14200 D3 Victory Parade West~ ~ 0 -1 14205 S #14203 Glory Avenue~ You are strolling along a busy city street, dodging the many citizens, bums, spacers and hoodlums that litter the city of Anonopolis. The occasional hovercar shoots past, the hordes of people scattering before it, as they know from experience that the drivers won't slow down. ~ 0 D 0 D0 ~ ~ 0 -1 14200 D2 Glory Avenue~ ~ 0 -1 14206 S #14204 Victory Parade East~ You continue through the crowded cesspool that is Anonopolis. Overhead you hear the now-familiar whine of the engines of Science Police hoversleds, and the low hum of the engines of roving robot enforcers- cold, metal gunships that are programmed to seek out and eliminate unruly elements in the city streets below. The offices of the mighty corporations also lie up there, atop the many plasteel skyscrapers that surround you, their inhabitants ignorant of the squalor below. ~ 0 D 0 D1 Victory Parade East~ ~ 0 -1 14207 D3 ~ ~ 0 -1 14200 S #14205 An Intersection in Victory Parade West~ You are heading through an industrial section of town. A bizarre conglomeration of factories and tech shops surround you. You hear the whine of high-powered laser tools cutting steel above the general hubbub of the passing citizens. Occasionally a cyborg rushes past, laden with heavy equipment for some repair shop or another. ~ 0 D 0 D0 Liberty Lane~ ~ 0 -1 14237 D1 Victory Parade West~ ~ 0 -1 14202 D2 Liberty Lane~ ~ 0 -1 14239 D3 Victory Parade West~ ~ 0 -1 14208 S #14206 Corner of Valiant Street and Glory Avenue~ You are passing several seedy-looking pleasure houses, the occupants standing without clad in little or no clothing, displaying their dubious assets to potential customers. The Science Police chatting nearby seem to be ignoring these places- you assume that some serious protection money is being paid here. ~ 0 D 0 D0 Glory Avenue~ ~ 0 -1 14203 D1 Valiant Street~ ~ 0 -1 14266 D2 Glory Avenue~ ~ 0 -1 14209 D3 Valiant Street~ ~ 0 -1 14264 S #14207 Corner of Stalwart Lane and Victory Parade East~ There has been an accident on this corner recently. From what you can determine, it seems that a hover car jumped the kerb, plowed into the front of a cyberware storage facility, and then exploded, peppering the unfortunates nearby with kilotons of plasteel shrapnel, killing dozens and wounding hundreds more. MedTech workers scramble to save those that were injured, while a couple of bored Science Police bash any passers-by who stop to gawk. You quickly move on. ~ 0 D 0 D0 Liberty Lane~ ~ 0 -1 14241 D1 Victory Parade East~ ~ 0 -1 14210 D2 Liberty Lane~ ~ 0 -1 14243 D3 Victory Parade East~ ~ 0 -1 14204 S #14208 Victory Parade West~ You are walking past a line of stores selling designer clothes, drugs and jewellery. Rich yuppies wearing expensive cyberwear hurry to and from several luxury cars parked nearby, under the watchful eyes of their guard bots. ~ 0 D 0 D1 Victory Parade West~ ~ 0 -1 14205 D3 Victory Parade West~ ~ 0 -1 14211 S #14209 Glory Avenue~ You are heading past a line of rundown buildings from the turn of the century. It appears that at one stage they were entertainment houses of some sort, providing a product known as Video Games. Cyberwear has of course rendered such products obsolete. The entrance to a corporation building lies south of here. ~ 0 D 0 D0 Glory Avenue~ ~ 0 -1 14206 D2 ~ ~ 0 -1 14233 S #14210 Victory Parade East~ You head past some large, well-lit restaurants full of yuppies and guarded by several large cyborg mercs, who glare threateningly at you as you pass. The sight of such excessive wealth in the midst of such squalor makes you sick and you continue. ~ 0 D 0 D1 Victory Parade East~ ~ 0 -1 14212 D3 Victory Parade East~ ~ 0 -1 14207 S #14211 Victory Parade West~ This area at one time served as a city square of sorts, but now it is a home to some of the many vagrants of the city. Occasionally the Science Police release cyberfidos here, and any hapless vagrants are devoured by the vicious cyborg hounds. ~ 0 D 0 D1 Victory Parade West~ ~ 0 -1 14208 D3 Victory Parade West~ ~ 0 -1 14213 S #14212 Victory Parade East~ You trudge wearily past what appears to be a school, though it actually resembles a prison more than a place of learning. Shouts, screams and gunfire echo from behind the heavy iron bars that block the windows and doorways of this place, and you are suddenly thankful that you have already matriculated. ~ 0 D 0 D1 Victory Parade East~ ~ 0 -1 14214 D3 Victory Parade East~ ~ 0 -1 14210 S #14213 Approaching Gate at Victory Parade West~ You are drawing near to the western entrance to the city. A freeway begins here, and heads toward the gate, and out into the wastelands beyond, where it is encased in a plasteel tube to protect motorists form the harsh environment and the locals. ~ 0 D 0 D1 Victory Parade West~ ~ 0 -1 14211 D3 The Victory Parade West Gate~ ~ 0 -1 14215 S #14214 Approaching Gate at Victory Parade East~ You are drawing near to the eastern entrance to the city. A freeway begins here, and heads toward the gate, and out into the wastelands beyond, where it is encased in a plasteel tube to protect motorists form the harsh environment and the locals. ~ 0 D 0 D1 The Victory Parade East Gate~ ~ 0 -1 14216 D3 Victory Parade East~ ~ 0 -1 14212 S #14215 Inside the Victory Parade West Gate~ You have reached the walls of the city. They rise far above you, huge plasteel constructs over 40 stories high, protecting the city from the irradiated wastelands without (and perhaps vice versa...). The freeway heads past, through a huge pair of plasteel doors, its plasteel surface busy with hundreds of hovercars and trucks, rushing to the nearby cities such as Futzone and MegaCity One. ~ 0 D 0 D1 Victory Parade West~ ~ 0 -1 14213 D3 Outside the Gates~ ~ 1 14200 14217 S #14216 Inside the Victory Parade East Gate~ You have reached the walls of the city. They rise far above you, huge plasteel constructs over 40 stories high, protecting the city from the irradiated wastelands without (and perhaps vice versa...). The freeway heads past, through a huge pair of plasteel doors, its plasteel surface busy with hundreds of hovercars and trucks, rushing to the nearby cities such as Futzone and MegaCity One. ~ 0 D 0 D1 Outside the Gates~ ~ 1 14200 14218 D3 Victory Parade East~ ~ 0 -1 14214 S #14217 Outside the Victory Parade West Gate~ You are standing outside the city. Why? You are in the wastelands now. You will not be able to proceed further without adequate protection, for the harsh environment will surely kill you. ~ 0 C 2 D1 Victory Parade West~ ~ 1 14200 14215 S #14218 Outside the Victory Parade East Gate~ You are standing outside the city. Why? You are in the wastelands now. You will not be able to proceed further without adequate protection, for the harsh environment will surely kill you. However, you may use a small walkway that lines the freeway here to proceed further should you wish to, as it offers protection enough from the extreme temperatures (negative 200 degrees at night and 200 plus in the day) and the nasty air (chemicals that are so poisonous no-one has identified them yet). ~ 0 C 2 D1 ~ ~ 0 -1 14219 D3 Victory Parade East~ ~ 1 14200 14216 S #14219 The Circuit Road~ You are travelling along the freeway known as the circuit road, for it once formed a connection between the four major cities of Anonopolis, Futzone, Megacity One and Shardis. Since the nasty thermonuclear explosion that claimed Shardis, it has only linked three, but the name remains. ~ 0 0 2 D1 ~ ~ 0 -1 14220 D3 Outside the Victory Parade East Gates~ ~ 0 -1 14218 S #14220 The Circuit Road~ You are travelling along the Circuit Road. It links the city of Anonopolis to the cities of Futzone and MegaCity One. ~ 0 0 2 D1 The Circuit Road~ ~ 0 -1 14221 D3 The Circuit Road~ ~ 0 -1 14219 S #14221 The Circuit Road~ You are travelling along the Circuit Road. It links the city of Anonopolis to the cities of Futzone and MegaCity One. ~ 0 0 2 D1 ~ ~ 0 -1 14222 D3 ~ ~ 0 -1 14220 S #14222 The Circuit Road~ You are travelling along the Circuit Road. It links the city of Anonopolis to the cities of Futzone and MegaCity One. ~ 0 0 2 D1 The Circuit Road~ ~ 0 -1 14223 D3 The Circuit Road~ ~ 0 -1 14221 S #14223 The Circuit Road~ You are travelling along the Circuit Road. It links the city of Anonopolis to the cities of Futzone and MegaCity One. ~ 0 0 2 D1 ~ ~ 0 -1 14224 D3 ~ ~ 0 -1 14222 S #14224 The Circuit Road~ You are travelling along the Circuit Road. It links the city of Anonopolis to the cities of Futzone and MegaCity One. ~ 0 0 2 D1 ~ ~ 0 -1 14225 D3 The Circuit Road~ ~ 0 -1 14223 S #14225 The Circuit Road~ You are travelling along the Circuit Road. It links the city of Anonopolis to the cities of Futzone and MegaCity One. To the north lies a road which bends sharply to the east, heading toward a large City. ~ 0 0 2 D0 ~ ~ 0 -1 22200 D1 ~ ~ 0 -1 14226 D3 ~ ~ 0 -1 14224 S #14226 The Circuit Road~ You are travelling along the Circuit Road. It links the city of Anonopolis to the cities of Futzone and MegaCity One. ~ 0 0 2 D1 ~ ~ 0 -1 14227 D3 ~ ~ 0 -1 14225 S #14227 The Circuit Road~ You are travelling along the Circuit Road. It links the city of Anonopolis to the cities of Futzone and MegaCity One. ~ 0 0 2 D1 The Circuit Road~ ~ 0 -1 14228 D3 ~ ~ 0 -1 14226 S #14228 The Circuit Road~ You are travelling along the Circuit Road. It links the city of Anonopolis to the cities of Futzone and MegaCity One. ~ 0 0 2 D1 ~ ~ 0 -1 14229 D3 ~ ~ 0 -1 14227 S #14229 The Circuit Road~ You are travelling along the Circuit Road. It links the city of Anonopolis to the cities of Futzone and MegaCity One. ~ 0 0 2 D1 The Circuit Road~ ~ 0 -1 14230 D3 The Circuit Road~ ~ 0 -1 14228 S #14230 The Circuit Road~ You are travelling along the Circuit Road. It links the city of Anonopolis to the cities of Futzone and MegaCity One. ~ 0 0 2 D1 ~ ~ 0 -1 14231 D3 ~ ~ 0 -1 14229 S #14231 The Circuit Road~ You are travelling along the Circuit Road. It links the city of Anonopolis to the cities of Futzone and MegaCity One. Futzone is visible to the east, and MegaCity One can be seen to the distant south. ~ 0 0 2 D1 The Circuit Road~ ~ 0 -1 14232 D3 The Circuit Road~ ~ 0 -1 14230 S #14232 The Circuit Road~ You are travelling along the Circuit Road. It links the city of Anonopolis to the cities of Futzone and MegaCity One. The entrance to Futzone lies directly before you to the east. ~ 0 C 2 D1 ~ ~ 0 -1 22136 D3 The Circuit Road~ ~ 0 -1 14231 S #14233 Outside a Corporation~ You are standing beneath the towering skyscraper that houses Cyberdine Systems, a powerful and influential corporation in the city of Anonopolis. You are free to enter, should you so desire, as you are sufficently imposing to convince the guards that you have legitimate business here. And if you do eliminate their employers, well, there are many more. ~ 0 0 1 D0 Glory Avenue~ ~ 0 -1 14209 D2 ~ ~ 1 0 14234 S #14234 Inside Cyberdine HQ~ You are walking across a spacious lobby filled with expensive furniture, some of which looks like it was actually fashioned from real leather. Gleaming chrome consoles house a variety of touch screens and terminals, for the use of the many customers and staff milling about you. An elevator is on the far wall, which you can use to ascend to the top floors. ~ 0 D 0 D0 ~ ~ 1 0 14233 D4 ~ ~ 0 -1 14235 S #14235 Offices~ This floor is full of tiny offices crowded with furiously-working employees of the Corporation. They look as if they are working for their very lives, which in a sense they are, for the unemployed aren't very well taken care of in Anonopolis... ~ 0 D 0 D4 ~ ~ 0 -1 14236 D5 ~ ~ 0 -1 14234 S #14236 The Boardroom~ In here the corporate heads meet to discuss how best to rip off the citizens ...err how to provide them with the products they WANT and NEED. It is a huge room, lavishly decorated with original Cezannes, Van Goghs and Renoirs, and serviced by several staffbots, who are continuously cleaning and serving real coffee. A huge oak table dominates the room, and behind it sit the executives who are here round the clock. ~ 0 D 0 D5 ~ ~ 0 -1 14235 S #14237 Outside City Administration~ You are standing outside City Administration, or CitAdmin, the building which houses the nominal heads of Anonopolis, those politicians corrupt and greedy enough to co-operate as stooges of the Corporations. Real power rests with the credit in Anonopolis, and the Corporations hold all the credits... ~ 0 0 1 D0 Justice Street~ ~ 0 -1 14245 D2 Victory Parade~ ~ 0 -1 14205 D3 CitAdmin~ ~ 1 0 14238 S #14238 CitAdmin~ Various clerks and petty officials run here and there within this building, pretending to be busy. An information desk (unstaffed, of course) is situated near an elevator, which is marked "OUT OF ORDER". Nothing like a good old representative democracy. ~ 0 D 0 D1 Liberty Lane~ ~ 1 0 14237 S #14239 TechMart~ You are walking through an industrial block, which began as suddenly as it ends fifty meters away. Blocks in Anonopolis are like that, being located, by whatever corporation or individual has enough power and money to establish them, wherever they like. It is in this block that many Techs gather to build or repair the technology that powers Anonopolis. Even the Corporations have need of their services, and as such many Techs are quite wealthy. ~ 0 0 1 D0 Victory Parade~ ~ 0 -1 14205 D2 Corner of Liberty Lane and Valiant Street~ ~ 0 -1 14261 D3 The TechRoom~ ~ 0 -1 14240 S #14240 TechRoom~ You have entered the crowded workroom of one of the more prosperous denizens of TechMart. He will repair any damaged items of a non-organic nature that you have, for a reasonable fee. He will even accept gold coins in lieu of credits (he has many contacts who will pay handsomely for a few pieces of real gold). ~ 0 D 0 D1 Liberty Lane~ ~ 0 -1 14239 S #14241 TradeMart~ Several businesses have been established along this road in rather haphazard order. The majority of them seem to be specializing in armaments... ~ 0 0 1 D0 Corner of Justice Street and Stalwart Lane~ ~ 0 -1 14253 D1 An Armory~ ~ 0 -1 14242 D2 Victory Parade~ ~ 0 -1 14207 S #14242 An Armory~ You have entered what appears to be a weapons and armor shop of some kind, but most of the weapons are unlike any weapon you have ever seen before. Items called "Blasters" and "Shotguns" look to you like they would make decent clubs, but only if a decent sword or mace wasn't handy. However, there are some interesting looking spears and daggers, which glow strangely as if enchanted... ~ 0 D 0 D3 Stalwart Lane~ ~ 0 -1 14241 S #14243 TradeMart~ Several businesses have been established along this road in rather haphazard order. The majority of them seem to be specializing in armaments... ~ 0 0 1 D0 Victory Parade~ ~ 0 -1 14207 D1 An Armory~ ~ 0 -1 14244 D2 Corner of Stalwart Lane and Valiant Street~ ~ 0 -1 14268 S #14244 An Armory~ You have entered what appears to be a weapons and armor shop of some kind, but most of the weapons are unlike any weapon you have ever seen before. Items called "Blasters" and "Shotguns" look to you like they would make decent clubs, but only if a decent sword or mace wasn't handy. However, there are some interesting looking spears and daggers, which glow strangely as if enchanted... ~ 0 D 0 D3 Liberty Lane~ ~ 0 -1 14243 S #14245 Corner of Liberty Lane and Justice Street~ You are heading through a relatively quiet area of town, quiet for this place meaning only three or four hoversleds or assault gunships overhead, only one or two APCs or hovercars on the ground and a density of less than 200 people per square meter... ~ 0 0 1 D0 ~ ~ 0 -1 14246 D1 Justice Street~ ~ 0 -1 14248 D2 Liberty Lane~ ~ 0 -1 14237 D3 ~ ~ 0 -1 14285 S #14246 Mercenaries Unlimited~ You have entered a hiring hall for mercenaries, bodyguards, spies, assassins and bounty hunters. Several seedy-looking fellows crowd round an antiquated flight simulator, egging on the player, who is apparently doing rather well. Some of them turn to look at you as you enter, then grunt and return to their game. ~ 0 DM 0 D2 Justice Street~ ~ 0 -1 14245 S #14247 Merc Store~ You shouldn't be here. Go Away. Or I'll Tell. NOW! ~ 0 D 0 S #14248 The Slums on Justice Street~ Street kids on Whipsleds shoot past you as you make your way along this narrow street, lined by a variety of dispensaries and medical clinics. The occasional addict comes stumbling out after a fresh hit of whatever synth drug is now in fashion, eyes ablaze with rage, ready for action. You wonder what exactly is IN those red capsules he keeps popping. ~ 0 0 1 D0 ~ ~ 0 -1 14249 D1 Corner of Honor Avenue and Justice Street~ ~ 0 -1 14250 D3 Corner of Justice Street and Liberty Lane~ ~ 0 -1 14245 S #14249 A "Pharmacy"~ You have entered one of the places you saw the addicts stumbling out of. Instead of encountering the dirty, dingy cesspit you expected, you enter a clean, well-lit, white walled shop with a clean glass counter behind which lie a variety of pills, syrups and other concoctions. You are wondering how the owner manages to maintain order when you notice the Warbot with the twin laser cannons and the nasty blood stain on the inside of the entrance door... ~ 0 D 0 D2 Justice Street~ ~ 0 -1 14248 S #14250 Corner of Honor Avenue and Justice Street~ You are walking past a line of stores selling designer clothes, drugs and jewellery. Rich yuppies wearing expensive cyberwear hurry to and from several luxury cars parked nearby, under the watchful eyes of their guard bots. ~ 0 0 1 D0 Honor Avenue~ ~ 0 -1 14256 D1 Justice Street~ ~ 0 -1 14251 D3 Justice Street~ ~ 0 -1 14248 S #14251 Justice Street~ You are walking through the northeastern quarter of town, along Justice Street. Techs in dirty overalls and Scientists in white lab coats rush here and there, carrying heavy equipment or delicate tools to and from their workstations. There is a large building to the north you may want to enter. ~ 0 0 1 D0 ~ ~ 0 -1 14252 D1 Corner of Honor Avenue and Justice Street~ ~ 0 -1 14253 D3 Justice Street~ ~ 0 -1 14250 S #14252 SciTech 1~ You have entered the offices of a small corporation known as SciTech 1, which specialises in the recovery and identification of relics from the distant past. The techs goggle at you as you enter, for your equipment is a varitable gold mine to them, and they rush forward and offer to ascertain ita qualities and worth for you, for a price of course (they're not THAT enthusiastic). ~ 0 CD 0 D2 Justice Street~ ~ 0 -1 14251 S #14253 Justice Street~ You are walking through the northeastern quarter of town, along Justice Street. Techs in dirty overalls and Scientists in white lab coats rush here and there, carrying heavy equipment or delicate tools to and from their workstations. There is a large building to the north you may want to enter. ~ 0 0 1 D0 ~ ~ 0 -1 14254 D1 Justice Street~ ~ 0 -1 14292 D2 Stalwart Lane~ ~ 0 -1 14241 D3 Justice Street~ ~ 0 -1 14251 S #14254 Xenomorpha~ You have entered a lab run by a small corporation known as Xenomorpha, who specialise in the capturing and selling of xenobiological life forms to the discerning public. You may purchase your very own "bug" if you wish... ~ 0 DM 0 D2 Justice Street~ ~ 0 -1 14253 S #14255 Pet Store Storage~ You shouldn't be here. Go Away. Or I'll Tell. NOW! ~ 0 D 0 S #14256 Honor Avenue~ You are strolling along a broad, clean avenue that runs directly north toward the Spaceport of Anonopolis. Occasionally a Cruiser or a Corvette launches from the grounds of the port, heading toward some distant planet, the light and noise almost blinding and deafening you. Only after several minutes can you concentrate enough to admire the sleek design of the interstellar craft arcing into a geostationary orbit high above, prior to entering hyperspace. ~ 0 0 1 D0 The Spaceport~ ~ 0 -1 14257 D2 Corner of Honor Avenue and Justice Street~ ~ 0 -1 14250 S #14257 The Spaceport~ You have entered the grounds of the Spaceport. Most of the area is off-limits to non-authorised personell, for both security and safety reasons, but there are two buildings nearby that you are permitted to enter. ~ 0 D 0 D1 ~ ~ 0 -1 14258 D2 Honor Avenue~ ~ 0 -1 14256 D3 ~ ~ 0 -1 14260 S #14258 The Offices of the Spaceport~ On this level, the various administrative personnel of the Port rush to and fro, plotting and clearing flight paths and customs requirements for the massive cargo ships barely visible outside. On one of them you can faintly make out the name "Red Dwarf"... ~ 0 D 0 D3 ~ ~ 0 -1 14257 D4 ~ ~ 0 -1 14259 S #14259 The Office of the Admin Head~ The head of the Spaceport's offices are here. The head of the Spaceport is perhaps one of the most powerful people in the city, as he/she is in direct control of the passage and security clearances of the hundreds of craft that arrive at and depart from the spaceport every month. The head has a higher level of authority than the administrative heads of Anonopolis, and is answerable only to the President of Anon herself, or some of the more powerful Corporations. ~ 0 D 0 D5 ~ ~ 0 -1 14258 S #14260 The Spacer Bar~ Here the grizzled veterans of hundreds of jumps (Hyperspace trips) gather to drink, tell tall tales and sing old space academy songs in between their trips. They don't mind the occasional visitor, as long as they don't drink their booze or stain their furniture. ~ 0 D 0 D1 ~ ~ 0 -1 14257 S #14261 The Corner of Liberty Lane and Valiant Street~ You have entered the financial district of the city. Towering Multinational banks such as "First Anon" and "Chase Anonpolis" line the broad freeway that runs through here, as do the offices of several merchant banks and off- planet investment firms. ~ 0 0 1 D0 Liberty Lane~ ~ 0 -1 14239 D1 Valiant Street~ ~ 0 -1 14264 D2 The Bank~ ~ 0 -1 14262 D3 Valiant Street~ ~ 0 -1 14271 S #14262 First Anon~ You have entered a building obviously built by someone who is fabulously wealthy. From the gold handles in the doors to the obsidian service counter and platinum wall fittings, everything is expensive and luxurious. There is a set of stairs leading up to the business area of the bank, where the ATMs are located. ~ 0 D 0 D0 Corner of Valiant Street and Liberty Lane~ ~ 0 -1 14261 D4 The ATM~ ~ 0 -1 14263 S #14263 The ATM~ There is an ATM in the wall directly opposite the stairs as you ascend. You see that there is a long queue and curse loudly. A few heads turn to stare at you but most people who come here are used to such outbursts. Eventually its your turn. If you don't know what to do, read the instructions by looking at the ATM, and thus incur the wrath of the impatient patrons behind you :) ~ 0 DO 0 D5 The Bank~ ~ 0 -1 14262 E atm~ A sign says- "Hello! Welcome to the First Anon ATM! To activate the machine, you must press one of three buttons- 1.To withdraw cash, type WITHDRAW , and your account will be automatically debited while the money is transferred to you. 2.To deposit cash, type DEPOSIT , and your account will be automatically credited. 3.To simply check your balance, type BALANCE. Thank You and have a GOOD day, citizen! :)" ~ S #14264 Valiant Street~ You are heading through a sector of the city which is filled with automated food and goods dispensers, of which you may avail yourself by heading south. A bunch of spotty teens suddenly burst out of one such establishment, and seconds later there is a loud explosion, and everyone in the street is pelted with burnt potato chips. ~ 0 0 1 D1 Corner of Valiant Street and Glory Avenue~ ~ 0 -1 14206 D2 ~ ~ 0 -1 14265 D3 Corner of Valiant Street and Liberty Lane~ ~ 0 -1 14261 S #14265 An Automated Shop~ This place of business is staffed by a single Bot, which stands behind a reinforced plasteel wall, and politely asks what it is you wish to purchase. Several people gather outside, too poor to afford such goods, but curious as to exactly WHAT is for sale here... ~ 0 D 0 D0 Valiant Street~ ~ 0 -1 14264 S #14266 Valiant Street~ You are heading through a sector of the city which is filled with automated food and goods dispensers, of which you may avail yourself by heading south. Several wealthy businessmen suddenly emerge from a limousine, and march into one such place, emerging seconds later with a whining punk, whom they place in the boot of their car before driving off. Wonder what that was all about? ~ 0 0 1 D1 Corner of Stalwart Street and Glory Avenue~ ~ 0 -1 14268 D2 ~ ~ 0 -1 14267 D3 Corner of Valiant Street and Glory Avenue~ ~ 0 -1 14206 S #14267 An Automated Shop~ This place of business is staffed by a single Bot, which stands behind a reinforced plasteel wall, and politely asks what it is you wish to purchase. An impatient foreginer standing in line behind you demands that you hurry up and choose. ~ 0 D 0 D0 Valiant Street~ ~ 0 -1 14266 S #14268 The Corner of Stalwart Lane and Valiant Street~ You are in a rather dirty (even by Anonopolis standards) area of the city. Tired-looking hookers are dragged back and forth by their pimps, who are in turn occasionally threatened by some bored-looking Sci cops on hoversleds. You keep clear of both parties and continue. There is a seedy-looking Bar to the south. ~ 0 0 1 D0 Stalwart Lane~ ~ 0 -1 14243 D1 Valiant Street~ ~ 0 -1 14278 D2 The Bar~ ~ 0 -1 14269 D3 Valiant Street~ ~ 0 -1 14266 S #14269 The Bar~ You have entered the main room of the Bar. A slick-looking Bartender with greasy black hair attempts to come on to the female patrons here. Seeing you he smiles and offers to make you a drink. A rather ugly crim accompanied by a man with a walrus face starts telling you how many systems he is wanted in, and you stifle a yawn as you decide what to drink. The bar extends to the south, toward a stage where several alien musicians are playing a catchy song. ~ 0 D 0 D0 Corner of Valiant Street and Stalwart Lane~ ~ 0 -1 14268 D2 ~ ~ 0 -1 14270 S #14270 Private Booths~ This is where the more unsavory customers come to negotiate drug deals, slave trading or prostitution. You get a few stares as you enter. Occasionally there is a sudden explosion, as one angry patron who has had a few too many decides to kill another, but no-one seems to mind. The band doesn't even skip a beat. You dodge an ugly green-skinned xenomoprh and a hairy behemoth as you look for a table. ~ 0 AD 0 D0 The Bar~ ~ 0 -1 14269 S #14271 Valiant Street~ You are heading toward the military district. The concentration of Science Police on their hoversleds is much greater here, and you find yourself sweating under the scrutinizing gaze of several of them parked nearby. ~ 0 0 1 D1 Corner of Valiant Street and Liberty Lane~ ~ 0 -1 14261 D3 Valiant Street~ ~ 0 -1 14272 S #14272 Valiant Street~ You are heading toward the military district. The concentration of Science Police on their hoversleds is much greater here, and you find yourself sweating under the scrutinizing gaze of several of them parked nearby. ~ 0 0 1 D1 Valiant Street~ ~ 0 -1 14271 D3 A Bend in Valiant Street~ ~ 0 -1 14273 S #14273 A Bend in Valiant Street~ The Science Police Headquarters lie due south of here. Few people go in there willingly, and even fewer come out again. Even as you watch, you hear the sound of blaster fire, and a sudden scream, followed by coarse laughter as yet another "suspect" suffers an "accidental death" during "interrogation". ~ 0 0 1 D1 Valiant Street~ ~ 0 -1 14272 D2 ~ ~ 0 -1 14274 S #14274 Outside Science Police HQ~ You are standing directly outside now. You sure you wanna go in there? Mind you, tough as you are, the Science Police will probably try and recruit you rather than arrest you... ~ 0 0 1 D0 Valiant Street~ ~ 0 -1 14273 D2 The Dwarven Guild~ ~ 1 0 14275 S #14275 Inside Science Police HQ~ Several cops pushing struggling suspected felons along shove their way past you as you enter, sparing you but a brief curious glance as they rush to get thier bonuses for meeting their weekly arrest quotas. Several men in dark suits whom the cops call "Lawyers" attempt to extricate their clients from their predicament, succeeding only when several thousand credits is exchanged with the arresting officer. You marvel at this city's concept of due process.. ~ 0 D 0 D0 Valiant Street~ ~ 1 0 14274 D1 ~ ~ 0 -1 14277 D2 ~ ~ 0 -1 14276 S #14276 The Captain's Room~ The captain of the Science Police has his office here. He doesn't usually like intruders, but you are sufficently unusual to pique his interest. He invites you to sit down and share a cigar (synth of course, he's not THAT rich...) ~ 0 D 0 D0 ~ ~ 0 -1 14275 S #14277 The Officer's Rooms~ In this room the off-duty Science Police congregate to swap stories, trade good synth-goods dealers' names, and discuss what they plan to do when they "get out". There are several faded WANTED posters on the wall, alongside some girly posters that have been partially covered with posters of nude men by the female officers. The room looks as if it hasn't really been cleaned properly in at least thirty years or more. ~ 0 D 0 D3 ~ ~ 0 -1 14275 S #14278 Valiant Street~ You have entered a rather seedy area of town, the slums that line the eastern half of Valiant Street being legendary the world over. A haven for thieves, assassins, backstabbers, footpads and murderers of every description, it is a place where a quick mind and a quicker blaster will mean the difference between life and death. ~ 0 A 1 D1 Valiant Street~ ~ 0 -1 14279 D3 Corner of Stalwart Lane and Valiant Street~ ~ 0 -1 14268 S #14279 Valiant Street~ You have entered a rather seedy area of town, the slums that line the eastern half of Valiant Street being legendary the world over. A haven for thieves, assassins, backstabbers, footpads and murderers of every description, it is a place where a quick mind and a quicker blaster will mean the difference between life and death. Legend has it that this area has remained unchanged since the middle ages. ~ 0 A 1 D1 A Bend in Valiant Street~ ~ 0 -1 14280 D3 Valiant Street~ ~ 0 -1 14278 S #14280 A Bend in Valiant Street~ You have entered a rather seedy area of town, the slums that line the eastern half of Valiant Street being legendary the world over. A haven for thieves, assassins, backstabbers, footpads and murderers of every description, it is a place where a quick mind and a quicker blaster will mean the difference between life and death. Legend has it that this area has remained unchanged since the middle ages. ~ 0 A 1 D2 ~ ~ 0 -1 14281 D3 Valiant Street~ ~ 0 -1 14279 S #14281 Outside Rogues' Haven~ You are standing outside the house of learning for all the rogues of the city previously mentioned. The entrance to this shady establishment is through a curtained archway to the south. ~ 0 A 1 D0 Valiant Street above the Sewer~ ~ 0 -1 14280 D2 A Curtained Archway~ curtain~ 1 0 14282 S #14282 Inside the Haven~ You are standing inside the Haven, surrounded by whores, pimps, junkies crims, muggers and vagrants. What a nice place. The Master's rooms lie to the south, while there is a Bar to the west... ~ 0 AD 0 D0 Valiant Street~ ~ 1 0 14281 D2 ~ ~ 0 -1 14283 D3 Bar~ ~ 0 0 14284 S #14283 The Master~ This small cubicle serves as a resting area for the Master of the Haven. He prefers small, cramped quarters as he grew up in the sewers, and wide, open spaces make him feel decidenly uneasy. ~ 0 AD 0 D0 Inside the Haven~ ~ 0 -1 14282 S #14284 The Bar~ You have entered a seedy bar full of low-lifes of the lowest common denominator. A greasy bartender serves drinks to the sullen patrons, while in the corner a couple of spacers are roughing up a smuggler who refused to pay up upon losing the last hand in poker. ~ 0 AD 0 D1 ~ ~ 0 -1 14282 S #14285 End of Justice Street~ You are standing outside Psi Police headquarters, home of that other arm of the Law in Anonopolis, the Psi Police. Independant of the Science Police, the Psi Police are actually a decent bunch, as they answer to an independant body of international law makers that even the Corporations don't dare to cross, rather than the many people that the Sci cops are paid off by. ~ 0 0 1 D0 Psi Police HQ~ ~ 0 -1 14289 D1 Justice Street~ ~ 0 -1 14245 S #14286 The Wreckball Arena~ You have entered a Wreckball arena, where the most popular and bloody sport even known to anyone is played. Wreckball has but one rule- get your ball past the opponent's goal line. Absolutely any means are allowed to be used to achieve this. To prove this point, you are suddenly forced to duck as a head comes sailing past you from the playing pit to the south. Audience members, disappointed as missing out on the juicy spectacle, angrily demand that you sit down or get out. ~ 0 D 0 D0 ~ ~ 0 -1 14287 D2 ~ ~ 0 -1 14288 D3 Justice Street~ ~ 0 -1 14294 S #14287 The Locker Rooms~ Locker rooms are never a pretty sight, and this one is no exception. If you are really curious, go to your local gym, look in the locker room, multiply the mess and the smell by one thousand or so, and you have a Wreckball team's locker room. ~ 0 D 0 D2 ~ ~ 0 -1 14286 S #14288 The Pit~ Wreckball is played in a plasteel pit lined with razor blades about half the size of your regular football field and about ten meters deep. Players are lowered in via hoversleds by the armored RefBots, and then play commences thirty seconds after the indestructible titanium ball is dropped in. The match lasts exactly one hour- no time-outs, no intervals, no breaks, no half-time entertainment. Just one hour of pure, unbridled bloodshed and carnage. You force yourself to stop drooling and enjoy the game. ~ 0 D 0 D0 ~ ~ 0 -1 14286 S #14289 Inside Psi Police HQ~ You have entered the neat, orderly offices of Psi Police HQ. Quiet, well- dressed staff smile at you as they pass bearing records or discs with info on the latest crims or designer drugs. ~ 0 D 0 D0 ~ ~ 0 -1 14291 D2 Justice Street~ ~ 0 -1 14285 D3 ~ ~ 0 -1 14290 S #14290 Offices~ Clerks and off-duty officers are kept busy here maintaining the huge database that the Psi Police maintain on the lowlifes of Anonopolis. Had they the manpower, the Psi Police would probably go for the most dangerous and ruthless crims they could, i.e, the heads of the Corporations, but as it is they are limited to murderers, rapists, thieves and excessively corrupt Science Police. ~ 0 D 0 D1 ~ ~ 0 -1 14289 S #14291 The Captain's Office~ The head of the Psi Police resides in this small, spartan office. She is quietly perusing the latest arrest records as you enter, but she quickly puts them down and asks how she can be of service. ~ 0 D 0 D2 ~ ~ 0 -1 14289 S #14292 Justice Street~ You are strolling along a rather typical Anonopolis street- dirty bikers crowd their way past meek citizens into seedy diners while bored hookers make feeble attempts to seduce passing motorists. Street kids hold their hands out for credits, while their older brethren mug and beat up on older citizens nearby. ~ 0 0 1 D1 Justice Street~ ~ 0 -1 14293 D3 Corner of Justice Street and Stalwart Lane~ ~ 0 -1 14253 S #14293 Justice Street~ You are strolling along a rather typical Anonopolis street- dirty bikers crowd their way past meek citizens into seedy diners while bored hookers make feeble attempts to seduce passing motorists. Street kids hold their hands out for credits, while their older brethren mug and beat up on older citizens nearby. There is a huge crowd gathered to the east. ~ 0 0 1 D1 Justice Street~ ~ 0 -1 14294 D3 Justice Street~ ~ 0 -1 14292 S #14294 Outside the Wreckball Arena~ You are outside the Wreckball Arena, where tens of thousands of patrons stand both inside and out, in support of their favorite sport. You curse and swear as you force your way past the chanting and cheering throng amassed outside, who are watching the match within on a huge Vidscreen. Nearing the door, you see two rather timid-looking rent-a-cops, who decide you are too mean-looking to mess with and agree to let you in for free, if you want to go in. ~ 0 0 1 D0 ~ ~ 0 -1 14295 D1 ~ ~ 0 -1 14286 D3 Justice Street~ ~ 0 -1 14293 S #14295 Outside Tech Academy~ You are standing outside the building which houses the principal source of tertiary education in Anonopolis- the Tech Academy. Well-dressed students file past you, too engrossed in technical conversations to pay any attention to you. ~ 0 0 1 D0 ~ ~ 0 -1 14296 D2 ~ ~ 0 -1 14294 S #14296 Inside the Academy~ You have entered the grounds of the Academy. From here you may go up to the classrooms, or downstairs to the shop rooms. ~ 0 D 0 D2 ~ ~ 0 -1 14295 D4 ~ ~ 0 -1 14298 D5 ~ ~ 0 -1 14297 S #14297 Shop~ This is where the students take shop, and are taught skills such as electronics, mechanics, cybernetics and needlework (seriously- it is thought to greatly improve levels of concentration and manual dexterity). ~ 0 D 0 D4 ~ ~ 0 -1 14296 S #14298 A Classroom~ The head of the Academy himself is here taking a class in robotics. He won't appreciate being disturbed. ~ 0 D 0 D5 ~ ~ 0 -1 14296 S #0 #RESETS * D 0 14281 2 1 * M 0 14200 1 14201 1 * M 0 14201 1 14236 1 * M 0 14231 1 14238 1 E 0 14230 0 16 * M 0 14202 1 14240 1 * M 0 14203 1 14242 1 G 0 14216 0 0 G 0 14217 0 0 G 0 14218 0 0 G 0 14219 0 0 G 0 14221 0 0 G 0 14212 0 0 G 0 14213 0 0 G 0 14214 0 0 G 0 14215 0 0 * M 0 14203 1 14244 1 G 0 14216 0 0 G 0 14217 0 0 G 0 14218 0 0 G 0 14219 0 0 G 0 14221 0 0 G 0 14212 0 0 G 0 14213 0 0 G 0 14214 0 0 G 0 14215 0 0 * M 0 14204 1 14246 1 LOADS MERC MASTER M 0 14246 1 14247 1 LOADS MERCS M 0 14247 1 14247 1 M 0 14248 1 14247 1 M 0 14249 1 14247 1 M 0 14250 1 14247 1 M 0 14251 1 14247 1 * M 0 14205 1 14249 1 G 0 14208 0 0 G 0 14209 0 0 G 0 14227 0 0 G 0 14239 0 0 G 0 14240 0 0 * M 0 14206 1 14252 1 * M 0 14207 1 14254 1 * M 0 14218 1 14255 1 pets M 0 14219 1 14255 1 M 0 14220 1 14255 1 M 0 14221 1 14255 1 M 0 14222 1 14255 1 * M 0 14208 1 14259 1 * M 0 14209 1 14265 1 G 0 14206 0 0 G 0 14207 0 0 G 0 14210 0 0 G 0 14211 0 0 * M 0 14210 1 14267 1 LOADS BAKER G 0 14222 0 0 G 0 14223 0 0 G 0 14224 0 0 G 0 14225 0 0 * M 0 14211 1 14269 1 LOADS BARTENDER G 0 14201 0 0 G 0 14202 0 0 G 0 14203 0 0 G 0 14204 0 0 G 0 14205 0 0 G 0 14226 0 0 * M 0 14212 1 14276 1 LOADS DWARF GUILDMASTER * M 0 14213 1 14283 1 LOADS KENDER GUILDMASTER * M 0 14226 1 14287 1 LOADS HUMAN GUILDMASTER * M 0 14225 1 14291 1 LOADS ILL GUILDMASTER * M 0 14227 1 14298 1 LOADS AVIAN GUILDMASTER * M 0 14214 1 14236 1 LOADS Dryad WAITER * M 0 14215 1 14260 1 LOADS ELVEN WAITER * M 0 14216 1 14277 1 LOADS DWARVEN WAITER * M 0 14217 1 14284 1 LOADS KENDER WAITER * M 0 14228 1 14290 1 LOADS ILLITHID WAITER * M 0 14229 1 14288 1 LOADS HUMAN WAITER * M 0 14230 1 14297 1 LOADS AVIAN WAITER * M 0 14223 1 14200 1 E 0 14229 0 6 O 0 14228 0 14200 O 0 14220 0 14200 O 0 14220 0 14211 * M 0 14224 1 14278 1 LOADS AOD G 0 14227 0 0 * M 0 14232 3 14273 3 LOADS CITIZENS M 0 14232 3 14293 3 LOADS CITIZENS M 0 14233 3 14264 3 LOADS CITIZENS M 0 14233 3 14213 3 LOADS CITIZENS M 0 14234 3 14212 3 LOADS KIDS * M 0 14235 6 14272 6 LOADS JANITORS * M 0 14236 8 14279 8 LOADS FOOTPADS E 0 14231 0 16 * M 0 14237 6 14270 6 LOADS DRUNKS * M 0 14238 3 14211 3 LOADS BEGGARS * M 0 14239 2 14281 2 LOADS THIEVES * M 0 14240 8 14250 8 LOADS FIDOS * M 0 14241 6 14280 6 LOADS RATS * M 0 14242 6 14206 6 LOADS CATS * M 0 14243 8 14200 8 LOADS GUARDS TO 31000 E 0 14232 0 16 WIELDS SWORD E 0 14233 0 5 WEARS BREASTPLATE E 0 14234 0 14 WEARS BRACER E 0 14234 0 15 WEARS BRACER E 0 14235 0 3 WEARS CLOAK E 0 14236 0 6 WEARS HELM E 0 14237 0 11 HOLDS SHIELD E 0 14238 0 17 HOLDS SPEAR * M 0 14245 8 14215 8 LOADS SENTINEL GUARDS TO INSIDE WEST GATE E 0 14232 0 16 WIELDS SWORD E 0 14233 0 5 WEARS BREASTPLATE E 0 14234 0 14 WEARS BRACER E 0 14234 0 15 WEARS BRACER E 0 14235 0 3 WEARS CLOAK E 0 14236 0 6 WEARS HELM E 0 14237 0 11 HOLDS SHIELD E 0 14238 0 17 HOLDS SPEAR * M 0 14245 8 14216 8 LOADS SENTINELS TO INSIDE EAST GATE E 0 14232 0 16 WIELDS SWORD E 0 14233 0 5 WEARS BREASTPLATE E 0 14234 0 14 WEARS BRACER E 0 14234 0 15 WEARS BRACER E 0 14235 0 3 WEARS CLOAK E 0 14236 0 6 WEARS HELM E 0 14237 0 11 HOLDS SHIELD E 0 14238 0 17 HOLDS SPEAR * M 0 14244 8 14273 8 LOADS SENTINELS TO NEAR PRISON E 0 14232 0 16 WIELDS SWORD E 0 14233 0 5 WEARS BREASTPLATE E 0 14234 0 14 WEARS BRACER E 0 14234 0 15 WEARS BRACER E 0 14235 0 3 WEARS CLOAK E 0 14236 0 6 WEARS HELM E 0 14237 0 11 HOLDS SHIELD E 0 14238 0 17 HOLDS SPEAR * M 0 14243 8 14245 8 LOADS GUARDS TO NEAR MERC E 0 14232 0 16 WIELDS SWORD E 0 14233 0 5 WEARS BREASTPLATE E 0 14234 0 14 WEARS BRACER E 0 14234 0 15 WEARS BRACER E 0 14235 0 3 WEARS CLOAK E 0 14236 0 6 WEARS HELM E 0 14237 0 11 HOLDS SHIELD E 0 14238 0 17 HOLDS SPEAR * M 0 14244 8 14253 8 LOADS GUARDS TO NEAR PET SHOP E 0 14232 0 16 WIELDS SWORD E 0 14233 0 5 WEARS BREASTPLATE E 0 14234 0 14 WEARS BRACER E 0 14234 0 15 WEARS BRACER E 0 14235 0 3 WEARS CLOAK E 0 14236 0 6 WEARS HELM E 0 14237 0 11 HOLDS SHIELD E 0 14238 0 17 HOLDS SPEAR * M 0 14243 8 14268 8 LOADS GUARDS NEAR POOR DISTRICT E 0 14232 0 16 WIELDS SWORD E 0 14233 0 5 WEARS BREASTPLATE E 0 14234 0 14 WEARS BRACER E 0 14234 0 15 WEARS BRACER E 0 14235 0 3 WEARS CLOAK E 0 14236 0 6 WEARS HELM E 0 14237 0 11 0 HOLDS SHIELD E 0 14238 0 17 HOLDS SPEAR * O 0 14241 0 14201 S #SHOPS 14203 5 9 0 0 0 150 50 0 23 14204 0 0 0 0 0 150 50 0 23 14205 2 3 4 10 26 150 50 0 23 14207 0 0 0 0 0 150 50 0 23 14209 15 13 8 1 18 150 50 0 23 14210 19 0 0 0 0 180 20 0 23 14211 17 0 0 0 0 180 20 0 23 14224 5 9 10 15 18 180 20 0 23 0 #SPECIALS M 14200 spec_cast_adept a medtech M 14213 spec_thief the master rogue M 14217 spec_thief a smuggler M 14223 spec_executioner the enforcer M 14234 spec_thief a street kid M 14235 spec_janitor the janitor bot M 14236 spec_thief a crim M 14239 spec_thief a thief M 14240 spec_fido a cyberfido M 14241 spec_fido a huge sewer rat M 14243 spec_guard a member of the Science Police M 14244 spec_guard a member of the Science Police M 14245 spec_guard a member of the Science Police S #$ ~~~~~~~~~~~~~~~~~~~~~~~~~~ /* autoloner with a improved member system so loner can be membered */ Update.c at the top of the file under the includes put #include "lookup.h" /* this just gets rid of the warning */ under the level section of void gain_exp look for this { send_to_char( "You raise a level!! ", ch ); ch->level += 1; sprintf(buf,"$N has attained level %d!",ch->level); wiznet(buf,ch,NULL,WIZ_LEVELS,0,0); advance_level( ch ); save_char_obj(ch); } put this: if (ch->level > 15 && !is_clan(ch)) { ch->clan = clan_lookup( "loner" ); } return; } then if you want want loners to be memberable do this clans.c in the do_member section under if ( victim == ch ) { send_to_char( "You're stuck...only a god can help you now!\n\r",ch); return; } remove the line if (is_clan(victim) && !is_same_clan(ch,victim)) { send_to_char("They are in another clan already.\n\r",ch); return; } and put: if ((is_clan(victim) && !is_same_clan(ch,victim)) && !(clan_table[victim->clan].independent)) { send_to_char("They are in another clan already.\n\r",ch); return; } Anything else can be superfical Please email me any improvements or errors to salem@limpbizkit.com ~~~~~~~~~~~~~~~~~~~~~~~ This is a very basic Auto-Restore code to be put in void gain_exp in update.c under the line that reads advance_level(ch,FALSE ); put this line: affect_strip(ch,gsn_plague); affect_strip(ch,gsn_poison); affect_strip(ch,gsn_blindness); affect_strip(ch,gsn_sleep); affect_strip(ch,gsn_curse); ch->hit = ch->max_hit; ch->mana = ch->max_mana; ch->move = ch->max_move; update_pos( ch); send_to_char( " has give you the power to continue ", ch ); ~~~~~~~~~~~~~~~~~~~~~~~~~ From: morning glory This is the code for circle, a command that lets you backstab when you are fighting. It's recommended that you put this at a fairly high level, and reduce the damage that it does compared to normal backstab, as if you don't it will put the players with the skill at too much of an advantage. If anyone finds out how to make it so when you circle, it doesn't look if you have second and third attack, and only circles once, mail me. If you want to add circle in as a skill for NPC's, just add an OFF_CIRCLE to merc.h, and add circle in as case 9 in fight.c, right under backstab. fight.c: * signifies a line already in the code, just search for it and add in the code without the *'s. *DECLARE_DO_FUN(do_backstab ); *DECLARE_DO_FUN(do_emote ); DECLARE_DO_FUN(do_circle ); * if (dt == gsn_backstab) * thac0 -= 10 * (100 - get_skill(ch,gsn_backstab)); if (dt == gsn_circle) thac0 -= 10 * (100 - get_skill(ch,gsn_circle)); * if ( dt == gsn_backstab && wield != NULL) * if ( wield->value[0] != 2 ) * dam *= 2 + (ch->level / 10); * else * dam *= 2 + (ch->level / 8); if ( dt == gsn_circle && wield != NULL) if ( wield->value[0] != 2 ) dam *= 2+ (ch->level / 10); else dam *=2 + (ch->level / 8); add this in under backstab: void do_circle( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; one_argument( argument, arg ); if (arg[0] == '\0') { send_to_char("Circle whom?\n\r",ch); return; } else if ((victim = get_char_room(ch,arg)) == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if ( is_safe( ch, victim ) ) return; if (IS_NPC(victim) && victim->fighting != NULL && !is_same_group(ch,victim->fighting)) { send_to_char("Kill stealing is not permitted.\n\r",ch); return; } if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL) { send_to_char( "You need to wield a weapon to circle.\n\r", ch ); return; } if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "You must be fighting in order to circle.\n\r", ch ); return; } check_killer( ch, victim ); WAIT_STATE( ch, skill_table[gsn_circle].beats ); if ( number_percent( ) < get_skill(ch,gsn_circle) || ( get_skill(ch,gsn_circle) >= 2 && !IS_AWAKE(victim) ) ) { check_improve(ch,gsn_circle,TRUE,1); multi_hit( ch, victim, gsn_circle ); } else { check_improve(ch,gsn_circle,FALSE,1); damage( ch, victim, 0, gsn_circle,DAM_NONE,TRUE); } return; } As for the rest of the files, just search each for a gsn_backstab, and add the exact same thing for gsn_circle... Make sure to add the cirlce skill into const.c, but make it a higher level than backstab. In interp.c, add the command in. if you have any problems, mail me at mocat@hooked.net. ~~~~~~~~~~~~~~~~~~~~~~~~~