alanthia/area/
alanthia/gods/
alanthia/player/
#AREADATA
Name Catacombs~
Builders Fluffy Halodar~
VNUMs 2000 2099
Credits {130 160} Fate        Dwarven Catacombs~
Security 9
Version 1
End



#MOBILES
#2000
fat bartender~
A fat bartender~
{wA short man is here, pouring drinks for the customers.
~
~
unique~
A 0 0 0
0 0 0d0+0 0d0+0 0d0+0 none
0 0 0 0
0 0 0 0
stand stand none 0
0 0 medium unknown
#2001
oldstyle bat~
a bat~
A bat flaps wildly at you!
~
Your typical smelly, blind flying mammal.
~
unique~
ABF FTZ 0 0
5 0 2d6+60 2d9+100 1d6+1 none
5 5 5 9
EFHNR 0 0 S
stand stand none 0
AGV ACDEFHJKP medium 0
#2002
oldstyle page templar~
a templar page~
A templar page in training is here looking mildly confused.
~
He has lost his family and everything of his former life.
~
unique~
AH 0 200 0
7 0 2d6+85 3d9+100 1d8+1 none
4 4 4 9
EFNU 0 0 0
stand stand male 30
AHMV ABCDEFGHIJK medium 0
#2003
oldstyle spelunker explorer~
a spelunker~
A spelunker knows his way around these tunnels.
~
He recently discovered these catacombs and wants to see where they lead.
He just hopes he doesn't get killed in the process.  He carries only
essential exploration gear; if there IS anything down here, he
probably won't last long.
~
unique~
ACH F 100 0
8 0 2d7+96 4d9+100 1d7+2 none
3 3 3 9
EFNU 0 0 0
stand stand male 40
AHMV ABCDEFGHIJK medium 0
#2004
oldstyle gravedigger digger robber graverobber~
a graverobber~
A graverobber uncovers dead bodies.
~
Working for an evil necromancer isn't the greatest thing in the world.
They seem like little more than zombie servants themselves.
~
unique~
ACF 0 -500 0
9 0 2d6+110 4d9+100 1d8+2 none
2 2 2 8
EFNU 0 0 0
stand stand male 5
AHMV ABCDEFGHIJK medium 0
#2005
oldstyle mist swirling~
the mist~
Some mist swirls about you here ... it seems ALIVE!
~
In fact it IS alive in a magical sort of sense.
~
unique~
AG HPU 0 0
10 0 2d7+121 5d9+100 2d4+2 none
1 1 1 8
EFNU 0 0 0
stand stand none 10
AHMV ABCDEFGHIJK medium 0
#2006
mist~
the mist~
Some mist swirls about you here ... it seems ALIVE!
~
~
unique~
ABFG 0 0 0
10 0 2d7+121 5d9+100 2d4+2 none
1 1 1 8
EFNU 0 0 0
stand stand none 50
AHMV ABCDEFGHIJK medium 0
#2007
oldstyle skeleton skeletal soldier~
a skeleton~
A skeletal soldier fights in the battle of the underworld.
~
Even though he has died in the physical sense of the word, the battle
continues for him in his charmed state.
~
unique~
ACF 0 -290 0
11 0 2d8+134 5d9+100 1d10+2 none
1 1 1 8
EFNU 0 0 0
stand stand male 55
AHMV ABCDEFGHIJK medium 0
#2008
oldstyle templar~
a templar~
A templar shouts "AKK! SLAY THE INFIDEL!"
~
As you peer closely he peers back at you

A templar peers closely at you.
A templar tells you, "You are an evil force trying to spread your ways!".
A templar tells you, "You must die for your sin!".
~
unique~
ACF 0 600 0
12 0 2d10+150 6d9+100 1d10+3 none
0 0 0 8
EFNU 0 0 0
stand stand male 25
AHMV ABCDEFGHIJK medium 0
#2009
oldstyle wraith~
a mysterious wraith~
A mysterious ghostly wraith forms before your eyes.
~
Hard to tell much about the mysterious form even upon further inspection.
~
unique~
ACF FU 0 0
12 0 2d10+150 6d9+100 1d10+3 none
0 0 0 8
EFNU 0 0 0
stand stand male 30
AHMV ABCDEFGHIJK medium 0
#2010
oldstyle officer templar~
the templar officer~
A templar officer keeps an eye on things here.
~
A templar officer tells you "Better move along evil one!"
~
unique~
AF D 700 0
13 0 2d10+170 6d9+100 2d5+3 none
-1 -1 -1 8
EFNU 0 0 0
stand stand male 30
AHMV ABCDEFGHIJK medium 0
#2011
oldstyle zombie mage~
zombie~
A blank-faced zombie mage joins the battle.
~
He seems to lack real interest in what he is doing.
~
unique~
ACFR 0 -100 0
13 0 2d10+150 13d9+100 2d4+2 none
0 0 0 5
FU 0 0 0
stand stand male 27
AHMV ABCDEFGHIJK medium 0
#2012
oldstyle shadow shadows~
the shadow~
Eerie shadows fill the room.
~
Looks vaguely you-shaped.
~
unique~
A FPU 0 0
14 0 2d10+190 7d9+100 1d12+3 none
-1 -1 -1 8
EFNU 0 0 0
stand stand none 40
AHMV ABCDEFGHIJK medium 0
#2013
oldstyle bat vampire~
The vampire~
A bat flaps wildly at you!
~
A rather LARGE "bat" ...
~
unique~
ABF FTZ -100 0
15 0 3d9+208 7d9+100 2d6+3 none
-2 -2 -2 7
EFHNR 0 0 S
stand stand male 50
AGV ACDEFHJKP medium 0
#2014
oldstyle necromancer necro cleric~
the evil necromancer~
The evil necromancer makes undead soldiers from corpses.
~
Though he seems absorbed in his work, you'd bet he'd take the time out
to kill you to get a fresh corpse!
~
unique~
ABF 0 -888 0
15 0 3d9+208 7d9+100 2d6+3 none
-2 -2 -2 7
EFNU 0 0 0
stand stand male 55
AHMV ABCDEFGHIJK medium 0
#2015
oldstyle grand templar leader~
the grand templar~
The grand templar stands here quietly observing your actions
~
A slight, tolerant smile comes briefly across his face.  In the blink
of an eye he seems stern again.
~
unique~
AB DFH 1000 0
16 0 3d9+233 8d9+100 2d6+4 none
-2 -2 -2 7
EFNU 0 0 0
stand stand male 75
AHMV ABCDEFGHIJK medium 0
#2016
oldstyle prism dragon prismdragon~
the prism dragon~
The light shines off a beautiful but dangerous dragon lurking here.
~
The spray of colored light bouncing off his scales is almost blinding.
~
unique~
ABF DF -303 0
20 0 3d9+333 10d9+100 2d8+5 none
-4 -4 -4 7
EFNU 0 0 0
stand stand male 1500
AHMV ABCDEFGHIJK medium 0
#2017
oldstyle darken dark beast darkenbeast~
The DarkenBeast~
You hear and smell the presence of the darkenbeast.
~
You see nothing more than the sense of darkness and evil.
~
unique~
ABF 0 -1000 0
24 0 5d10+500 12d9+100 2d10+6 none
-6 -6 -6 6
EFNU 0 0 0
stand stand none 1000
AHMV ABCDEFGHIJK medium 0
#0



#OBJECTS
#0



#ROOMS
#2048
Twisty cavern~
The cavern twists this way and that, and it's all you can do to keep your
head from spinning.  The air is very cold here, and layers of ice form on
the wall.  The sounds of metal on ice echo through the cavern.  A side
passage leads east, and the main passage goes north and south.  
~
0 265 2
D0
~
~
0 -1 2040
D1
~
~
0 -1 2049
D2
~
~
0 -1 2056
S
#2049
Striped tunnel~
The walls of the tunnel have many briliant colors in them from the
various veins of crystals running through.  An odd twinkling comes from the
east.  
~
0 265 2
D1
~
~
0 -1 2050
D3
~
~
0 -1 2048
S
#2050
Prism cave~
The roof of this cave peaks over a hundred feet high making it one of the
biggest in the catacombs.  Crystals of every color cast prismatic sprays of
light everywhere.  The light from your lamp causes almost a blinding flare
of brilliance as more light is added to the multi-colored twinkling
phenomenon that exists here.  This is also the lair of the fabled and feared
Prism Dragon.  
~
0 8 5
D0
~
~
0 -1 2044
D1
~
~
0 -1 2058
D2
~
~
0 -1 2057
D3
~
~
0 -1 2049
S
#2051
Ruined monument~
A monument to a famous king once stood here, though not much is left to
even signify its existance.  A building of some sort can be entered through
a basement to the east.  The southern gate of the grounds is to the south.  
~
0 9 4
D0
~
~
0 -1 2045
D1
~
~
0 -1 2052
D2
~
~
0 -1 2054
S
#2052
Basement~
It's dark and it smells like....  BATS down here!  All you see is a swirl
of the darkness and lots of scratching bats madly flailing around.  A set of
stairs go up into the building and a broken window leads west.  
~
0 9 4
D3
~
~
0 -1 2051
D4
~
~
0 -1 2046
S
#2053
Fresh graves~
The graves here seem very recent.  You notice many signs of digging and
defilement.  There are piles of fresh bodies here awaiting burial.  A
strange sense of evil magic from the south makes the hairs on the back of
your neck to stand on end!  
~
0 9 4
D0
~
~
0 -1 2047
D2
~
~
0 -1 2055
S
#2054
Southern gate~
A rusty gate here no longer keeps anyone out or in.  You see a lonely E/W
passage to the south.  A little used trail winds east through a crack in the
wall.  
~
0 9 2
D0
~
~
0 -1 2051
D1
~
~
0 -1 2066
D2
~
~
0 -1 2059
S
#2055
Scene of ghastly horror~
An army of undead creatures of all types are lined up patiently.  Their
leader is an evil demonoid necromancer.  His plans to use his army of undead
to take over the world seem about ready to commence.  
~
0 9 5
D0
~
~
0 -1 2053
D2
~
~
0 -1 2062
S
#2056
Twisty passage~
The passage bends north and east here.  To the east your not certain what
lies ahead due to all the twists and turns you've made.  To the north is
seems cold.  
~
0 265 2
D0
~
~
0 -1 2048
D1
~
~
0 -1 2057
S
#2057
Cross of caverns~
A little-used cavern enters from the south.  A passage twists away to the
west.  An odd twinkling comes from the cave to the north.  
~
0 265 2
D0
~
~
0 -1 2050
D2
~
~
0 -1 2066
D3
~
~
0 -1 2056
S
#2058
Lonely tunnel~
Something indescribable makes you feel lonesome and sad here.  It's just
a feeling you get from this tunnel.  Exits extend east and west.  
~
0 265 2
D1
~
~
0 -1 2059
D3
~
~
0 -1 2050
S
#2059
Lonely tunnel~
Something indescribable makes you feel lonesome and sad here.  You see a
gate to a burial ground to the north.  This lonesome tunnel sighs along west
and east.  
~
0 265 2
D0
~
~
0 -1 2054
D1
~
~
0 -1 2060
D3
~
~
0 -1 2058
S
#2060
Bend in the lonely tunnel~
Something indescribable makes you feel lonesome and sad here.  The tunnel
bends west and south.  
~
0 265 2
D2
~
~
0 -1 2061
D3
~
~
0 -1 2059
S
#2061
Lonely tunnel~
Something indescribable makes you feel lonesome and sad here.  The very
walls of the tunnel seems To groan.  To the north the tunnel bends and east
is an intersection.  
~
0 265 2
D0
~
~
0 -1 2060
D1
~
~
0 -1 2062
S
#2062
Intersection~
To the north you enter the burial grounds.  A trail of blood leads that
direction.  You feel an ominous sense of evil magic from there.  The tunnel
to the west creaks and sighs as if alive.  To the south you smell a hint of
fresh air.  
~
0 265 2
D0
~
~
0 -1 2055
D2
~
~
0 -1 2063
D3
~
~
0 -1 2061
S
#2063
Tunnel~
The tunnel heads north and south.  North you see an intersection and far
to the south you sense light and smell a fresh breeze.  
~
0 265 2
D0
~
~
0 -1 2062
D2
~
~
0 -1 2064
S
#2064
Tunnel~
The tunnel slopes noticeably down to the north and you sense the surface
could be reached to the south.  
~
0 265 2
D0
~
~
0 -1 2063
D2
~
~
0 -1 2065
S
#2065
Southern entrance to the catacombs~
Through a trapdoor above you streams light.  Through a doorway to the
south streams darkness.  A message has been scrawled upon the wall here. 
The message reads: Adventure for the strong yet calculating Death for the
weak and shallow Treasure for the smart and lucky Death for the stupid and
accursed An ancient Glyph above the entrance keeps monsters from wandering
up from the catacombs.  
~
0 4 2
D0
~
~
0 -1 2064
D4
~
floorboard board~
1 -1 6527
S
#2066
Unknown passage~
Oh dear you seem to have lost your way.  You look back from whence you
came but there's no exit there anymore.  There are exits in other directions
but you have a feeling that you are hopelessly lost.  
~
0 269 2
D1
~
~
0 -1 2067
D2
~
~
0 -1 2068
S
#2067
Unknown passage~
Oh dear you seem to have lost your way.  You look back from whence you
came but there's no exit there anymore.  There are exits in other directions
but you have a feeling that you are hopelessly lost.  
~
0 269 2
D2
~
~
0 -1 2069
D3
~
~
0 -1 2066
S
#2068
Unknown passage~
Oh dear you seem to have lost your way.  You look back from whence you
came but there's no exit there anymore.  There are exits in other directions
but you have a feeling that you are hopelessly lost.  
~
0 269 2
D0
~
~
0 -1 2066
D1
~
~
0 -1 2069
S
#2069
Unknown passage~
Oh dear you seem to have lost your way.  You look back from whence you
came but there's no exit there anymore.  There are exits in other directions
but you have a feeling that you are hopelessly lost.  
~
0 269 2
D0
~
~
0 -1 2067
D3
~
~
0 -1 2068
S
#2001
North entrance to the catacombs~
You are almost surprised to see a tunnel leading off to the south into
utter darkness.  The floorboards above you appear to have not been moved in
a long time.  A beam of light from the opening above falls upon a message
scrawled on the wall.  The message reads: Adventure for the strong yet
calculating.  Death for the weak and shallow Treasure for the smart and
lucky Death for the dim and accursed An ancient glyph above the entrance
keeps monsters from wandering out of the catacombs.  
~
0 4 1
D2
~
~
0 -1 2002
D4
~
floorboard board~
1 -1 6524
S
#2002
North/south tunnel~
This part of the catacombs looks roughly hewn and man-made.  There is a
large cross painted on the floor of the tunnel.  To the south it seems a bit
lighter, and to the north a ray of light beams in from a hole in the
ceiling.  
~
0 264 0
E
cross paint floor~
The cross is a Templar's cross. It seems to have had a fresh coat of
paint recently.~
D0
~
~
0 -1 2001
D2
~
~
0 -1 2007
S
#2003
Weapon training area~
This is a place for the templars to keep up on their weapon skills.  Much
of the equipment looks old and worn, but upon further inspection seems in
fact quite sturdy.  
~
0 264 0
D1
~
~
0 -1 2004
D2
~
~
0 -1 2008
S
#2004
Prayer training area~
The templar's curious mix of religion and fighting is evident here.  A
central painting depicts a cross composed of swords.  The elders teach the
ancient art of prayer to the young pages.  
~
0 264 0
D1
~
~
0 -1 2005
D3
~
~
0 -1 2003
S
#2005
Junction of hallways~
Training facilities are evident to the west.  To the south lies a hallway
which has doors every couple of feet, looks like living quarters of some
sort.  To the east the tunnel leads back into the natural catacombs.  
~
0 264 0
D1
~
~
0 -1 2006
D2
~
~
0 -1 2010
D3
~
~
0 -1 2004
S
#2006
Hallway~
The hallway appears more developed to the west.  To the east you see a
deep darkness.  
~
0 268 0
D1
~
~
0 -1 2007
D3
~
~
0 -1 2005
S
#2007
Intersection~
The tunnel continues to the north and the south, becoming less hewn and
more natural to the south.  A passageway lined with paneling leads west.  
~
0 264 0
D0
~
~
0 -1 2002
D2
~
~
0 -1 2012
D3
~
~
0 -1 2006
S
#2008
Pages' sleeping quarters~
Several bunk beds are lined up across the room.  It looks rather spartan
and there is little evidence of toys or games.  Most of the desks are filled
with books and papers of little interest.  
~
0 264 0
D0
~
~
0 -1 2003
D1
~
~
0 -1 2009
S
#2009
Templar Knights sleeping quarters~
This is a huge room which is filled wall to wall with beds.  Apparently
all the low level knights sleep in this one room.  A door on the south wall
is labeled "Elders only!"  .  
~
0 264 0
D2
~
~
0 -1 2013
D3
~
~
0 -1 2008
S
#2010
N/S hallway~
The hallway leads north an south.  A door leads to a templar's room to
the east.  The decoration looks rather sparse here.  
~
0 264 0
D0
~
~
0 -1 2005
D1
~
~
1 -1 2011
D2
~
~
0 0 2014
S
#2011
A Middle-aged templar's room~
This is a room typical of a low level templar scribe.  No real amenities,
but better than communal sleeping quarters.  As far as you can tell, the
owner of this room must be a rank equivalent to a Sergeant.  
~
0 264 0
D3
~
~
1 -1 2010
S
#2012
Humid, damp tunnel~
As the tunnel leads south, it becomes steadily more humid.  Moss and
ferns cover the walls and grow out of cracks.  To the north it seems much
more sterile.  
~
0 265 2
D0
~
~
0 -1 2007
D2
~
~
0 -1 2019
S
#2013
Administration room~
The elders gather here to discuss training strategies and keep track of
their coffers.  You notice what appear to be important documents lying
around.  An escape passage leads west.  
~
0 264 0
E
papers documents secrets~
It seems that the loot comes from raids on the towns in the surrounding
areas above ground.  From the documents it seems that the pages and
trainees are kidnapped from the villages too!
~
D0
~
~
0 -1 2009
D2
~
~
0 -1 2016
D3
~
~
0 -1 2069
S
#2014
N/S hallway~
The construction quality of the hallway improves as you wander south.  A
room to the east looks to be rather pleasant compared to others you have
encountered.  
~
0 264 0
D0
~
~
0 -1 2010
D1
~
~
0 -1 2015
D2
~
~
0 -1 2017
S
#2015
Mid-level leader's room~
This is a rather nice looking room, considering the drab living
conditions.  Though the room has been tastefully decorated, you can still
see evidence of water leakage along the walls and ceiling.  
~
0 264 0
D3
~
~
0 -1 2014
S
#2016
Mess hall~
A huge table with an immaculate white table cloth extends far to the
south.  The room is kept extremely clean by the knights themselves.  They
truly believe that cleanliness is next to godliness.  
~
0 264 0
D0
~
~
0 -1 2013
D2
~
~
0 -1 2023
S
#2017
N/S hallway~
The hallway continues north and south.  You can see a peculiar glow
further down the hallway to the south.  The room to the east appears to be
the lap of luxury.  
~
0 264 0
D0
~
~
0 -1 2014
D1
~
~
0 -1 2018
D2
~
~
0 -1 2024
S
#2018
High officer's room~
Every inch of paneling in this room is made of fine cedar, and the first
thing you notice is the pleasant aroma.  A painting of an elegant knight
hangs on the wall.  
~
0 264 0
E
painting elegant knight~
Something oddly familiar about the knight.  He carries a glowing sword
with a silvery blade.
~
D3
~
~
0 -1 2017
S
#2019
Mossy intersection~
The main passage leads north and south.  A small rivulet of water seeps
in from the east, and you hear what sounds like birds from that direction. 
The air is very humid and damp here.  
~
0 265 2
D0
~
~
0 -1 2012
D1
~
~
0 -1 2020
D2
~
~
0 -1 2026
S
#2020
The holy grove~
A small grove of birch trees seem to grow from solid rock.  You hear
birds singing, but try as you might you can't find any.  A strange glow
emanates from the southeast.  
~
0 520 3
D1
~
~
0 -1 2021
D3
~
~
0 -1 2019
S
#2021
The holy grove~
The trees seem real enough, yet you wonder how they receive nourishment
here.  You hear small animals scampering through the light undergrowth.  The
grove continues south, east, and west and an odd passageway heads north.  
~
0 520 3
D0
~
~
0 -1 2068
D1
~
~
0 -1 2022
D2
~
~
0 -1 2027
D3
~
~
0 -1 2020
S
#2022
The holy grove~
You see a glow coming from the south somewhere.  The grove continues west
and south.  
~
0 520 3
D2
~
~
0 -1 2028
D3
~
~
0 -1 2021
S
#2023
Mess hall~
"Mess" isn't exactly the best word to describe this room.  In fact, it is
immaculately clean.  A very long table stretches off to the north.  The
hallway is to the east.  
~
0 264 0
D0
~
~
0 -1 2016
D1
~
~
0 -1 2024
S
#2024
End of a hallway~
You hear voices coming from a room to the west, and to the east lies a
room which seems to glow with power and piety.  The hallway extends north.  
~
0 264 0
D0
~
~
0 -1 2017
D1
~
~
0 -1 2025
D3
~
~
0 -1 2023
S
#2025
Grand Templar's room~
The items contained in this room appear quite ancient, yet they give a
sense of great power and value.  There is an aura of immense holiness about
the room.  
~
0 264 0
D3
~
~
0 -1 2024
S
#2026
Very dark passage~
This room is so dark that even powerful magic lights can barely
illuminate the ground in front of you.  The exit to the south appears even
darker.  
~
0 265 2
D0
~
~
0 -1 2019
D2
~
~
0 -1 2030
S
#2027
The holy grove~
A faint humming sound reaches your ears from the east.  The grove
continues east and north.  
~
0 520 3
D0
~
~
0 -1 2021
D1
~
~
0 -1 2028
S
#2028
The holy grove~
All of a sudden the mysterious sounds of the grove stop.  Or perhaps the
strange humming from a clearing to the south is drowning everything out. 
There appears to be a magical barrier on the door to the south.  
~
0 520 3
D0
~
~
0 -1 2022
D2
a glowing forcefield with a small circular hole in it.
~
glow glowing field forcefield door~
2 2001 2032
D3
~
~
0 -1 2027
S
#2029
Very dark caveway~
An overwhelming sense of evil flows from the east, filling you with the
urge to run and run fast.  
~
0 265 2
D1
~
~
0 -1 2030
D3
~
~
0 -1 2033
S
#2030
Deep within the catacombs~
It stinks like a lair in here.  A rotten smell of humaniod flesh lingers.
You stumble over what you think are corpses in the utter darkness.  You hear
an evil growl from somewhere in the room, maybe everywhere in the room...  
~
0 9 5
D0
~
~
0 -1 2026
D1
~
~
0 -1 2031
D3
~
~
0 -1 2029
S
#2031
Very dark cavern~
The cavern is hard to describe due to the extreme magical darkness. 
Probing with a light source seems to reveal nothing but more darkness.  
~
0 9 5
D2
~
~
0 -1 2034
D3
~
~
0 -1 2030
S
#2032
The holy place~
A glowing stone lies in the center of the clearing.  You recognize it as
the stone of the Excalibur.  The strange humming glowing makes it difficult
to see if the Excalibur is there or not.  Might want to take a closer look
if possible.  
~
0 520 3
D0
a glowing forcefield with a small circular hole in it.
~
glow glowing field forcefield door~
2 2001 2028
S
#2033
Misty passageway~
Warm mist swirls about you making you feel threatened yet protected at
the same time.  The swirling mist makes it difficult to tell directions
clearly, but you seem to be able to go north or south.  The mist gets denser
to the south.  
~
0 265 2
D0
~
~
0 -1 2029
D2
~
~
0 -1 2042
S
#2034
Intersection of caverns~
Caverns head north, south and east from this peculiar spot.  Medium sized
caverns from the east and the north join to form a huge cavern heading
south.  The walls of the cavern are made of a bizarre mixture of many shiny
crystals.  
~
0 9 5
D0
~
~
0 -1 2031
D1
~
~
0 -1 2035
D2
~
~
0 -1 2044
S
#2035
Entrance to the burial grounds~
You have entered what appears to be a burial ground of sorts.  The
templars buried their dead here.  Chills go down your spine as you feel
something watching you.  You hear the random groan of a ghost, the howl of a
wraith, and the dry clanking of bones.  
~
0 9 5
D1
~
~
0 -1 2036
D3
~
~
0 -1 2034
S
#2036
The burial grounds~
Random tombs to unknown warriors were lain in rows as far as the eye can
see.  To your horror many of the graves are empty and desecrated.  A gap in
the rows of tombs leads south and there are more graves to the east and
west.  
~
0 9 5
D1
~
~
0 -1 2037
D2
~
~
0 -1 2045
D3
~
~
0 -1 2035
S
#2037
The burial grounds~
It seems as if many of the warriors cannot stop fighting, even in death. 
They battle amongst each other and flail at any living being that wanders
near.  
~
0 9 5
D1
~
~
0 -1 2038
D3
~
~
0 -1 2036
S
#2038
The burial grounds~
Legions of skeletal warriors wander by and battle unseen enemies.  Old
battlelines have been forgotten and new ones made.  It's a gruesome scene.  
~
0 9 5
D1
~
~
0 -1 2039
D3
~
~
0 -1 2037
S
#2039
New graves~
The tombs in this section seem somewhat newer than the previous.  Rotting
zombie warriors groan and wail with blank stares.  You hear sounds of
digging to the south.  
~
0 9 5
D2
~
~
0 -1 2047
D3
~
~
0 -1 2038
S
#2040
Misty cavern~
A chilling icy mist swirls about you.  The dampness and warmth has become
bitter cold.  The walls of ice before you are several feet think, don't even
think about trying to pick through them.  
~
0 265 2
D1
~
~
0 -1 2041
D2
~
~
0 -1 2048
S
#2041
Misty cavern~
The temperature is pleasant and mild here.  This is due to a a warm wind
blowing in from the east and a chilling breeze blowing in from the west. 
The updrafts create bizarre icy-steamy mists which dance along the walls.  
~
0 265 2
D1
~
~
0 -1 2042
D3
~
~
0 -1 2040
S
#2042
Mist cavern~
A warm wind blows in from the east.  The air is stifling hot in here
despite the breeze.  The mist seems thick enough to be alive...  
~
0 265 2
D0
~
~
0 -1 2033
D1
~
~
0 -1 2043
D3
~
~
0 -1 2041
S
#2043
Waterfall of mist~
A torrent of mist pours down from an opening up above.  It reminds you of
a ghostly waterfall.  The mists gather in beautiful swirls around your feet.
~
0 265 2
E
hole height waterfall cascade~
The hole is much too high up for you to reach.
~
D3
~
~
0 -1 2042
S
#2044
Huge multicolored tunnel~
The tunnel leads north and south.  To the south there is an odd twinkling
phenomenon.  
~
0 265 2
D0
~
~
0 -1 2034
D2
~
~
0 -1 2050
S
#2045
Desolate ruins~
Several mausoleums used to grace this room, but most have been torn down
and burned by looters.  There appear to be some still intact to the south. 
To the northwest is a field of tombs of soldiers, now a battleground for the
undead.  
~
0 9 5
D2
~
~
0 -1 2051
S
#2046
Curators place~
The undertaker, the historian and the curator used to be here.  Now they
too have joined the legions of the undead.  From the looks of the place they
seem to have starved to death.  Rickety stairs head down into a sort of
basement.  
~
0 9 4
E
stairs basement~
Surprisingly the stairs look sturdy enough.
~
D1
~
~
0 -1 2047
D5
~
~
0 -1 2052
S
#2047
Fresh graves~
Graves of recent casualties lie here.  Even the most recent don't seem to
have been left undisturbed.  You hear sounds of digging in progress further
to the south.  
~
0 9 4
D0
~
~
0 -1 2039
D2
~
~
0 -1 2053
D3
~
~
0 -1 2046
S
#0



#SPECIALS
M 2007 spec_cast_undead
M 2009 spec_cast_undead
M 2011 spec_cast_mage
M 2013 spec_cast_undead
M 2014 spec_cast_undead
M 2016 spec_breath_any
M 2017 spec_poison
S



#RESETS
D 0 2065 4 1
D 0 2001 4 1
D 0 2010 1 1
D 0 2011 3 1
D 0 2028 2 2
D 0 2032 0 2
M 0 2006 7 2049 1
M 0 2016 1 2050 1
M 0 2001 6 2052 3
M 0 2001 6 2052 3
M 0 2001 6 2052 3
M 0 2013 1 2052 1
M 0 2001 6 2052 3
M 0 2001 6 2052 3
M 0 2001 6 2052 3
M 0 2004 4 2053 2
M 0 2004 4 2053 2
M 0 2011 4 2053 1
M 0 2004 4 2055 2
M 0 2004 4 2055 2
M 0 2014 1 2055 1
M 0 2003 2 2064 1
M 0 2003 2 2002 1
M 0 2008 12 2003 1
M 0 2008 12 2004 1
M 0 2008 12 2005 1
M 0 2008 12 2006 1
M 0 2002 8 2008 8
M 0 2002 8 2008 8
M 0 2002 8 2008 8
M 0 2002 8 2008 8
M 0 2002 8 2008 8
M 0 2002 8 2009 8
M 0 2002 8 2009 8
M 0 2008 12 2009 3
M 0 2008 12 2009 3
M 0 2008 12 2009 3
M 0 2002 8 2010 8
M 0 2010 6 2015 1
M 0 2008 12 2016 3
M 0 2008 12 2016 3
M 0 2008 12 2016 3
M 0 2010 6 2016 2
M 0 2010 6 2016 2
M 0 2010 6 2016 2
M 0 2010 6 2018 1
M 0 2006 7 2019 1
M 0 2008 12 2023 2
M 0 2008 12 2023 2
M 0 2010 6 2023 1
M 0 2015 1 2025 1
M 0 2012 2 2026 2
M 0 2006 7 2028 1
M 0 2017 1 2030 1
M 0 2006 7 2033 1
M 0 2005 9 2033 1
M 0 2007 4 2035 1
M 0 2006 7 2036 1
M 0 2007 4 2036 1
M 0 2011 4 2036 1
M 0 2007 4 2037 1
M 0 2011 4 2037 1
M 0 2007 4 2038 1
M 0 2006 7 2039 1
M 0 2009 2 2039 2
M 0 2006 7 2040 1
M 0 2005 9 2040 2
M 0 2005 9 2040 2
M 0 2005 9 2041 2
M 0 2005 9 2041 2
M 0 2005 9 2042 1
M 0 2005 9 2043 3
M 0 2005 9 2043 3
M 0 2005 9 2043 3
M 0 2009 2 2047 2
M 0 2011 4 2047 4
S



#SHOPS
0



#$