#AREA westland.are~ Westland~ {40 90} Xavier Westland~ 10000 10050 #MOBILES #10001 gar long tail~ A long-tailed gar~ A long-tailed Gar stalks you deep in the woods. ~ You see a giant flesh-eating beast that hunts by the sense of smell. Your blood must be sweet because it has spotted you and is running in your direction. YOU'D BETTER ACT FAST! ~ dragon~ ABFT TVb -1000 0 60 0 50d10+6750 10d10+4000 8d6+28 acbite -30 -30 -30 0 BCDEFIKMN AB HIJKO FHQY stand stand male 300 AHZc ADEFIKLPQUVX huge 0 #10002 gar long tail~ a long-tailed gar~ A long-tailed Gar stalks you deep in the woods. ~ You see a giant flesh-eating beast that hunts by the sense of smell. Your blood must be sweet because it has spotted you and is running in your direction. YOU'D BETTER ACT FAST! ~ dragon~ ABFT TVb -1000 0 46 0 25d10+3250 10d10+3000 6d6+16 acbite -16 -16 -16 4 BCDEFIKMN AB HIJKO FHQY stand stand male 300 AHZc ADEFIKLPQUVX huge 0 #10003 gar long tail~ a long-tailed gar~ A long-tailed Gar stalks you deep in the woods. ~ You see a giant flesh-eating beast that hunts by the sense of smell. Your blood must be sweet because it has spotted you and is running in your direction. YOU'D BETTER ACT FAST! ~ dragon~ ABFT TVb -947 0 46 0 25d10+3250 10d10+3000 6d6+16 acbite -16 -16 -16 4 BCDEFIKMN AB HIJKO FHQY stand stand male 300 AHZc ADEFIKLPQUVX huge 0 #10004 fly blood~ a blood fly~ A little annoying insect is waiting to suck your blood. ~ You see a deformed little bug that has giant teeth waiting to penetrate your skin. ~ unique~ ABT BGJTVb -200 0 40 0 25d10+1850 10d10+3000 4d8+13 shbite -13 -13 -13 5 BCEFKO EJL J KM stand stand male 300 0 0 tiny 0 #10005 quad assassin~ a quad assassin~ A member of the quad assassins is here. ~ You see a dangerous man wearing heavy armor and weapons. He seems to be an assassin-type man with one thought in mind. KILL KILL KILL! ~ human~ ABT Vb -1000 0 55 0 50d10+5500 10d10+3000 10d4+23 wrath -25 -25 -25 0 BCDEFGHIKNV AH BL J stand stand male 300 AHMV ABCDEFGHIJK large 0 #10006 quad assassin~ a quad assassin~ A member off the quad assassins is here. ~ Toy see a dangerous man wearing heavy armor and weapons. He seems to be an assassin-type man with one thought in mind. KILL KILL KILL! ~ human~ ABT Vb -1000 0 56 0 50d10+6000 10d10+3000 10d4+24 wrath -25 -25 -25 0 BCDEFGHIKNV AH BL J stand stand male 300 AHMV ABCDEFGHIJK large 0 #10007 young lady~ a young lady~ There is a nice young lady picking flowers from her garden. ~ You see a young lady picking flowers from her garden. ~ human~ ABT Nb 850 0 46 0 25d10+3250 10d10+3000 6d6+16 slap -16 -16 -16 4 BCDEFGHIK AI 0 0 stand stand female 300 AHMV ABCDEFGHIJK medium 0 #10008 fisherman man~ a fisherman~ You see a clam fisherman waiting for his catch of the day. ~ He is a tall man who seems to enjoy fishing. It looks like he would like to catch some fish to take home. ~ human~ ABT Nb 1000 0 50 0 25d10+4250 10d10+3000 5d8+19 slap -20 -20 -20 0 BCDEFGHIK AI 0 0 stand stand male 300 AHMV ABCDEFGHIJK medium 0 #10009 little boy~ a little boy~ There is a little boy playing in the sand. ~ You see a little boy building sand-castles in the sand. The sand is perfect for his castles and you feel like you want to join him. ~ human~ ABT Nb 1000 0 50 0 25d10+4250 10d10+3000 5d8+19 punch -20 -20 -20 0 BCDEFGHIK AI 0 0 stand stand male 300 AHMV ABCDEFGHIJK small 0 #10010 heart hound~ a heart hound~ There is a deadly heart hound drooling all over himself. ~ This is on of the most deadly beast whom have escaped from the boundary. You better watch out, you know not what type of powers he has at his use. This beast is very deadly. They call them heart hounds since when they attack they lunge at your heart. Others say they can hear your heart beating. ~ unique~ AFGT UVZb -1000 0 55 0 50d10+5500 10d10+3000 10d4+23 acbite -25 -25 -25 0 BCDEFGHIKNO 0 0 0 stand stand male 300 0 0 huge 0 #10011 speaker~ a speaker~ There is a speaker giving a speech to the crowd of listeners. ~ He is a tall man who appears to have a great athority over the villagers. He is giving a great speach about fire and the deadly losses of it. He is wearing white pants and shirt. He doesn't look like an evil person. He speech seems to bore you and you want to get on your way. ~ human~ AFGT UVZb 1000 0 60 0 50d10+6750 10d10+4000 8d6+28 smash -30 -30 -30 0 BCDEFGHIKNO A 0 0 stand stand male 300 AHMV ABCDEFGHIJK medium 0 #10012 happy villager~ a happy villager~ There is a really happy villager here. ~ As you pass by this villager he says "Hello" and gives you a big kiss. ~ human~ AFGT UVZb 1000 0 60 0 50d10+6750 10d10+4000 8d6+28 smash -30 -30 -30 0 BCDEFGHIKN A 0 0 stand stand male 300 AHMV ABCDEFGHIJK medium 0 #10013 healer~ a healer~ The town healer is here. ~ She is a tall women who seems to enjoy healing people. She has beautiful long hair and is wearing a white dress that reaches down to the floor. Her head is held up high and she has a nice smile on her face. ~ human~ ABQ HF 1000 0 106 0 1d1+29000 1d1+11039 4d50+80 slap -99 -99 -99 -40 KN ABINS BPQR 0 stand stand female 0 AHMV ABCDEFGHIJK medium 0 #10014 boundary warden~ a boundary warden~ A strong, powerful boundary warden is here. ~ You see one of the toughest, strongest, and tallest man you have ever seen. He is about 7'6 inches and is 8 times your wieght. He is clad with weapons and armor and looks prepared for battle. It is a good thing that he has a friendly character. ~ human~ AGT DFHJUVb 1000 0 70 0 50d10+9750 10d10+4000 8d10+40 acbite -40 -40 -40 -10 BCDEFGHIJKN ABE BH C stand stand male 300 AHMV ABCDEFGHIJK large 0 #10015 thief~ a thief~ A small thief is here trying to steal your money. ~ You see a little thief that is all dressed in black ready to steal your money when your not looking. He is wearing black pants and boots and is barely noticable in the shadows of the buildings. ~ human~ ACT CDGPQVd -902 0 40 0 25d10+1850 10d10+3000 4d8+13 blast -13 -13 -13 5 BCDEFGHIJKN 0 0 0 stand stand male 300 AHMV ABCDEFGHIJK small 0 #10016 beggar~ a beggar~ There is a ugly little beggar asking for your money here. ~ *sigh* If there aren't thieves steeling your money there are beggars asking for it. You feel sorry for the poor little fellow. It is a shame that it will be soon winter and that he has no place to live. OH WELL, life goes on. ~ human~ ABCH DVb 100 0 46 0 25d10+3250 10d10+3000 6d6+10 blast -16 -16 -16 4 BCDEFGHIJKN AB 0 0 stand stand male 300 AHMV ABCDEFGHIJK medium 0 #10017 bone woman~ The Bone Woman~ A interesting woman is here fooling around with some bones. ~ This womans' eyes are very white. You wonder if she can see you. When you enter the room she welcomes you and asks you to stay for a visit. There is a bone necklace around her neck. When you see it, in your mind you hear; "I must have that necklace!" The woman will not give it to you so I guess you're going to have to fight her for it! ~ human~ ABR CDEFJTV 1000 0 109 0 1d1+29999 1d1+9382 5d50+90 magic -93 -93 -90 -43 CDEFIKN IP E JK stand stand female 11300 AHMV ABCDEFGHIJK medium 0 #10018 gripper~ A nasty gripper~ There is a nasty, little gripper waiting to attack you. ~ You see an armor covered gripper with sharp long teeth. He looks really hungry so if I were you I would keep away from this beast. He is a deadly under ground beast that will fix himself upon you and suck your blood until you are dead. Better watch out for this guy even though he is slower than a turtle. ~ human~ ACGT JV -986 0 92 0 50d10+19500 10d10+5200 15d10+62 blast -62 -62 -62 -29 CDEFIKN IP E J stand stand male 300 AHMV ABCDEFGHIJK medium 0 #10019 shadow thing~ The SCaRy Shadow THinG~ Here is a real SCaRy Shadow THinG that is ready to kill you. ~ This is a very scary ghost that will kill you with one touch. He was sent by Panis Rahl, Darkens father in that last war. He is very dangerous so I would keep my distance if I were you. ~ human~ ABCGT JV -1000 0 99 0 50d10+29000 10d10+3029 4d50+80 wrath -69 -69 -69 -30 CDEFIKN IP F JK stand stand none 300 AHMV ABCDEFGHIJK medium 0 #10020 spirit king~ The Spirit King~ Here stands the great spirit king, blocking you passage. ~ This ghostly king has increadable powers and will not allow you to pass. He must have been sent by Darken Rahl himself. You should go back the other way, since this king will not allow you to exit the Narrows through this direction. He is the master of the underworld and will not stop at anything to let you pass. ~ human~ ABCGT HJV -1000 0 119 0 50d10+29000 10d10+10203 20d15+100 wrath -77 -77 -70 -40 CDEFIKN IP 0 JK stand stand male 300 AHMV ABCDEFGHIJK medium 0 #10021 great red dragon~ The Great Red Dragon~ You see a giant dragon that Darken Rahl uses to fly around. ~ This great dragon has massive talons and giant wings. It would be bad to get on its evil side for it is far, far bigger then other dragons. The dragon is clad in heavy scales that cover every ounce of his body. He looks far tougher than any monster you have or will ever see. ~ dragon~ ABCGT GHJT -1000 0 119 0 50d10+29000 10d10+10203 20d15+100 wrath -77 -77 -70 -40 BCEFIKN IP HIJK FJK stand stand female 300 AHZc ADEFIKLPQUVX giant 0 #10022 shadow people~ An evil shadow person~ An evil shadow person is here. ~ You see a dark form that has no features. He is sent by Darken Rahl to stop you. Beware, his touch is poison. ~ human~ ACGT GJ -1000 0 110 0 50d10+28000 10d10+10203 20d15+95 wrath -77 -77 -70 -40 CDFIKN IP 0 JK stand stand male 300 AHMV ABCDEFGHIJK medium 0 #10023 bar tender~ The bar tender~ A fat little bar tender is here serving drinks. ~ He is a short guy with a long beard. He seems quite stupid though, his shoes are on the wrong feet. He is wearing torn pants and looks to be quite poor, yet he runs this bar. ~ human~ ABCGT GJ 1000 0 50 0 25d10+4250 10d10+3000 5d8+19 wrath -20 -20 -20 0 BCDEFIN IP 0 JK stand stand male 300 AHMV ABCDEFGHIJK medium 0 #10024 drunken villager~ A drunken villager~ There is a drunken villager here, drinking beer. ~ He is a short guy with ale stains on his shirt. He makes you want to vomit. ~ human~ ABCGT GJ 102 0 50 0 25d10+4250 10d10+3000 5d8+19 wrath -20 -20 -20 0 CDEFIKN IP 0 K stand stand male 300 AHMV ABCDEFGHIJK medium 0 #10025 dark thief~ A little thief~ There is a theif looking for something to steal here. ~ He is a darkly clad thief with a wicked intent. He rests in the darkness of the night waiting to prance upon a poor soul like you. ~ human~ ACGT GJ -1000 0 60 0 50d10+6750 10d10+4000 8d6+28 bite -30 -30 -30 0 CDEFKN IP D 0 stand stand male 300 AHMV ABCDEFGHIJK medium 0 #10026 snake~ A yellow snake~ There is a little yellow snake swimming in the pool of water. ~ He is a tiny snake that is hardly visible to the naked eye. He swims through the waters up to you. You better get away fast before he attacks you and your body is never be found again. ~ unique~ ABCGT GJ -1000 0 30 0 6d12+853 1d1+100 4d6+8 bite -9 -9 -9 2 CDEFIKN IP 0 0 stand stand male 300 0 0 small 0 #10027 underworld beast~ An underworld beast~ There is a underworld beast, looking lost here. ~ He has no features at all. Just a plain puff of smoke striking people dead as they walk by. ~ unique~ ACGT GJ -1000 0 69 0 50d10+9500 10d10+1000 7d11+39 bite -40 -40 -40 -10 CDEFIKN IP 0 0 stand stand none 300 0 0 large 0 #10028 cat dopey~ A dopey little cat~ There is a small, dopey cat looking for a place to sleep here. ~ This cat is looking through the trash trying to find a simple meal to eat, a place to sleep and a place to keep dry. You feel sorry for the little fellow but there isn't anything you can do. ~ unique~ ACGT GJ 1000 0 11 0 1d1+130 1d1+100 1d10+2 bite 1 1 1 9 CDEFIKN IJP 0 0 stand stand none 300 0 0 small 0 #10029 mord sith~ A Evil Mord-Sith~ Here sands the dreadful Mord-Sith waiting to take you as her pet. ~ This Mord-Sith does not seem to be afraid of you. She has an item about her neck that is gleaming in a white aura. This creature is very frightening. You better leave quick. ~ human~ ABCGT GJ -1000 0 120 0 50d10+28000 10d10+10203 20d15+95 wrath -77 -77 -70 -40 CDEFIKN IP I M stand stand female 300 AHMV ABCDEFGHIJK large 0 #10030 devoter~ A Devoter of Darken Rahl~ Here is a devoter chanting something that makes litttle sense. ~ This devoter is chanting words about Darken Rahl. He seems to belive thatt Darken Rahl is good and not evil. Better stay away from this person also. ~ human~ ABCGT GJ -1000 0 110 0 50d10+28000 10d10+10203 20d15+95 wrath -77 -77 -70 -40 BCDEFIKN IP 0 0 stand stand male 300 AHMV ABCDEFGHIJK medium 0 #10031 darken rahl~ The Evil Darken Rahl~ Standing before you is your worst nightmare, Darken Rahl. ~ You have come all this way and finally you meet up with Darken Rahl. This is the moment you have been waiting for all your life! You'd best get it over with soon for he seems ready to take over the world. ~ human~ ABCGT GHJ -1000 0 125 0 50d10+28000 10d10+10203 20d15+95 wrath -77 -77 -70 -40 BCDEFIJKNO LP N K stand stand male 300 AHMV ABCDEFGHIJK large 0 #0 #OBJECTS #10001 warden mace boundary~ A Boundary Warden's Mace~ A large powerful mace is resting against the wall here. ~ unknown~ weapon ABG AN mace 12 7 blast 0 70 15 1938 P A 19 6 A 18 6 A 13 20 A 2 -1 E warden mace~ It is a giant mace clad with sharp deadly teeth. It was made for the use of killing. This truly is a strong weapon. ~ #10002 bone necklace~ The Bone Woman's Necklace.~ A Beautiful necklace lies here on the ground. ~ stone~ armor AB AC 30 30 30 20 0 90 10 98504 P A 13 55 A 3 3 A 2 3 E bone necklace~ This is a magical necklace that the bone woman HAD around her neck. It must be very powerful since the kill took awhile. ~ #10003 gripper teeth~ Some grippers teeth~ Here are the teeth of the Gripper monster. ~ stone~ armor ABM AC 26 26 27 16 0 80 10 100 P A 19 6 A 1 3 #10004 jug beer~ A Jug 'o Beer.~ There is a jug of beer on the ground here. ~ glass~ drink BC A 20 20 3 0 0 1 1 1 P #10005 thief boot boots black~ A Pair of Black Boots~ A dark pair of boots lie here soaking up the sun. ~ leather~ armor BC AG 20 20 20 10 0 60 10 3000 P A 13 -10 A 12 30 A 1 2 #10006 boundary glove warden gloves~ Boundary Warden Gloves~ A pair of gloves have been left here, waiting to be picked up. ~ unknown~ armor BC AH 20 20 20 9 0 60 10 9684 P A 24 -2 A 18 8 A 1 2 #10007 boundary boot warden boots~ Boundary Warden Boots~ A pair of boots have been left here. ~ unknown~ armor BC AG 21 19 19 10 0 60 10 9898 P A 22 -3 A 19 6 A 18 5 #10008 boundary sleeves warden~ Boundary Warden Sleeves~ A pair of sleeves have been left resting against a tree. ~ unknown~ armor BC AI 21 20 19 10 0 60 10 9898 P A 13 20 A 2 2 A 1 2 #10009 boundary shield warden~ Boundary Warden's Shield~ A shield made from the finest metal has been left here. ~ unknown~ armor BC AJ 20 21 20 15 0 60 10 9898 P A 13 40 A 17 -9 #10010 boundary tunic warden~ Boundary Warden's Tunic~ A tunic made from good leather has been left here. ~ unknown~ armor BC AK 20 20 20 10 0 60 10 9898 P A 17 -21 #10011 boundary helmet warden~ A Boundary Warden Helmet~ A large helmet has been left by its owner...such a shame. ~ unknown~ armor BC AE 20 20 20 10 0 60 10 9898 P A 23 -5 A 1 2 #10012 boundary ring warden~ A Boundary Warden Ring~ A bright silver ring has been left in the dust. ~ unknown~ treasure BC AB 0 0 0 0 0 60 10 9898 P A 13 75 #10013 boundary legging warden leggings~ Boundary Warden Leggings~ A pair of leggings have been left here. ~ unknown~ armor BC AF 20 20 20 10 0 60 10 9898 P A 21 -1 A 14 30 #10014 robe dark~ A Dark Robe~ A robe has been left in the shade of a tree here. ~ cloth~ armor BC AD 23 23 22 11 0 70 10 5060 P A 13 25 A 12 50 #10015 collar heart hound~ A Heart Hound Collar~ A collar has been left sitting in the sun in the middle of a field. ~ unknown~ armor BC AC 23 22 22 16 0 70 10 8080 P A 17 -8 A 13 50 A 12 50 #10016 pouch magical leather~ A Magical Leather Pouch~ A pouch has been left here in the mud. ~ leather~ container BC A 700 1 0 350 72 70 50 1000 P #10017 cookie~ A BIG cookie!~ There is a cookie on the ground, what a shame. ~ unknown~ food B A 40 0 0 0 0 8 10 0 P #10018 cake~ a BIG piece of cake!~ A Big Yummy piece of CAKE has been left here. ~ unknown~ food B A 10 0 0 0 0 1 10 0 P #10019 boundary sword warden~ A Boundary Warden Sword~ A well made sword has been left here. ~ unknown~ weapon ABCEJL AN sword 9 5 slash 0 50 30 3500 P A 19 4 A 18 4 E boundary sword warden~ This is a boundary warden sword that is made just for their use. ~ #10020 boundary flail warden~ A Boundary Warden Flail~ A flail has been left here. ~ unknown~ weapon ABCEJL AN flail 7 7 pound 0 50 30 3400 P A 19 3 A 18 4 #10021 boundary mace warden~ A Boundary Warden Mace~ A mace has been left here. ~ unknown~ weapon ABCEIJ AN mace 7 7 pound 0 50 30 2999 P A 18 2 A 18 3 #10022 boundary dagger warden~ A Boundary Warden Dagger~ A dagger has been left here. ~ steel~ weapon ABCEIJ AN dagger 5 10 pierce 0 50 30 2999 P A 19 3 A 18 3 #10023 agiel sword weapon~ A Mord-Sith's Agiel~ A magical weapon has been left here. ~ unknown~ weapon ABCEGM AN sword 18 7 slash 0 90 20 9902 P A 19 4 A 18 4 A 13 20 A 12 20 #10024 bracer power~ The Bracer of Power~ There is a bracer in the mud here. ~ unknown~ armor ABC AM 32 32 33 25 0 90 20 9000 P A 19 7 A 18 7 A 13 50 A 12 50 #10025 westland ~ A Sign~ There is a sign that contains the map of Westlands here. ~ wood~ furniture A 0 0 0 0 0 0 91 90 90 P E west land westland~ **************************************************************** *^\^\ /^/^\^\^\^\ /^\^/^/^/^/^/^\^\^\^\^\^\^\^\^\ * *^\ /^\^/^/^/^\^/^\ N /^\^\^/^\^\^\^\^/^\^\^\^\ * * /^\^/^\^/^/^/^/^\ | /^/^/^/^/^/^\^/^\^\^\^\^\ * * /^\^\^\^\ W---|---E /^/^/^/^\^\^/^\^\^\^/^\ * * /^/^/^/^\^\^\^\^\^\ | /^\^\^\^\^\^/^\^/^/^/^/^/^/* *^\^/^/^/^/^/^/^/^/^\ S /^/^/^/^\ T /^/^/^/^/^\ * *^/^/^\^\^/^\^/^/^\ /^/^\^\ /^/^/^\^\^/^\H/^/^/^/^\ * *^\^/^/^/^\^/^/^\ /^/^/^/^\ E /^\^/^/^/^* *^\^\^/^\^/^\ /^/^\^\ /^/^/^/^B /^/^\^/^\^\^\^/* *^/^/^/^/^/^/^/^\ /^/^/^\O/^/^/^\^\^/^/^\* *^/^/^\^/^/^/^\ ******************* /^/^U/^/^/^/^/^\^\ * *^/^/^/^/^\ * W E S T L A N D * /^/^/^N /^\^/^/^\^\^* *^/^/^/^\^/^\ ******************* /^\^D/^\^/^/^/^/^* *^/^\^/^\ /^/^/^\^\ /^\ /^\^/^\A/^\^/^\^\^\* *^/^/^\ /^/^/^/^/^\^\^\ U /^/^\R /^\^\^\^/* *^/^\ /^/^/^\^\^/^/^\ = /^\^/^\P/^\^\ /^\^/^/^Y /^\^/^\^* *^\ /^/^/^/^\^/^/^/^\===/^/^/^\P/^\^/^\ /^\^\^\^/^\^\^\ * *^\^\ /^/^\^\^\ ==== /^\^\E /^/^/^/^/^\^\^* *^\^\ /^/^\^\^\ ===== R /^\^\ /^\^\^\^/^/^\^\^\* */^\ HARTLAND ======/^\ * /^/^/^/^/^/^/^* *^/^/^\ * /^\^/^\ V /^/^/^/^/^/^\^\^/^\* *^\^\ TRUNT LAKE /^\^\^\^\^/^E/^\ /^/^\^\^/^\^\ * *^/^\^/^\ * /^\^/^/^N/^\^\ /^\^/^\^\^\^\^\^\^\^* *^/^\^/^\^/^\ /^\^/^/^\ /^/^/^/^/^/^/^\ * *^\^/^\ /^\^\^\^/^\ /^\^\^\^\ /^/^\^/^\^/^\ * *^\^/^\ /^/^\^\ /^/^/^\ /^/^\^\^\^\^/^\^\ * *^/^/^/^\ SOUTHAVEN /^/^\^\ /^/^/^/^/^/^\^\^\* *^/^\^/^\^/^\ /^\ * /^/^/^\ /^\THE ^/^/^/^\* *^/^/^/^\ /^\*NARROWS*^\* *^/^/^\^/^\^\ /^\ ###########* *^/^\^/^\^\^\^\^\ /^/^\^\ /^\^/^/^\^/^\^/^\* *^/^/^/^/^/^\^\^\^/^\ /^^\ /^/^/^/^\^/^\ /^\^\^\^\^\^\^\^* **************************************************************** Welcome to Westland. This is one of the two lands that are in this world. There is a great wizard named Darken Rahl who wishes to rule the two lands. D'Hara is the more powerful of the two lands. One reasons is, that several million years ago, the greatest wizards of all had created two lands. The Westlands was the only land that had no magic what-so-ever. He also divided the two lands with a magical Boundry. This boundry was created to stop all magic from going into the other land. ~ #10026 sign~ A little sign~ There is a little sign here showing a map of D'Hara. ~ wood~ furniture A 0 0 0 0 0 0 91 90 90 P E sign d'hara hara~ **************************************************************** */^/^/^\^\^\^\^/^\^\^\^\^\^\^\^\^/^\ ***********=-=-=- =-=-=-= * */^\^\^/^\^\^/^\^\^\^\^\^\^\^/^\ -=- *D'H A R A*=-=- =-=-=- = * *^\^/^/^\^\^/^\^/^\^\^\^\^\ -=- =-=-=***********=-=-=-=- =-=-= * */^/^/^\^T/^/^\^\^\^\ -=- =-=-=-=-=-=-=-=- =-=-=-=-=- =-=-=- * */^/^/^/^\H\^\^\^\ -=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=- * */^/^\^\^\^E/^/^\ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * *^\^\^\^B/^/^\^\ =-=-=-= -=-=-=- =-=-=-=-=- =-=-=-=-=-=-- =- * */^/^\^\^O/^/^\^\^\ -= *============================* -=-=- * */^/^/^/^/U/^/^\ =-= | /^/^/^/^/^/^/^/^\^\ | -=-=-= * */^/^/^/^\^N/^/^\^\ -= | /^\^\^\^/^/PEOPLE'S/^/^\^\ | =-= - * *^/^/^/^\^\^D/^\ -=- | /^\ /^/^\ *** /^/^\^\^\| =- =- * */^/^/^/^/^\^A/^/^/^\^\ | /^/^\^\ *** /^/^\^\^\| -=-=- * */^/^\^\^\^\^/R/^/^\ - | /^/^/^/^/--/PALACE /^/^\^\ | -=- = * */^/^/^/^\^\^\^Y/^/^/^\ | /^/^|--|^/^/^/^\^\^\ | =-=- * */^/^\^\^\^\^\^\^\^\ - | /^/^/^\^\--\^\^\^\^\^\ | -=-=- * */^/^\^\^\^\^\^\ =-=- | /^/^\^\|--|/^/^\^\^\^\ | =-=-=- * */^/^\^\^\^\^\ =-=-=- *==========*---*=============* =- * */^/^\^\^\ -=-=--=-=-=-=-=-=-=-= |_ | -=- =-=-=-=-=- =-=-=- * */^/^/^/^\^\^\ =-=-=-=-=-=-=-=-= /_ / -=-=-=-=-=-=-=-=-=- = * */^/^/^/^/^\ -=-=-=-=-=-=-=-=-= |__| ==-=-=-=-=-=-=-=-=- =-= * */^/^/^/^/^/^/^\ =-=-=-=-= =-=-= =-=-=-=- =-=-=-=-=-=-=- * */^/^\^\^\^\ =-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- * */^/^\-=-/^\^\^\ =-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=- =-=-=- =- * *^\^\^\^\^/^\ -==-=-=-=- =-=-=-=-=-=-=- =-=-=-=-=-=- =-=- /^* *^\^\^/^\^/^\^\ =-=-=-=-=-=-=- =-=-=-=-=-=-=- =-=-=-=- /^/^/^* *\^\^\^/^ -=-=-=-=- AZRITH =-=-=-=-=-=-=-=-=-=-=-=-=-= /^/^/* */^/^/^\ -=-=-=--=-=- PLAINS -=-=-=-=-=-=-=-=-=-=- /^/^/^/^\^* * THE -=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-= /^/^/^\^\^* *######## =-=-=-=-=-=-=-=-=-=-=-=-=-=-= /^/^/^\^\^/^/^\^\* * NARROWS/^/^\ =-=-=-=-=-=-=-=-=-=-=-- /^/^/^/^\^\^\^\^\^\^\^* * /^/^\ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= /^\^\^\^\^\^/* * /^\^\^\^\^/^/^/^/^\^\=-=/^/^\=--=-/^/^\^\^\^/^\^/^\^/^\^\^\^\* * /^/^/^\=-/^/^/^/^\^/^/^/^\^\=-/^/^\^\^\^/^/^/^\^/^\^/^\^\^\^/* */^/^/^\=-=-=-=-=-/^\ =-=-= /^\^/^\^\^\^\^/^\^\^/^\^\^\^\^/^/^\* */^/^\^\^/^\^\^\-=-=-=-/^\^\^\^/^/^/^/^/^\^\^\^/^/^\^/^\^\^/^\^* **************************************************************** D'Hara. This is Darken Rahl's home land and he is most powerful here. Even though he is powerful you might still be able to defeat him. Beware of the Azrith Plains for they are huge and go from north to west to east and to south. It is very easy to get lost in the Plains so try to fined the way to Darken Rahl and the People's Palace before it is too late or you get lost! You really must hurry for Darken Rahl has almost won the battle and will control the lands! ~ #0 #ROOMS #10001 Path By a Lake.~ You are walking beside a beautiful lake that is crystal clear. There is a fresh breeze in the air and the trees are rocking freely. You feel as though you are entering a new world but you're still in Anatolia. The lake to your right is crystal clear and calm. There are a family of ducks floating by seeming not to notice you. The woods around you are flled with deer, birds, and other animals. The trees are tall and lush, leaving not much room for the sun to enter into these sacred lands. The path continues to the north and, of course, where you came from, the south. ~ 0 0 3 D0 To the thick forest. ~ ~ 0 0 10002 D2 The long dusty trail. ~ ~ 0 0 18002 S #10002 A Clearing in the Woods.~ As you come out of the forest you enter a clearing in the woods. This clearing isn't very big but it sure is good to see the sun again. There are two large signs nailed on a tree leading back into another forest. You wonder what the sign says and go to take a closer look. There are two exits here by the lake. One goes south to the path and the other goes north into the woods again. ~ 0 0 3 D0 The entrance to the woods. ~ ~ 0 0 10003 D2 Back to the woods. ~ ~ 0 0 10001 S #10003 Welcome to Westands!~ Welcome! Here you are in the middle of a forest beside Trout Lake. The road you are walking on goes to the north and back to the south if you wish to leave. There are fish jumping in the lake, people playing in the sand and picking flowers. This place sure is wonderful. ~ 0 0 3 D0 Path down the road. ~ ~ 0 0 10004 D2 Back to the clearing. ~ ~ 0 0 10002 S #10004 A Path Down The Road.~ You are walking along side next to Trout Lake on a dusty old road. The trees here are very tall and large. The sun is out shining upon you and you start to feel hot. The road continues north and south. ~ 0 0 3 D0 Turn in the road. ~ ~ 0 0 10005 D2 The road south. ~ ~ 0 0 10003 S #10005 A Turn in the Road.~ As you walk down the road you come across a path leading up into the mountains. Since going north will lead right into the lake you must go west up into the mountains. There is a little rabbit drinking from a small pond infront of you. You wonder where such a beeatiful creature came from. You could still go back south to the turn in the road. ~ 0 0 3 D2 The road south. ~ ~ 0 0 10004 D3 The path to the mountains. ~ ~ 0 0 10006 S #10006 A Path to the Mountains.~ As you approach the mountains, you leave the forest behind to open air space. The wind here is blowing more swiftly and the sun is even hotter. You notice the giant waywarrd pines that loom overhead. You wonder where such wonderous trees came from. The path up the mountain looks like a nice and easy one to take. You could retrun to the east or go up the mountain. ~ 0 0 5 D1 The path to the forest. ~ ~ 0 0 10005 D4 The trail up the mountain. ~ ~ 0 0 10007 S #10007 The Trail up the Mountain.~ The trail is an easy one to climb and you enjoy the lovely walk. As you come to the top of the trail you realize that you are now in Upper Ven. Upper Ven is the mountain before the city. The path look quite clear and easy to pass. The rocks are warm in the suns' rays and is just gleaming with the heated mirage. You may go north or down. ~ 0 0 5 D0 The path along the cliff. ~ ~ 0 0 10008 D5 Back down the mountain. ~ ~ 0 0 10006 S #10008 The Edge of Upper Ven.~ You reach the end of the mountain and have to go down again. The path leads back into another forest and seems appealing to you to get out of the sun. The forest is filled with trees and shrubs all changed colors by the on comming season. The gold and bronze colors of the leaves are quite beautiful and look as if they are each worth morth then life itself. The mountaint air is freash and cooling and makes you feel like you want to sit down and rest. You may go down or south. ~ 0 0 5 D2 The southern trail. ~ ~ 0 0 10007 D5 The trail into the forest. ~ ~ 0 0 10009 S #10009 The Trail in the Forest.~ You have entered the forest near the town of Hartland. The path is outlined with bright yellow flowers and little purple plants. There is a little shack to the east that doesn't look to welcoming. The forest isn't very thick and you can see all around you. There are wild ferns and other plants that you have never seen before. You see one plant you recconize, but it is from a book. This forest seems to be quite a sanctuary. The trail goes north to the outskirts of Hartland or up back to the mountain. ~ 0 0 3 D0 The out-skirts of Hartland. ~ ~ 0 0 10010 D4 The trail up the mountain. ~ ~ 0 0 10008 S #10010 The Out-Skirts of Hartland.~ You are on the out skirts of a little town called Hartland. The road you walk on is dry and dust covered. Its seems like it hasn't rained for quite sometime. Up ahead you can see the town begining to form. The town has many people in the streets gathering for some kind of bizzard but there is nothing for sale here. All the villagers are gathering around a speaker who is giving a speech about fire. The city looks like its full of happy people, all with wonderous jobs and families. The exits are north and south. ~ 0 0 3 D0 The town of Hartland. ~ ~ 0 0 10011 D2 Back to the woods. ~ ~ 0 0 10009 S #10011 The Town of Hartland.~ You have walked into the town of Hartand. Everyone here seems to be happy and joyful. They all seem to be listening to a speech about fire which doesn't interest you. You see how the speaker talks and catches his audiance and it shows that he has some great deal of authority. You wonder why such a small man could have so much power over all these people. There are little homes all around but seem un-welcoming. You can go north to the paths in the fields or south back to the woods. ~ 0 0 1 D0 The fields out-side of town. ~ ~ 0 0 10012 D2 Back to the out-skirts of Hartland. ~ ~ 0 0 10010 S #10012 The Fields of Hartland.~ You have entered the fields outside of the town and are on your way to South Haven. Near South Haven is where the Narrows are. In order to get to South Haven you must cross the swamps on the way. The air here is suprizingly still and peaceful. There are few trees around and even fewer animals. The trail leads south to a swamp that steals your breath away with stench, and north back to the town you came from. ~ 0 0 2 D0 The path to the swamp. ~ ~ 0 0 10013 D2 Back to the town. ~ ~ 0 0 10011 S #10013 The Path to the Swamps.~ As you walk along the trail the forest begins to get thicker and thicker. The trail becomes more and more hidden and a mist begins to grow. The trees begin to bunch together and the sun has been blocked from view. The air is still and musty and it is starting to get colder. In the distance towards the boundary, you hear the cries of the heart hounds as they are comming out to hunt. Just when you thought things could get no worse, you spot a quad of assassins out in the trail before you. Better be careful. The trail leads north and back to the city, south. ~ 0 0 3 D0 Closer to the Swamp. ~ ~ 0 0 10014 D2 Back to the fields. ~ ~ 0 0 10012 S #10014 Closer to the Swamps.~ You are getting closer to the swamp and the mist is thickening. The quad assassins didn't want to attack you so I guess you're safe. The trees are beginning to look old and dry and the ground begins to get muddy. The cries of the heart hounds are much closer now and you begin to panic. The trail continues to the east and south. ~ 0 0 3 D1 Path at the swamp. ~ ~ 0 0 10015 D2 Back to the trail. ~ ~ 0 0 10013 S #10015 The Path at the swamp.~ You have arrived at the swamp at the same time as the heart hounds. The heart hound will not enter the swamp so it must be your only choice..or fight. The swamp looks univiting and you don't know what sort of creatures live under the murky waters. There is a small island in the center of the swamp that seems deserted. The waters in the swamp are shallow enough to pass by foot. You better make diside fast, fight or get to the island. The exits are back east or west. ~ 0 0 3 D1 Over the waters. ~ ~ 0 0 10016 D3 Back through the woods. ~ ~ 0 0 10014 S #10016 Over the Swamp Waters.~ As you are crossing the waters you notice that the hounds don't follow you. The water is refreashing and cool. The island is just up ahead and you can't wait to get there. You notice the water starts to move and then you see them. Snakes. Little yellow deadly snakes. All over the place. You start to run as fast as you can towards the island. You could go east to the island or back west. ~ 0 0 6 D1 On the island. ~ ~ 0 0 10017 D3 Back to the path. ~ ~ 0 0 10015 S #10017 On the Island.~ As you climb up on on the island you realize that the snakes don't follow you on to dry land. The hounds are still back on the other shore and will not enter the waters. The hounds let out yelps of frustration. The island doesn't have any trees or plants. Looking to the east you see the new path to SouthHaven. You wonder when you should attempt to cross the waters again. The exits are to the east, and to the west. ~ 0 0 4 D1 Over the waters heading south. ~ ~ 0 0 10018 D3 Back on the waters. ~ ~ 0 0 10016 S #10018 Over The Waters.~ As you set out again through the swamp, you notice that the sun is coming out and the mist is clearing. The snakes haven't bothered you yet and the hounds have returned back to their home, in the boundary. The swamp gets shallower as you approach the land again and the sky goes clear. The exits are east the shore or back west to the island. ~ 0 0 6 D1 On The Shore. ~ ~ 0 0 10019 D3 Back to the Island. ~ ~ 0 0 10017 S #10019 On The Shore Again.~ Now that you have reached the shore you breath a sigh of reliefe that the hounds have gone away. You look down to the south towards SouthHaven and you can hear the faint sounds of the city life. You continue your hike to SouthHaven. You may go back to the swamps (north) or continue south. ~ 0 0 3 D1 Trail through the woods. ~ ~ 0 0 10020 D3 Back on the waters. ~ ~ 0 0 10018 S #10020 The Trail Through the Woods.~ The woods seem to have come alive since you last saw them. The trees here are big and full of colorful leaves, the road is dry again and there are plants growing in the woods. The trip to South Haven isn't as bad as you thought. You can see the village up ahead. The exits are north to the shore or south to the village. ~ 0 0 3 D1 The entrance to the village. ~ ~ 0 0 10021 D3 Back to the waters. ~ ~ 0 0 10019 S #10021 The Village Gates.~ As you approach this village the giant gates open up to welcome you. The city is alive with action in the streets. There are children everywhere and people at the stores. The village road continues on south and offers you a place to rest for a cup of ale. You may go north to the forest or south into the village. ~ 0 0 1 D1 The Road in the Village. ~ ~ 0 0 10022 D3 Back to the Forest. ~ ~ 0 0 10020 S #10022 The Road Along the Village.~ As you walk down the street you notice a nice bar to the east. It looks quite welcoming and you sure are thirsty. There is faint singing comming from the bar..drunken men you suppose. You hear some people talking about their weekends and what they want to do. There is a fresh cool breeze floating through the city. The exits are north to the gates, east to the bar, or south to the path to the Narrows. ~ 0 0 1 D0 Entrance to the bar. ~ ~ 0 0 10023 D1 Path to the narrows. ~ ~ 0 0 10024 D3 Back to the gates. ~ ~ 0 0 10021 S #10023 The Bar.~ You enter a small smoke filled room just filled with people all drinking and enjoying themselves. There is a bartender selling drinks and a lady on stage singing her favorite little number. The drunken men are big and strong but, are covered with ale stains on their shirts. The exit is back out to the west onto the road again. ~ 0 0 0 D2 Back to the road. ~ ~ 0 0 10022 S #10024 The Trail to The Narrows.~ This is a long trail that leads up to the narrows where you will need to cross into D'Hara. The path is wide and quite visable. There are little animals running around in the woods all about. You notice that the trees are thicker and a lot greener. The humidity begins to rise and it starts to feel hotter. Your legs start to get tired when you see the Bone Woman's shack up ahead. It would be good to visit her. Her shack is about oh.. twenty or so yards ahead and will take no time to reach it. You spot the Narrows up ahead. The exits are north to the village or south to the Bone Woman. ~ 0 0 3 D1 The path to the Bone Womens. ~ ~ 0 0 10025 D3 The path to the village. ~ ~ 0 0 10022 S #10025 The Path to the Bone Woman's Shack.~ You walk out into a clearing in the woods and notice that the sky is starting to become over cast again. The woods look ready for rain and the trees have their leaves turned upwards. There is a shack to the west of you which must belong to the Bone Woman. The shack looks nice and cosy. It would be nice to stay and have a visit with the old Bone Woman. The exits are north to the forest, west to the bone Woman, and south to the Narrows. ~ 0 0 3 D0 The Bone Womans house. ~ ~ 0 0 10026 D1 The path to the Narrows. ~ ~ 0 0 10027 D3 Back to the forest. ~ ~ 0 0 10024 S #10026 The Bone Woman's Shack.~ You enter a room that has bones all over the walls. There is a nice warm fireplace sitting in the corner giving off heat and light. A oil lamp is hanging from a beam in the roof and gives the room an eerie glow. There are bones in little piles on the floors and an old lady stands in the center of the room. She has a big smile on her face and offerse you to stay in her home for as long as you wish. The exit is back to the east, out on the trail. ~ 0 0 0 D2 Back to the road. ~ ~ 0 0 10025 S #10027 The Narrows.~ You have reached the Narrows. This is a very dangerous place to be in. There are many underworld beasts that live in the narrows. You should stay on guard and not fall asleep. The exits are west to continue into the narrows, or north to return to the bone woman for a cup of tea. ~ 0 0 10 D1 The path through the narrows. ~ ~ 0 0 10028 D3 Back to the bone woman's for a cup of tea. ~ ~ 0 0 10025 S #10028 The Path Through The Narrows.~ The trail you are following is an easy on to follow. There is no sound which frightens you a little but then the fear passes. As you continue west you can see the center of the narrows approaching. Apparently they are the most dangerous part of the whole narrows. The exits are west to the center or east to the entrance of the narrows. ~ 0 0 10 D1 The center of the Narrows. ~ ~ 0 0 10029 D3 Back to the enterance of the Narrows. ~ ~ 0 0 10027 S #10029 The Center of the Narrows.~ You approach the center of the Narrows when you spot it. A shadow person. They have a poisonous touch and are the undertakers of the dead. You try to get past it without making him attack. The sky is getting dark and you still have a little ways to go. The exits are in an east-west direction, west being the way you want to go. ~ 0 0 10 D1 The path to the end of the Narrows. ~ ~ 0 0 10030 D3 The way you came. ~ ~ 0 0 10028 S #10030 Near The End of the Narrows.~ You are approaching the end of the narrows. You give a sigh of relief that you are almost out of this dreaded place. The sun is setting out ahead of you making it hard to see your way. The air starts to cool down as the sun sets in the west. You try to hurry your way out of the narrows before dark. The exits are of course; east and west. ~ 0 0 10 D1 The end of the narrows. ~ ~ 0 0 10031 D3 The way you came..of course. ~ ~ 0 0 10029 S #10031 The End of The Narrows.~ You have reached the end!!! Yay!..... Uh Oh!!! The sun has set and right before your eyes materializes The Spirit King. He is not going to let you pass. You must fend off this naughty beast and get to Darken Rahl. The exits are to the west and to the east. ~ 0 0 10 D1 The Azrith Plains. ~ ~ 0 0 10032 D3 The Narrows. ~ ~ 0 0 10030 S #10032 The Azrith Plains.~ Welcome to D'Hara! You have successfully passed through the narrows and are standing infront of the Azrith Plains. The plains are quite massive and reach as far as your eyes can see. In the distance, you see the home of Darken Rahl, the Peoples Palace. You have to cross the Azrith Plains in order to get to Darken Rahl in his massive palace. The exits are north and east. ~ 0 0 2 D0 The Azrith Plains. ~ ~ 0 0 10033 D3 The Narrows end. ~ ~ 0 0 10031 S #10033 The Path Through the Plains.~ You have found a path that is quite long but leads to Darken Rahl's Palace. The path is covered with stones and there is an occassional tree here and there. The sky is bright and clear and it is a hot day. You start to be thirsty and you feel sort of tired. Your only choice is to go ahead onto the Peoples Palace and stop Darken Ralh then steel a drink and a bite to eat. The way back through the Narrows doesn't seem appealing. The exits are north and south. ~ 0 0 2 D0 The Azrith Plains. ~ ~ 0 0 10034 D2 The path back where you came from. ~ ~ 0 0 10032 S #10034 The Azrith Plains.~ You notice that you have traveled quite far and are almost at the Palace. You feel a sudden urge to stop and go back but then it passes. You see ahead of you a giant Dragon blocking your trail. Maybe she will listen to you and move out of the way. Maybe she will eat you up for breakfast... Hmmmmmm...Breakfast sure would be nice. The exits are north and south. ~ 0 0 2 D0 To the BIG scary DRaGoN. ~ ~ 0 0 10035 D2 Back through the boring old plains. ~ ~ 0 0 10033 S #10035 At the BIG scary DRaGoN!~ You approach the dragon and notice that she is the biggest most frightening beast you have ever seen. The dragon hardly notices you as you try to get by. Maybe you should TRY to kill it so you wont have to fight it on the way back...Maye you should just turn around and go back to mommy for some cookies...mmmm cookies. STOP THINKING ABOUT FOOD! You must go on and kill Darken Rahl. The exits are North and South ass usual. ~ 0 0 2 D0 The entrance to the Peoples Palace. ~ ~ 0 0 10036 D2 Back the way you came. ~ ~ 0 0 10034 S #10036 The Peoples Palace.~ Finally you're at the Peoples Palace. This palace sure is big. Bigger then anything you have ever seen. The doors are ten times as big as you, yet they stand open..as if you're being expected. The stairs are made from white marble and are spotless. The exits are north into the palace or south to the BIG scary DRaGoN. ~ 0 0 2 D0 The Palace. ~ ~ 0 0 10038 D2 The big scary DRaGoN. ~ ~ 0 0 10035 S #10038 The Long Hallway.~ You enter the Palace and head down a long hallway. There are many people wandering about this castle and others are praying or chanting about Darken Ralh. You pass one Devotion Room afilled with these people. You decide not to stop and keep on going. The exits are to the north, south and to the east there is a room filled with devoters. ~ 0 0 0 D0 The longer hallway. ~ ~ 0 0 10041 D1 The devotion room. ~ ~ 0 0 10039 D2 Back to the gates. ~ ~ 0 0 10036 S #10039 The Devotion Room.~ This room is filled with people, heads bowed to the floor chanting a harmonic tune. There is a giant pool in the center of the room filled with water. The place looks like an indoor garden. You get shivers up your spine just at the sight of all these people devoted to Darken Rahl. The exits are north and back west. ~ 0 0 0 D0 To the Mord-Sith room. ~ ~ 0 0 10040 D3 Back to the hallway. ~ ~ 0 0 10038 S #10040 The Room of the Mord-Siths.~ This room is filled with the horid smell of blood and sweat combined. There are people chained to beams and women dressed in red leather torturing them. The floors are covered in blood. The moment you enter this room you regret it. The Mord-Siths have spotted you and are heading in your direction. Better run FAST! ~ 0 0 0 D2 Back to the Devotion room. ~ ~ 0 0 10039 S #10041 The End of The Hallway.~ You have reached the end of the hallway..on this floor. Before you are giant doors with gold doorknobs. There is the sound of birds tweeting from within. You feel the the magic surrounding this room... You have found Darken Rahl! The door opens automatically before you. You may enter or go back to the Mord-Siths. ~ 0 0 0 D0 The Garden of Life. ~ ~ 0 0 10042 D2 The long hallway. ~ ~ 0 0 10038 S #10042 The Garden of Life.~ This is a cavernous room filled with wonders sorts of magical plants. Leaded windows high overhead let in the light for the lush plants. Around the outside of the room are flowers set in beds, with walkways winding through. Beyond the flowers are small trees, short stone walls with vines covering them, and well-tended plants completing the landscaping. Except for the windows overhead, this room mimics an outdoor garden. In the centre of this expansive room is an area of lawn that sweeps around almost into a circle, the grass ring broken by a wedge of white stone, upon which sits a slab of granite, smooth but for grooves carved near the edge of the top, leading to a small well in one corner. It is held up by two short fluted pedestals. Beyond the slab stands a polished stone block set next to a fire pit. In the centre of the lawn lies a round area of white sorcerer's sand, ringed with torches that burn with fluid flames. The only exit is south. ~ 0 0 0 D2 ~ ~ 0 0 10041 S #0 #SPECIALS M 10017 spec_cast_cleric Load to: The Bone Woman M 10020 spec_cast_mage Load to: The Spirit King M 10021 spec_breath_fire Load to: The Great Red Dragon M 10024 spec_breath_any Load to: A drunken villager M 10025 spec_thief Load to: A little thief M 10031 spec_cast_undead Load to: The Evil Darken Rahl S #RESETS O 0 10025 0 10001 A sign loaded to Path By a Lake. O 0 10026 0 10001 A little sign loaded to Path By a Lake. M 0 10007 1 10003 1*Load a young lady M 0 10008 1 10003 1*Load a fisherman M 0 10009 1 10003 1*Load a little boy M 0 10005 4 10005 1*Load a quad assassin M 0 10005 4 10005 1*Load a quad assassin M 0 10005 4 10005 1*Load a quad assassin M 0 10005 4 10005 1*Load a quad assassin M 0 10014 2 10006 1*Load a boundary warden E 0 10012 0 1 A boundary warden ring is loaded on the left finger of a boundary warden E 0 10012 0 2 A boundary warden ring is loaded on the right finger of a boundary warden E 0 10013 0 7 Boundary warden leggings is loaded on the legs of a boundary warden M 0 10010 4 10008 1*Load a heart hound M 0 10010 4 10008 1*Load a heart hound M 0 10001 2 10009 1*Load A long-tailed gar M 0 10002 2 10009 1*Load a long-tailed gar M 0 10004 4 10009 1*Load a blood fly M 0 10004 4 10009 1*Load a blood fly M 0 10015 1 10010 1*Load a thief M 0 10011 1 10011 1*Load a speaker M 0 10012 2 10011 1*Load a happy villager M 0 10012 2 10011 1*Load a happy villager M 0 10013 1 10011 1*Load a healer M 0 10003 1 10012 1*Load a long-tailed gar M 0 10004 4 10012 1*Load a blood fly M 0 10016 2 10012 1*Load a beggar M 0 10016 2 10012 1*Load a beggar M 0 10001 2 10015 1*Load A long-tailed gar M 0 10002 2 10015 1*Load a long-tailed gar M 0 10004 4 10015 1*Load a blood fly M 0 10010 4 10015 1*Load a heart hound M 0 10010 4 10015 1*Load a heart hound E 0 10015 0 1 A heart hound collar is loaded on the left finger of a heart hound M 0 10026 4 10016 1*Load A yellow snake M 0 10026 4 10016 1*Load A yellow snake M 0 10026 4 10016 1*Load A yellow snake M 0 10026 4 10016 1*Load A yellow snake M 0 10014 2 10020 1*Load a boundary warden E 0 10001 0 16 A boundary warden's mace is loaded wielded of a boundary warden E 0 10006 0 9 Boundary warden gloves is loaded on the hands of a boundary warden E 0 10007 0 8 Boundary warden boots is loaded on the feet of a boundary warden E 0 10008 0 10 Boundary warden sleeves is loaded on the arms of a boundary warden E 0 10009 0 11 Boundary warden's shield is loaded as a shield of a boundary warden E 0 10010 0 5 Boundary warden's tunic is loaded on the body of a boundary warden E 0 10011 0 6 A boundary warden helmet is loaded over the head of a boundary warden G 0 10020 0 A boundary warden flail is given to a boundary warden G 0 10021 0 A boundary warden mace is given to a boundary warden G 0 10022 0 A boundary warden dagger is given to a boundary warden G 0 10019 0 A boundary warden sword is given to a boundary warden M 0 10025 1 10022 1*Load A little thief G 0 10014 0 A dark robe is given to A little thief E 0 10005 0 8 A pair of black boots is loaded on the feet of A little thief M 0 10028 1 10022 1*Load A dopey little cat G 0 10017 0 A big cookie! is given to A dopey little cat M 0 10023 1 10023 1*Load The bar tender G 0 10004 0 A jug 'o beer. is given to The bar tender G 0 10016 0 A magical leather pouch is given to The bar tender M 0 10024 4 10023 1*Load A drunken villager G 0 10004 0 A jug 'o beer. is given to A drunken villager M 0 10024 4 10023 1*Load A drunken villager M 0 10024 4 10023 1*Load A drunken villager M 0 10024 4 10023 1*Load A drunken villager M 0 10006 4 10025 1*Load a quad assassin M 0 10006 4 10025 1*Load a quad assassin M 0 10006 4 10025 1*Load a quad assassin M 0 10006 4 10025 1*Load a quad assassin M 0 10017 1 10026 1*Load The Bone Woman E 0 10002 0 4 The bone woman's necklace. is loaded around the neck (2) of The Bone Woman M 0 10018 3 10028 1*Load A nasty gripper G 0 10003 0 Some grippers teeth is given to A nasty gripper M 0 10018 3 10028 1*Load A nasty gripper M 0 10018 3 10029 1*Load A nasty gripper M 0 10019 2 10029 1*Load The SCaRy Shadow THinG M 0 10030 2 10029 1*Load A Devoter of Darken Rahl M 0 10019 2 10030 1*Load The SCaRy Shadow THinG M 0 10020 1 10031 1*Load The Spirit King M 0 10022 4 10032 1*Load An evil shadow person M 0 10027 2 10032 1*Load An underworld beast G 0 10018 0 A big piece of cake! is given to An underworld beast M 0 10027 2 10032 1*Load An underworld beast M 0 10022 4 10034 1*Load An evil shadow person M 0 10022 4 10034 1*Load An evil shadow person M 0 10021 1 10035 1*Load The Great Red Dragon M 0 10029 2 10038 1*Load A Evil Mord-Sith E 0 10023 0 16 A mord-sith's agiel is loaded wielded of A Evil Mord-Sith M 0 10029 2 10040 1*Load A Evil Mord-Sith M 0 10030 2 10041 1*Load A Devoter of Darken Rahl M 0 10031 1 10042 1*Load The Evil Darken Rahl E 0 10024 0 14 The bracer of power is loaded on the left wrist of The Evil Darken Rahl S #SHOPS 10023 0 0 0 0 0 100 0 0 23 0 #$