6D/
6D/area/
6D/boards/
6D/city/
6D/color/
6D/corpses/
6D/councils/
6D/htowns/
6D/news/
6D/specials/
6D/src/specials/
6D/src/trades/
#AREA        Durdun~



#VERSION     11
#AUTHOR      Kacy~
#DERIVATIVES ~
#COLOR       11
#HTOWN       ~
#DESC        ~

#RANGES
18 28 1 100
$

#SPELLLIMIT 0
#WEATHERCELL 2 1

#RESETMSG A foul wind blows from the direction of the keep.~

#FLAGS
0 10

#CURRENCY 0

#HIGHECONOMY 0 0 0 0 0 -1

#LOWECONOMY 0 1250000 0 999999338 999999348 -1

#CLANNAME none~

#INFLUENCE 0

#MOBILES
#18300
durdun guard~
A Durdun guard~
A guard of durdun is standing here.
~
The guard has brown hair and black eyes.  He is in good physical shape.
~
1
Clanname none~
0
0
131075 0 1000 C
25 0 0 0d0+800 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 1783 0 0 0 48 3
#18301
durdun guard Horace~
Horace~
A durdun guard is standing at the ready here.
~
The guard has blond hair and green eyes.  He is in good physical shape.
~
1
Clanname none~
0
0
1 0 1000 C
25 0 0 0d0+800 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 1783 0 0 0 48 3
#18302
brash heavyhammer smith~
Brash Heavyhammer~
A huge weaponsmith stands here, smashing on a red-hot length of steel.
~
The smithy is wearing leather pants, but has no shirt on.  He is covered in sweat.
~
1
Clanname none~
0
0
3 0 0 C
20 0 0 0d0+750 0d0+0
0 0 0 0 0 
0
115 115 1
25 13 13 13 25 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 2039 0 0 0 48 0
#18303
crush heavyhammer armor smith~
Crush Heavyhammer~
A massive man stands here, beating the dents out of some armor.
~
The smith is wearing light leather clothing, and has dark red hair.
~
1
Clanname none~
0
0
3 0 0 C
20 0 0 0d0+750 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 48 0
#18304
ash heavyhammer smith man~
Ash Heavyhammer~
A mountain of a man fixes some horseshoes.
~
Dressed in a light brown leather armor.  The massive man has brown curly hair, and a thick gray
beard.  His eyes are a light brown in color.
~
1
Clanname none~
0
0
3 0 0 C
20 0 0 0d0+750 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 2046 0 0 0 560 524291
#18305
Durdun banker man~
Durdun's banker~
The Durdun banker is behind his desk, as always.
~
The banker is wearing fine clothing.  The robe he has is a deep purple color.  He has blue sullen eyes.
~
1
Clanname none~
0
0
3 0 0 C
29 0 0 0d0+850 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 2039 0 0 0 560 524291
#18306
evil crazy necromancer woman human~
An evil cleric~
An insane and evil necromancer stands here, blood running down her chin.
~
The female is wearing a blood red robe, that exposes the upper half of her chest.  She has a insane look 
in her eyes.
~
0
Clanname none~
0
0
1 4194304 -1000 C
20 0 0 0d0+750 0d0+0
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 16779321 1 0
0 0 2039 0 0 0 0 0
> all_greet_prog 100~
if quest(meadows) == 1
  mpquest $n meadows 2
endif
~
|
#18307
orc assassin~
An orcish assassin~
An orcish assassin watches from the shadows.
~
Dressed completely in black with his gear tied down to make little to no noise, the assassin
has a black pony tail, and a shaved head.
~
2
Clanname none~
0
0
2097155 2 -1000 C
20 0 0 0d0+750 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
6 3 0 0 1 1 0
0 0 2039 0 0 0 1265 524291
#18308
orc torturer~
an orcish torturer~
An orcish torturer stands here, covered from head to toe in blood.
~
The orc has a pig's snout and fanged overbite jaw.  He is dressed in leather armor that
has many blood stains on it.
~
0
Clanname none~
0
0
1 0 -1000 C
20 0 0 0d0+750 0d0+0
0 0 0 0 0 
0
112 112 1
13 13 13 13 13 13 13
0 0 0 0 0
6 4 0 0 1 1 0
0 0 2039 0 0 0 0 0
> all_greet_prog 100~
if isgood
vault $n
~
|
#18309
Constable Meadows human female guard~
Constable Meadows~
Constable Meadows is here, looking at reports.
~
The constable is wearing fine chain mail armor.  She has a short brown pony tail,
and has green eyes.  
~
1
Clanname none~
0
0
1073741827 4194304 0 C
30 0 0 0d0+850 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 2039 0 0 0 0 0
> all_greet_prog 100~
if level($n) >= 18
  if quest(meadows) == 3
    if iscarrying($n) == 18309
      mpechoat $n &CConstable Meadows says, 'Yes, Good you have it.'&D
      mppause 2
      mpechoat $n &CConstable Meadows says, 'Now hand it to me.'&D
      mpforce $n give crown meadows
      mpechoat $n &CConstable Meadows says, 'Finally, I can rest. Let this madness end.'&D
      mpechoat $n &cConstable Meadows smash the crown on the ground and it disintegrates.&D
      mpjunk crown
      mpoload 18310
      give mail $n
      mpechoat $n &CConstable Meadows says, 'This is for your help.'&D
      mppause 3
      mpechoat $n &CConstable Meadows says, 'Thank you.'&D
      mpquest $n meadows 4
    else
      mpechoat $n &CConstable Meadows says, 'Get the crown, fool!  We must not let it's taint destroy us all!'&D
    endif
  else
    mpechoat $n &CConstable Meadows says, 'Greetings.  Can you help me with something really quick?&D
    mpechoat $n &CYou look like you're capable.'&D
  endif
endif
~
> speech_prog yes yeah~
mpechoat $n &CConstable Meadow says, 'Good. We need you to go get a crown from the orc hold to the north. We don't know where it is, only that you must not put it on. It is an artifact of great evil... and it might kill you were you to put it on.'&D
mpquest $n Meadows 1
~
|
#18310
durdun guard Kayle~
Kayle~
A durdun guard is patrolling the area here.
~
The guard is dressed in chain mail.  He is in good shape, and has a cleft chin and green eyes.
~
1
Clanname none~
0
0
1 0 1000 C
25 0 0 0d0+800 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 1783 0 0 0 48 3
#18311
durdun guard Ashad~
Ashad~
A durdun guard walks his post here.
~
The guard is dressed in fine chain mail that doesn't appear to have been in battle yet.  He is
blond haired and blue eyed.
~
1
Clanname none~
0
0
1 0 1000 C
25 0 0 0d0+800 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 1783 0 0 0 48 3
#18312
durdun guard Cyad~
Cyad~
A durdun guard is standing here.
~
The guard is hardened leather armor.  He has brown hair and blue eyes.
~
1
Clanname none~
0
0
131075 0 1000 C
25 0 0 0d0+800 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 1783 0 0 0 48 3
#18313
durdun guard Engle~
A Durdun guard~
A durdun guard is standing here.
~
The guard is slightly overwieght.  He doesn't quite fit in his armor and has a sloppy appearance.
~
1
Clanname none~
0
0
1073872899 0 1000 C
25 0 0 0d0+800 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 1783 0 0 0 48 3
#18322
farmer Byzan human~
Farmer Byzan~
A human male farmer is standing here.
~
The farmer is wearing plain clothing.  He has brown hair and black eyes.
~
1
Clanname none~
0
0
1073872899 512 0 C
25 0 0 0d0+800 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 48 2
> fight_prog 30~
get apple sack
eat apple
~
|
#18324
human peasant Jacal~
Jacal~
A human male peasant is working on his house here.
~
The peasant is wearing mere rags for clothes.  He has dirty blond hair and green eyes.
~
1
Clanname none~
0
0
1073741827 4194816 0 C
27 0 0 0d0+850 0d0+0
0 0 0 0 0 
0
115 115 1
25 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 2047 0 0 0 753 524291
> act_prog p arrives from the west.~
mppause 3
mpechoat $n &CJacal says, 'Greetings Stranger.  This is my land, can I help you?'
~
> act_prog p flies in from the west.~
mppause 3
mpechoat $n &CJacal says, 'Greetings Stranger.  This is my land, can I help you?'
~
> act_prog p floats in from the west.~
mppause 3
mpechoat $n &CJacal says, 'Greetings Stranger.  This is my land, can I help you?'
~
|
#18325
woman Mala human~
Mala~
A human woman is supervising her children here.
~
The woman is very heavy with a blue dress on.  She has blond hair and blue eyes.
~
1
Clanname none~
0
0
1 4194816 0 C
24 0 0 0d0+800 0d0+0
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 0 0 0 721 0
> act_prog p arrives from the west.~
mppause 3
mpechoat $n &OMala yells, 'Jacal someone is in the house!  Kids behind me.'
~
> act_prog p flies in from the west.~
mppause 3
mpechoat $n &OMala yells, 'Jacal someone is in the house!  Kids behind me.'
~
> act_prog p floats in from the west.~
mppause 3
mpechoat $n &OMala yells, 'Jacal someone is in the house!  Kids behind me.'
~
|
#18326
child human ~
a human child~
A human child is playing here.
~
The child is wearing light tanned trousers with no shirt on.  He has brown hair
and green eyes.
~
1
Clanname none~
0
0
1140850691 0 0 C
2 0 0 0d0+20 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 2047 0 0 0 0 0
#18327
orc sentinel~
an orc sentinel~
An orc sentinel is patrolling here.
~
The orc is wearing chain mail armor.  He has a pig snout and fanged overbite.
~
11
Clanname none~
0
0
33 0 -1000 C
20 0 0 1d1+750 1d4+2
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
6 18 0 0 1 1 1
0 0 41 0 0 0 48 1
#18350
last mob~
a newly created last mob~
A sneaky bastard Vladaar put here to simulate Kacy's contraption.
~
~
0
Clanname none~
0
0
131075 4292610 0 C
106 0 0 0d0+10000 0d0+0
0 0 0 0 0 
0
115 115 0
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 0 0 0 0 0 0
> all_greet_prog 100~
if ispc($n)
mppause 2
mpecho A small dart flies from a contraption.
mpecho An small dart pierce hits $n!
mpdamage $n 3
mppause 2
mpecho A small dart flies from a contraption.
mpecho An small dart pierce hits $n!
mpdamage $n 3
mppause 2
mpecho &R$n's small dart wounds bleed profusely!
else
endif
~
|
#0


#OBJECTS
#18300
large sword broad broadsword~
a large broadsword~
A large broadsword sits here.~
~
5 0 8193
0 10 20 1 1 20 50
5 173 15
3
13
0
0
0
0
S 0 0
A
19 2
#18301
mace metal spiked~
A spiked metal mace~
A spiked metal mace rests here~
~
5 524288 8193
0 5 15 4 5 0 0
1 61 6
4
13
0
0
0
0
S 0 0
#18302
knight's armor~
set of knight's armor~
A full set of knight's plate armor is here.~
~
9 0 9
30 30 0 0 0 0 0
1 169 18
3
0
0
0
0
0
S 0 0
#18303
lochaber axe~
a lochaber axe~
A lochaber axe lies here before you.~
~
5 532480 8193
0 35 50 3 8 0 50
1 88 8
4
0
0
0
0
0
S 0 0
#18304
knight's visor helm helmet~
A knight's helmet with a visor~
A knight's helmet with visor lays here, almost seeming to stare at you.~
~
9 0 17
20 20 0 0 0 0 0
1 124 18
4
0
0
0
0
0
S 0 0
#18305
knight's boots~
A pair of knight's boots~
A pair of boots commonly worn by knight are here.~
~
9 0 65
20 20 0 0 0 0 0
1 111 19
4
0
0
0
0
0
S 0 0
#18306
knight's shield~
A knight's shield~
A large shield used by knights lies here.~
~
9 0 513
30 30 0 0 0 0 0
1 66 20
4
0
0
0
0
0
S 0 0
#18307
steel lance~
a steel lance~
A steel lance lies here it's point glinting sharply.~
~
5 532480 8193
0 10 20 7 12 0 50
1 93 9
4
0
0
0
0
0
S 0 0
#18308
knight's gauntlets~
a pair of knight's gauntlets~
A pair of knight's gauntlets lie here.~
~
9 532480 129
30 30 0 0 0 0 0
1 89 8
4
0
0
0
0
0
S 0 0
#18309
crown idaliss evil artifact magic~
A blood-covered crown~
A metal crown sits here, covered in blood.~
~
9 -2146952685 17
10 10 0 0 0 0 0
1 228 22
1
0
0
0
0
0
S 77 0
E
This crown is covered in blood, and has many evil-looking designs carved upon it.~
(null)~
> get_prog 100~
if quest(meadows) == 2
  mpquest $n meadows 3
endif
~
|
#18310
rohr mail chain suit~
Rohr's Mail~
A suit of chainmail with the name Rohr lies in a pile.~
~
9 0 9
30 30 0 0 0 31 0
10 192 20
3
13
0
0
0
0
S 0 0
A
2 3
#18311
bloody diamond~
a bloody diamond~
A small, beautifully cut bloodstained diamond lies here, glittering.~
~
8 33554432 1
0 0 1 0 0 0 0
1 5 1
1
5
0
0
0
0
S 0 0
#18312
hand half sword blackened~
a hand and a half sword~
A hand and a half sword has been left here.~
~
5 524608 8193
0 27 34 1 0 22 0
25 179 17
3
8
0
0
0
0
S 0 0
A
1 1
A
19 1
#18313
blackened dagger~
a blackened dagger~
A blackened dagger has been left here.~
~
5 0 8193
0 5 15 2 2 15 0
1 95 9
4
13
0
0
0
0
S 0 0
A
19 1
#18314
faded green tunic~
a faded green tunic~
A faded green tunic has been left here.~
~
9 0 9 32
20 20 0 0 0 20 0
1 185 18
3
11
0
0
0
0
S 77 0
E
tunic green~
The tunic is made out of faded cotton and is a light material. 
~
A
17 -20
#18315
faded blue robe~
a faded blue robe~
A faded blue robe has been left here.~
~
9 64 1025
20 20 0 0 0 20 0
8 177 17
3
4
0
0
0
0
S 77 0
E
fur robe~
This robe will serve you well, unless a vampire or thief.  The smell of
it would drive a vampire mad and would cause a thief to be detected.
~
A
12 25
#18316
water fountain~
a water fountain~
A marble water fountain is embedded in the ground here.~
~
25 0 0
20 20 0 0 0 0 0
1 1 0
4
5
0
0
0
0
S 0 0
E
marble water fountain~
The marble water fountain appears to have been crafted many years ago.  
The water does not look the best, but it is probably drinkable.
~
#18317
water well~
a water well~
A water well is beside the house here.~
~
25 0 0
20 20 0 0 0 0 0
1 1 0
4
5
0
0
0
0
S 0 0
E
marble water fountain~
The marble water fountain appears to have been crafted many years ago.  
The water does not look the best, but it is probably drinkable.
~
#18318
sickle farm~
a farm sickle~
A farm sickle has been left here.~
~
5 524608 8193
0 10 20 1 15 22 0
8 179 17
3
8
0
0
0
0
S 0 0
A
19 2
#18319
straw hat~
a straw hat~
A straw hat has been left here.~
~
9 0 17
20 20 0 0 0 20 0
1 165 16
3
1
0
0
0
0
S 77 0
A
19 1
A
17 -20
#18320
red apple~
a red apple~
A red apple has been left here.~
~
26 0 16385
5 -1 -1 -1 27 10 -1
1 1 0
4
3
0
0
0
0
'NONE' 'NONE' 'NONE'
S 0 0
#18321
burlap sack~
a large burlap sack~
A sack made from a brown burlap lies here.~
~
15 0 16385
75 0 0 0 0 0 0
1 0 0
1
1
0
0
0
0
S 0 0
E
sack burlap~
To use this sack, type:  examine sack   OR   exam sack
To get items from this sack, type:  get <item name> sack
To put an item in this sack, type:  put <item name> sack
 
You can also use get all or put all.  See help container for more information.
~
#18322
green apple~
a green apple~
A green apple has been left here.~
~
26 0 16385
5 -1 -1 -1 27 10 -1
1 1 0
4
9
0
0
0
0
'NONE' 'NONE' 'NONE'
S 0 0
#18323
chain mail trousers~
a pair of chain mail trousers~
A pair of chain mail trousers has been left here.~
~
9 0 33
30 30 0 0 0 0 0
4 73 7
4
8
0
0
0
0
S 0 0
E
pants chain mail~
A finely crafted pair of chain mail pants appears a good find.
~
A
17 -20
#18324
chain mail shirt~
a chain mail shirt~
A chain mail shirt has been left here.~
~
9 0 9
30 30 0 0 0 0 0
8 127 12
4
8
0
0
0
0
S 0 0
E
chain mail shirt~
It appears to be a chain mail shirt of superb quality.
~
A
17 -20
#18350
last obj~
a newly created last obj~
Some god dropped a newly created last obj here.~
~
13 0 0
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#0


#ROOMS
#18300
A Guard Post~
~
There is a heavily reinforced guard post along the trail here. The trail 
leads north to a small village. There is a thick forest on either sides of 
the trail. A small wooden gate that is broken hangs from the hinges. 
~
1 0 11
D0
~
~
0 -1 18301
D11
~
~
0 -1 41100
R M 0 18300 2 18300
  R E 0 18300 1 16
  R E 0 18323 1 7
  R E 0 18324 1 5
R M 0 18300 2 18300
  R E 0 18300 1 16
  R E 0 18323 1 7
  R E 0 18324 1 5
S
#18301
An Intersection in the Trail~
~
The keep to the north seems to give the local villagers a start every time 
they see it. There is a newly repaired road leading to the east and the 
west. To the north, on the road all travelers come in on, there is a 
statue. There is also a statue to the east. 
~
1 3145728 1
D0
~
~
0 -1 18302
D1
~
~
0 -1 18303
D2
~
~
0 -1 18300
D3
~
~
0 -1 18304
> entry_prog 100~
if wasinroom($n) == 18300
  if quest(fysklor) > 0
    mpat 18307 mpmload 4664
  endif
endif
~
|
S
#18302
Rohr Street~
~
A street sign is seen at last, saying the road is called Rohr Street. It 
is apparently named after a local hero . To the north, there is a statue 
of an elfin archer, his features distinguished even at this great 
distance. There are drains in the sides of the road for sewage. 
~
1 3145728 1
D0
~
~
0 -1 18305
D2
~
~
0 -1 18301
S
#18303
Throkk Way~
~
This path has a large sign that denotes it as Throkk Way. It seems to be 
heading toward the richer section of the city, and in the other direction, 
it seems to be going to the poorer side. A small lean-to shack seems to 
lie at the eastern end of the way. 
~
1 3145728 1
D1
~
~
0 -1 18332
D3
~
~
0 -1 18301
S
#18304
Throkk Way~
~
This poorly cobbled path has a long-rotten signpost proclaiming it
to be Throkk Way. This path goes into the slightly darker-seeming
areas of town. Footsteps echo all around. The shadows stretch,
seeming to warp and move, following your movements.
~
1 3145728 1
D1
~
~
0 -1 18301
D3
~
~
0 -1 18306
S
#18305
Rohr's Statue~
~
This square is dominated by a statue of a man in leather armor with a bow 
pointed toward the rising sun. The plaque on its base reads: This statue 
is dedicated to our protectors, Rohr and his band of friends known as the 
Serafan. The square leads in the cardinal directions. 
~
1 3145728 1
D0
~
~
0 -1 18309
D1
~
~
0 -1 18311
D2
~
~
0 -1 18302
D3
~
~
0 -1 18310
R O 0 18316 1 18305
S
#18306
Throkk Way~
~
The trail leads west to an old farm house and field. The trail has large 
ruts in it from wagons constantly being pulled along it. There are juniper 
bushes growing along the edge of the trail. A large boulder is to the 
north.  A thick forest is to the south of the trail.
~
1 3145728 1
D1
~
~
0 -1 18304
D3
~
~
0 -1 18307
S
#18307
Before a Farm House~
~
A large farm house made out of solid oak logs is here. There is a small 
water well to the side of the house. A large field of crops is behind the 
house. There are some apple trees planted around the house. 
~
1 0 1
D1
~
~
0 -1 18306
D3
~
door~
3 -1 18326
R O 0 18317 1 18307
S
#18308
Destroyed Home~
~
Now the reason for the smoke becomes clear. A house is burned to
the ground, blocking the path. There is nothing to do here. There is a 
cart with charred skeletons in it nearby, but the smell is sickening
to the point of fleeing.
~
1 4 1
S
#18309
Durdun City Gate~
~
The gate is made out of stout oak wood. The wall around the rear of the 
city is made out of stone slabs that come to head height. A small hole in 
the wall by the gate has a set of bows and arrows laid by it. 
~
1 0 1
D0
~
~
0 -1 18337
D2
~
~
0 -1 18305
R M 0 18312 1 18309
  R E 0 18300 1 16
  R E 0 18324 1 5
  R E 0 18323 1 7
S
#18310
Market Street~
~
This street has many vendors hawking their wares. It doesn't seem like 
they sell anything an adventurer would want to buy, but the sound of 
ringing metal comes from the west. The heat from forges can be felt, even 
at this distance. 
~
1 3145728 1
D1
~
~
0 -1 18305
D3
~
~
0 -1 18312
S
#18311
Court Street~
~
This street leads to big, imposing buildings made from marble and
granite. The bank is to the south, and to the north is the constable's
office. The sound of ringing metal can be heard in the west.
~
1 3145728 1
D0
~
~
0 -1 18318
D2
~
~
0 -1 18319
D3
~
~
0 -1 18305
S
#18312
Before the Smithing Brothers.~
~
The ringing of metal gets louder as you approach a large building with 
black smoke pouring out of the chimney. The man inside the building to the 
north is beating a hammer on a red-hot chunk of metal. Another man to the 
south is making what appears to be metal armor. There is yet a third man 
to the west, who seems to be the local blacksmith. 
~
1 3145728 1
D0
~
~
0 -1 18313
D1
~
~
0 -1 18310
D2
~
~
0 -1 18314
D3
~
~
0 -1 18315
R M 0 18311 1 18312
  R E 0 18300 1 16
S
#18313
Durdun Weaponsmith~
~
This room reeks of hot metal and sweat. A list is hanging on the wall,
telling you what there is available for purchase. The heat coming from
the forge is incredible, but the smith barely seems to notice. There are
swords, axes, lances, and many other kinds of weapons around the small forge.
~
1 3145728 1
D2
~
~
0 -1 18312
R M 0 18302 1 18313
  R E 1 18304 1 6
  R E 1 18306 1 11
  R E 1 18305 1 8
  R E 1 18300 1 16
  R G 1 18300 1
  R E 1 18308 1 9
  R E 1 18302 1 5
  R G 1 18301 1
  R G 1 18303 1
  R G 1 18307 1
S
#18314
Durdun Armorsmith~
~
The smell of hot metal pounds forth like a hammer, but the smith doesn't 
notice. A list on the wall has his available wares, and pieces of armor 
hang all around the room. A few shields, nearly as tall as a man, dot the 
walls amongst the armor. 
~
1 3145728 1
D0
~
~
0 -1 18312
R M 0 18303 1 18314
  R E 1 18304 1 6
  R E 1 18306 1 11
  R E 1 18305 1 8
  R E 1 18300 1 16
  R E 1 18308 1 9
  R E 1 18302 1 5
  R G 1 18302 1
  R G 1 18304 1
  R G 1 18306 1
  R G 1 18305 1
  R G 1 18308 1
S
#18315
The Durdun Smith~
~
This forge is cooler, but the smith is still as massive. There are many 
broken and damaged items laying about, and, though there are many orders 
and he must be very busy, he grunts an affirmation when he hears the door 
open. However, he stays bent over his work. 
~
1 3145728 1
D1
~
~
0 -1 18312
R M 0 18304 1 18315
S
#18316
A Small Clearing~
~
The orcish keep looms over the small town. The small courtyard is so 
littered with debris it's impassable. The keep stands tall to the north. 
The stench of the dead fills the nostrils and the first of the dead 
guards and villagers make themselves apparent. 
~
1 0 1
D0
~
~
0 -1 18317
D2
~
~
0 -1 18336
S
#18317
Entrance to the Keep~
~
The keep has a large ceiling, from which hangs absolutely no decorations. 
In fact, there are no kind of decoration anywhere. There are stairs 
leading up. A staircase leads down, as well. The stones are smoothed from 
constant travel, and there are bloated and ruptured corpses everywhere. 
~
1 0 0
D2
~
~
0 -1 18316
D4
~
~
0 -1 18320
D5
~
~
0 -1 18327
S
#18318
Constable Meadows' Home~
~
As the door opens, a noticeable hunk of the door seems to be missing, as 
if was hit with an axe. Once inside, the constable is well-deserving of 
the title, as there are many heads of vicious animals mounted on the 
walls. Wanted posters with large red X's also litter the walls, apparently 
caught criminals. 
~
1 3145732 1
D2
~
~
0 -1 18311
R M 0 18309 1 18318
  R E 0 18300 1 16
  R E 0 18324 1 5
  R E 0 18323 1 7
S
#18319
Durdun Bank~
~
The inside of this building is at odds with the rest of the town. Whereas 
most of Durdun is made of log structures, the bank is crafted not from 
marble, but is instead crafted from what appears to be bronze. 
~
1 271581196 1
D0
~
~
16777216 -1 18311
R M 0 18305 1 18319
R M 0 18310 1 18319
  R E 0 18300 1 16
S
#18320
The Foyer~
~
The smell of orcs assaults the senses. To the north, there is a hole in 
the wall, and to the south, east and west are doors, but they have caved 
in and are inaccesible. A sickly smell slides in under the stink of 
rotting corpses. 
~
1 4 0
D0
~
~
0 -1 18321
D1
~
~
2315 -1 18324
D5
~
~
0 -1 18317
S
#18321
A foul-smelling stairway.~
~
The smell gets even stronger near the hole, and once inside, the only 
thing around are stairs leading up. There is a path downward, but the way 
is caved in. The smell gets worse as a new odor begins to color it. 
~
1 4 0
D2
~
~
0 -1 18320
D4
~
~
0 -1 18322
S
#18322
The sacrifice area~
~
On the floor lies an immense figure, shaped like three triangles aligned 
one atop the other, each pointing a different way. An evil aura permeates 
the air around the figure, and the undertone of the smell is now 
identifiable as roasting human flesh. There is an offering trough that is 
glowing red-hot with sizzling human remains piled inside. There is a lone 
door to the east. 
~
1 4 0
D1
~
~
0 -1 18323
D5
~
~
0 -1 18321
S
#18323
The Laboratory~
~
The sight of the remains is sickening, yet there are flowers in bloom 
here. The horrible stink of orcs and seared flesh is gone, leaving only 
the scent of the flowers. The room appears is outfitted like a laboratory. 
However, the bloodstains on the floor speak of hideous acts. 
~
1 4 0
D3
~
~
0 -1 18322
R M 0 18306 1 18323
  R E 0 18309 1 6
S
#18324
A shattered balcony~
~
~
1 4 1
D3
~
~
0 -1 18320
S
#18325
Barracks~
~
~
1 4 1
S
#18326
The Mud Room~
~
There are old tapestries hanging on the walls within the room. A large 
blue rug is centered on the floor. There are shelves on the walls with 
small statues on them. A hooded lantern is on a side table. 
~
1 12 1
D1
~
door~
3 -1 18307
R M 0 18322 1 18326
  R E 0 18318 1 16
  R E 0 18319 1 6
  R G 0 18321 1
    R P 0 18320 1 18321
    R P 0 18320 2 18321
    R P 0 18320 1 18321
    R P 0 18320 2 18321
    R P 0 18320 4 18321
    R P 0 18322 3 18321
R D 0 18326 1 1
S
#18327
The Cellar~
~
This cellar is filled with old wine, and many cracks run through its 
walls. As far as you can see in the dim light filtering in from above, the 
only other way to go is down through a drainhole that seems to have been 
excavated. 
~
1 4 13
D4
~
~
0 -1 18317
D5
~
drain hole~
1 -1 18328
R D 0 18327 5 0
S
#18328
The Catacombs~
~
Water dripping down from above creates a rank stench of stagnant water 
within this room. Wafting in from the east, a strong smell of rotting 
flesh is overlaid on top of the smell of stagnant water. Nothing can be 
detected from the south. 
~
1 4 13
D1
~
~
0 -1 18329
D4
~
drain hole~
3 -1 18327
D5
~
~
0 -1 1951
R M 0 18307 1 18328
  R E 0 18313 1 16
  R E 0 18313 1 18
S
#18329
Strange Room~
~
The door to the north is bloodcaked and battered, and the arch south has 
smashed and crushed bones beyond. The smell of blood comes with an almost 
physical force from the north, and the smell of death from the south. 
~
1 4 13
D0
~
~
0 -1 18331
D2
~
~
0 -1 18330
D3
~
~
0 -1 18328
S
#18330
A trap~
~
A small room with hooded lanterns mounted to the walls for lighting.  The
far wall has a strange contraption on it.  A pair of chairs are on both
sides of the wall.
~
1 4 13
D0
~
~
0 -1 18329
R M 0 18350 1 18330
R O 0 18310 1 18330
E
contraption ~
A strange looking device with small holes at the end of it.
~
S
#18331
A Blood-soaked room~
~
Blood coats the walls, ceiling and floor. There is a small array of 
torture devices here, and all have blood on them. Corpses are piled in the 
corners, and the stench has drawn flies. There are maggots feasting 
everywhere, and the flies attack once they smell more flesh.
~
1 4 13
D2
~
~
0 -1 18329
R O 0 18311 1 18331
S
#18332
Throkk Way~
~
&gOff to the east, a small shack presents itself, and to the west, the 
tip of a statue can barely be seen. The cobblestones here seem to be in 
better repair than those nearby, and the homes nearby are not as run-down, 
except for the shack to the east. 
~
1 4 1
D1
~
~
0 -1 18333
D3
~
~
0 -1 18303
S
#18333
Throkk's Estate~
~
There is a small house built out of sturdy logs to the east. A large plow 
is sitting in the field beside the house. There are a few small flowers 
that grow along a path that leads up to the house. 
~
1 4 1
D1
~
~
0 -1 18334
D3
~
~
0 -1 18332
R M 0 18324 1 18333
  R E 0 18312 1 16
  R E 0 18314 1 5
S
#18334
Throkk's Foyer~
~
The foyer is fairly small. There is a fireplace in the corner of the 
house. A great axe hangs above the fire place. There is a small table and 
a few chairs in the room. A small red rug is centered on the floor. 
~
1 12 1
D3
~
~
0 -1 18333
R M 0 18326 2 18334
R M 0 18326 2 18334
R M 0 18325 1 18334
  R E 0 18315 1 12
S
#18335
Within the Forest~
~
The trees and vegetation are thick along this trail. The trail is nothing 
more then a game run that leads into a thick forest. There are places 
along the ground where the grass is matted down where something slept. 
~
1 0 1
D0
~
~
0 -1 18336
D3
~
~
0 -1 18345
S
#18336
Within the Tall Grass~
~
The thick forest thins out some ahead and a large fortification is 
visible. There are tracks by some type of humanoids along the ground. A 
few small scrapings on the trees indicate the trail was marked. 
~
1 0 1
D0
~
~
0 -1 18316
D2
~
~
0 -1 18335
R M 0 18327 1 18336
  R E 0 18301 1 16
S
#18337
Along a Narrow Trail~
~
A dirt trail leads off into the woods. The trees and undergrowth have been 
cut back along the trail. There are several sets of tracks going north 
along the trail. A few small rocks are along the edge. 
~
1 4 1
D2
~
~
0 -1 18309
D7
~
~
0 -1 18338
S
#18338
The End of a Trail~
~
The thick forest swallows up the trail, as it suddenly ends. There are 
pine trees all around the trail. A large rotting stump is at the end of 
the trail. A few bushes have been beaten down to the north. 
~
1 4 1
D0
~
~
0 -1 18339
D8
~
~
0 -1 18337
S
#18339
Within the Tall Grass~
~
The forest thins somewhat here, and a tall grass fills the area. The grass 
is half as tall as the trees. There are a few matted down sections to the 
grass indicating some wildlife bedded down there recently. 
~
1 4 1
D0
~
~
0 -1 18340
D2
~
~
0 -1 18338
S
#18340
A Cluster of Trees~
~
A thick cluster of trees prevents any further progress except for a small 
opening leading to the east. The tall grass grows up and around the trees 
here. A few deer tracks are along the ground. 
~
1 0 1
D1
~
~
0 -1 18341
D2
~
~
0 -1 18339
S
#18341
Beside a White Birch Tree~
~
There is a massive white birch tree growing along here. The tree has a 
wide girth. A small cluster of mushrooms are growing at the base of the 
massive tree trunk. A few wild berry plants are scattered about here. 
~
1 0 1
D0
~
~
0 -1 18342
D3
~
~
0 -1 18340
S
#18342
Within the Forest~
~
The forest thickens up with pine trees all around. The tall grass 
intermingles with the tall trees. A small game trail runs through here. 
There are pine cones scattered about the area. A rotting tree lays on the 
ground. It appears some creature has made the tree a home. 
~
1 0 1
D2
~
~
0 -1 18341
D3
~
~
0 -1 18343
S
#18343
Beside a Small Stream~
~
There is a clear stream of water running along here. Several small game 
trails lead to the stream. Various types of humanoid tracks as well go to 
the stream. There are some matted down sections where something bedded 
down for the night recently. 
~
1 0 1
D0
~
~
0 -1 18344
D1
~
~
0 -1 18342
S
#18344
The Edge of a Swamp~
~
The ground becomes wet, and small bogs are scattered about the area. A 
series of cattail weeds are growing throughout here. There is a large 
boulder that has been cut in two by something standing on end. 
~
1 0 1
D0
~
~
0 -1 18345
D2
~
~
0 -1 18343
S
#18345
Within the Swamp~
~
Large bogs are all over the swamp. The water is waist deep. The trees have 
a growth of vegetation along the base of them. There are cattail weeds 
growing throughout the area. 
~
1 0 1
D1
~
~
0 -1 18335
D2
~
~
0 -1 18344
S
#18346
Floating in a void~
~
~
1 1073741828 1
S
#18347
Floating in a void~
~
~
1 1073741828 1
S
#18348
Floating in a void~
~
~
1 1073741828 1
S
#18349
Floating in a void~
~
~
1 1073741828 1
S
#18350
Floating in a void~
~
~
1 1073741828 1
S
#0


#SHOPS
 18302    0  0  0  0  0   120  90         0 23    ; Brash Heavyhammer
 18303    0  0  0  0  0   120  90         0 23    ; Crush Heavyhammer
0


#REPAIRS
 18304    9  5  4          30   1         0 23    ; Ash Heavyhammer
0


#SPECIALS
M  18300 spec_guard
M  18301 spec_guard
M  18310 spec_guard
M  18311 spec_guard
M  18312 spec_guard
M  18313 spec_guard
S


#$